XCOM 2
Manufacture Job
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Update: 6 Jun, 2017 @ 6:12pm

Battlescanners, Alloyed and Plated Vests, and the non-DOT ammos can now be manufactured.

Update: 31 May, 2017 @ 11:16pm

Buffed base rebel production rate to 2 from 1.

Light and Heavy armours can now be manufactured if the appropriate techs are researched.


Ammo items can be turned off separately from all other items in XComLW_Outposts.ini

Update: 10 Mar, 2017 @ 8:45pm

Unnerfed liaison bonus.

Added support for mod items: add entries to XComManufacture.ini

Examples have been added as to how to add new items

Update: 9 Mar, 2017 @ 7:18pm

Game will no longer spam the log with divide by zero errors due to regions having 0 manufacturers in them.

Update: 27 Feb, 2017 @ 12:57pm

Added localization support for Robojumper's better job selector.

Update: 8 Feb, 2017 @ 4:26pm

Nerfed Liaison flat bonus.

Update: 6 Feb, 2017 @ 9:53am

Actually implemented working, cleaner XComEngine.ini

Added Weapon Upgrades to items that can be manufactured, if XCOM has researched the requirements beforehand.

Update: 5 Feb, 2017 @ 4:46pm

Turns out it catastrophically crashes if you do that, reverted previous update.

Nerfed base level of Manufacture Job even more.

Update: 5 Feb, 2017 @ 4:28pm

Commented out in XComEngine.ini extraneous nonnativepackages, based off Robojumper's advice.

Update: 5 Feb, 2017 @ 12:36pm

Nerfed base level of job just a bit more, geoscape will auto-slow when production items are completed.