XCOM 2
Unofficial Battle Rifle Expansion
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Update: 20 Jul, 2017 @ 2:44pm

Fixed MR/BR lasers having plasma-grade shredding or stock firing.

Update: 24 May, 2017 @ 1:47pm

Marksman Rifle aim penalty has been restored. This is to help compensate for Death From Above, which nullifies all range penalties even if the opponent is elevated above the shooter.

Update: 19 May, 2017 @ 1:17pm

Marksman Rifles no longer have an inherent aim penalty.

The range table for Intermediate Range Weapons has been modified: it kicks in at maximum effectiveness at around 16 to 18 tiles, is less effective at close range, and drops off sharply in effectiveness past visual range.

Coil Sharpshooters now use the sniper animset instead of the assault rifle animset.

Update: 18 May, 2017 @ 10:00pm

Changed base magazine mesh (and the autoloader sans expanded magazine mesh ) of the ETC SAW to one from the Mesh Pack.

Update: 18 May, 2017 @ 9:32pm

NOW Lasers work. For real.

Autolasers don't take into account engineers though.

Update: 18 May, 2017 @ 8:19pm

Further experimentation.

Update: 18 May, 2017 @ 7:59pm

Experimenting with why lasers aren't appearing.

Update: 18 May, 2017 @ 6:57pm

Lasers are now actually tech locked.

And cost stuff to make.

If this doesn't work I'm going scream.

Update: 18 May, 2017 @ 6:18pm

Lasers should actually be tech-locked. For real this time.

Update: 18 May, 2017 @ 4:39pm

Added support for Manufacture Job, fixed Autolaser from not appearing after you researched Advanced Lasers.