XCOM 2
A Better Barracks: TLE
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DerBK  [developer] 29 Oct, 2018 @ 9:42am
Update history
This is where all update notes go.
Note that the most recent post might have info on a patch that is not be released yet.
Last edited by DerBK; 29 Oct, 2018 @ 9:44am
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DerBK  [developer] 29 Oct, 2018 @ 10:09am 
2018-10-29

** Bugfixes **

Due to a error on my part when moving files from ABB to ABB:TLE, some localization strings were messed up and either wrong or not showing. This has been fixed.

** Visuals **

Changed the name of the Sharpshooter class to Marksman.
The role of the class in ABB is significantly different from what it is in vanilla.
Also, i got tired of people complaining about Snipers using shotguns :P

** New perks **

Favid released a really well done perk pack, so of course i had to scan it for stuff that i want to add to ABB. This update adds 19 of those perks.

Do NOT sub to Favid's Perk Pack, i pulled the perks i want to use into ABB already. Note that some might be slightly different than in Favids Perk Pack.

I will be adding 2 new class perks per class, 1 new operative perk, one perk revamp and one perk that goes on all snipers. Many of the class perks will also be enabled as Operative perks.
Here's the full list:

Ranger
Dedication: As an activated free ability, gain 3 movement and Shadowstep for this turn. Tier 1.
Surprise: Gain 1 bonus damage against flanked enemies and 2 bonus damage while concealed. Tier 2.

Marksman
Fire First: Once a turn, when an enemy tries to take a shot at you, fire a pistol shot at them first. Tier 2
Kill Em All: Fire once at every enemy in a cone. This is basically instant Killzone. Tier 3.

Grenadier
Cold Blooded: When you take your first shot at an enemy that is affected by burn, acid, bleed or poison, you get your action refunded. Tier 2.
Combat Drugs: Your smoke grenades give 10 aim and crit to anyone in their area of effect. Tier 1.

Specialist
Call For Fire: Enter Overwatch. Every ally in a radius around you also enters Overwatch. Tier 3
The Bigger They Are: Gain bonus aim against enemies that can not take cover. Tier 2.

Agent
Blend: Enter Concealment, automatically break concealment in 2 turns. Tier 1.
Impulse: After taking a movement action, you gain 10 aim and crit for the rest of the turn. Tier 2.

Saboteur
Maim: Shoot at an enemy. If you hit, the affected enemy can not move next turn. Tier 2.
Watch Them Run: Whenever you throw a grenade, also enter Overwatch. Tier 2.

Scout
Disabling Shot: Shoot at an enemy. If you hit, the enemy is stunned for 2 actions (=1 turn). Tier 3
Flatline: Shoot at an enemy. Deals extra damage and applies Rupture. Replaces vanilla Rupture on the Scout's perk tree. Tier 4.

Infantry
Blinding Fire: Shoot at all enemies in a cone at -15 aim. All enemies get -15 aim next turn, even if they weren't hit. Tier 2.
Imposition: Your standard shots with the primary weapon apply -10 aim to the target, if you hit. Tier 3

Class perks as Operative perks
The following perks are available for all classes that don't already have that perk as a class perk:
Tier 1: Dedication, Surprise
Tier 2: Maim, Impulse, Blend
Tier 3: Blinding Fire, Cold Blooded, Disabling Shot, Kill Em All, The Bigger They Are

New Operative perks
Trench Warfare: When you make a kill, hunker down at the end of the turn. Tier 2
Sniper Elite: Remove all Squadsight penalties. Tier 4. Only available for Marksman, Agent, Scout and Specialist.

Other
Lock And Load: I replaced my version of Lock And Load with the one by Favid because i like the implementation a lot more. Instead of reloading the weapon after each kill, LnL will simply add 1 ammo to the magazine. In light of this, i removed the restrictions that kept the old LnL to be used with Shotguns. Feel free to use this new version to get more mileage out of your shotties.
Last edited by DerBK; 30 Oct, 2018 @ 1:15am
DerBK  [developer] 30 Oct, 2018 @ 1:15am 
2018-10-30

** Visuals **

Agent can now use the TLE Ranger armor.
Saboteur can now use the TLE Specialist armor.
Scout can now use the TLE Sharpshooter armor.
Infantry can now use the TLE Grenadier armor.
Last edited by DerBK; 30 Oct, 2018 @ 1:15am
DerBK  [developer] 1 Nov, 2018 @ 11:28am 
2018-11-01

** Textfixes **

- Fixed several descriptions of new abilities that weren't displaying the numerical values correctly.
- Changed the text of the resistance card Insider Knowledge to reflect that it doesn't work on all attachments.
DerBK  [developer] 23 Dec, 2018 @ 8:37am 
2018-12-23

** Weapon overhaul **

The values for the weapons have been revisited and rebalanced.
Here is an overview of all weapon stats for the various tiers and weapon classes, with read and green marking any buffs and nerfs:

https://i.imgur.com/Im1OcxV.png

A few words about what happened here:
- Assault Rifles: Pretty much unchanged.
- Shotguns: Some buffs to their damage on Plasma and Coil tier to make those a more significant upgrade over Mag and Beam. Shotguns have the best crit chance, but will require the use of Compensator attachments to make best use of it now.
- Cannons: Cannons lose a point of max damage, but will all shred a point of armor now. This was done to provide a reliable source of shred and to slightly correct the damage of cannons down just a little bit.
- Snipers: Snipers no longer have the crit chance bonus, but do have innate 10 aim now. Snipers are unique in that they have high innate crit damage bonuses, so crits with these things REALLY hurt.

Parts of these changes also affect the ADVENT weapons, which re-use some of the basic weapon stats. These changes are largely irrelevant, except for the Scoutrifle now indeed having +10 aim instead of +10 crit as a result of the sniper rifle changes.
Note that the Smartgun does not shred armor and did not have its damage reduced. This is intentional.

** Item changes **

Heavy Trauma Unit: The HTU, a medical item that goes into the heavy weapon slot, has been changed in its functionality. It no longer provides any abilities on its own. However, it does turn all medical skills of that soldier into free actions. This includes: Medkit Heal, Stabilize, Medical Protocol, Gremlin Stabilize, Medic Sprint, Revive, Revival Protocol and even Restoration.

Heavy Utility Items in general: The chance to loot one of the heavy utility items has been increased.

Kevlar: The ablative armor on the rookie Kevlar has been reduced from 2 to 1 so Predator armor will again be a top priority upgrade.

** Perk related fixes **

Surprise: Applied its damage bonuses to everything, including grenades and secondary weapons. This was not intentional and has been fixed.
Watch Them Run: When used with a weapon that needs 2AP to enter overwatch, this ability will only work on the first action. I have not been able to fix this yet, but included a note on this in the ability text.

** Visual fixes **

Display bug: The displaybug caused by the Highlander and ABB both trying to add info on shred and pierce to weapons has been fixed.
Coilgun attachments: Some of these didn't show up or were buggy. This has been fixed.
DerBK  [developer] 30 Sep, 2019 @ 8:37am 
2019-09-30

This update mostly fixes some longstanding bugs that were on their own not relevant enough to warrant an upload to the Workshop.

As a little bonus thing, i also unlocked the TLE Pistol and Sword. At this point, it is super unlikely that i ever do something with their models, so there is no reason to block them anymore. They will only appear in new campaigns, though.

Fix 1 - EMP
When i buffed the EMP Grenade a while back, i accidentally removed a little line of code that makes them apply to Gatekeepers and Codices. This line has been re-added. I tested that EMP Grenades (and Bluescreen, for that matter) both apply their bonus damage to those "kinda-mechanical-but-not-really" enemies.

Fix 2 - Parkour
When i named the wallclimb perk from the Agent perk set "Parkour" i kinda forgot that there is already a Parkour perk in the game. As a result, ABB did overwrite that Skirmisher perk and all Skirmies would be able to wallcrawl instead of getting bonus actions. A dubious benefit for a unit with a grappling hook^^
I fixed this by changing the internal name of the Agent perk to ABB_Parkour, so there is no overlap anymore. Skirmies get their original perk back and new Agents will be able to get their wallcrawling on.
There is one sideeffect to this, though. If you have existing soldiers with Parkour, these will be the Skirmisher Parkour from now on. It's the one boosted by ABB, so it's not too bad...

Fix 3 - Quickdraw
Quickdraw was missing from the perk pool of Marksmen. It has actually been missing from there since ABB was first published. A simple oversight. I added it back now, so new Marksmen might roll it. It's a tier 2 perk.

Fix 4 - Archives
The changes to the two Chosen weapons Katana and Darklance were not mentioned in the ingame documentation that you can reach from the XCOM Archives. They are now.
Last edited by DerBK; 30 Sep, 2019 @ 8:37am
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