XCOM 2
[OLD] Spectrum: Complete - Yellow Release v4.06
Yzaxtol - Mike  [developer] 7 Jun, 2016 @ 10:44am
Detailed List of Changes
Tactical Changes
High Cover grants 60 Defense
Low Cover grants 35 Defense
All aliens get range bonuses for being closer, except in melee
Most ranged weapons receive no range bonus when the target is in melee range.
Aim Assist has been removed for all difficulties except Rookie.

Strategy Changes
Added Techs for Laser and Plasma Weapons
Added Tech for crafting Elerium Cores
Repeatable Proving Ground Projects for Elerium Cores
All Experimental Items can be replicated once discovered with just Supplies and time.

Soldier Changes
Rank names are now replaced with a Badass scale. Rookie -> Legend
All classes gain the same stats when levelling up.
All classes have access to all primary weapons
8 New classes:
Guardian, Codebreaker, Paladin, Hunter, Support, Assault, Warrior, Commando
New Abilities:
EW Suite, Conditioning, Indomitable, Sprinter, Keen Senses, Predator, Eagle Eye, Covert Tactics, Comm Hack, Adrenaline Rush, Snapshot,

Weapon Changes
All weapons except for shotguns provide at least some armour penetration.
All primary weapons can be accessed by all classes.
All weapons including aliens double the base damage on a crit.
Assault Rifles only receive extra pierce.
Sniper Rifles provide Squadsight have greater pierce and ALL shots cost 2 actions.
Shotguns have no pierce but greatest damage for a mobile weapon.
Shotguns do significantly less damage if there is any armour on the enemy.
Swords share the same values as Assault Rifles
Pistols have less spread
Cannons are now Heavy Cannons, they require 2 actions to fire, lower mobility and are heavily damaging
S.A.W.s have Assault Rifle values and have a limited rapid fire and can suppress.
D.M.R.s are Long ranged rifles that sacrifice damage to grant Squadsight
S.M.G.s are short ranged rifles that sacrifice damage to grant Run and Gun with extra mobility.
Grenades have significant spread, they are no longer guaranteed consistent damage.

New Weapons Techs

Tier 1
Conventional: Basic starting technology, no great strengths or weaknesses.
Tier 2
Lasers: Accurate, Precise, Piercing, Low Damage
Plasma: Innacurate, Imprecise, Shredding, Medium Damage
Gauss: High Damage, Blunt
Tier 3
Beam: Accurate, Precise, Super Piercing, Medium Damage,
Disruptors: Innacurate, Imprecise, Super Shredding, High Damage
Alloy: Super Damage, Blunt

Armor Changes
Heavy Kevlar Armor:+4 HP -2 Mobility
Light Kevlar Armor:+2 Mobility +10 Dodge
Resistance DLC Armor:+2 Mobility +10 Dodge
Standard Kevlar: +2HP
Light Armours sacrifice HP and Armor for 2nd utility slot and mobility.
Non-Light Plated variants grant 1 piece of armour
Non-Light powered variants grant 2 pieces of armour
All Utility Armor vests provide greater protection at the cost of mobility
Rhino Suit: Best Defensive Plated Armor, Can deploy Instant Smoke
BASTION Suit: Best Defensive Powered Suit, Can deploy Shields + Shieldwall

Item Changes
Hacking Vest: +20 Hacking, Can’t wear other vests.
Shield Generator: Gives Energy Shield Ability.

Enemy Changes
All Aliens and ADVENT that wear clothes/armor have progressively stronger armor.
‘Naked’ units have extra health.
Robotic Units sacrifice health for more armor.

New Enemy Divisions: Psionics, Toxic, Pyro, MEC, Riot
Each Guerrilla Op has a strong chance of each of these divisions controlling the region.

Toxic Troops: (Gas Grenades and Venom Rounds)
Toxic Trooper, Toxic Heavy (Chryssalid Grenade), Toxic Officer, Viper, Chryssalids, Andromedons

Pyro Troops:(Incendiary Grenades and Dragon Rounds)
Pyro Trooper, Pyro Heavy (Flamethrower), Pyro Officer, Muton, Berserker, Archon

Psionic Troops: (Psi Amps + Psionic Abilities)
Psi Trooper, Psi Snipers, Psi Officer, Sectoids, Codex, Sectoid Commander, Gatekeeper

MEC Troops: (Heavy Armour, Robotic)
MEC Scout, MEC Knight, MEC Phalanx, MEC Titan, MEC Oracle, Sectopod

City Centre Missions: Will predominantly field Riot Soldiers to keep up their benevolent appearances with the ability to summon heavy reinforcement whenever XCOM operatives are discovered so stealth is key.

New ADVENT:
Shredder: Shotgun, Heavy Armour, Shreds Armour, Shredder Gun
Sniper: Sniper Rifle, AP Rounds, High Accuracy
Spotter: Assault Rifle, Marks Targets
Heavy: Gauss Cannon, Heavy Armour, Saturation Fire
Commander: Gauss Cannon, Heavy Armour, Mark Target, Energy Shields, Resilient.

Officers: Can Summon Reinforcements, Not Mark Target
Last edited by Yzaxtol - Mike; 4 Jul, 2016 @ 4:57am
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Is this compatible with Long War 2
Yzaxtol - Mike  [developer] 31 Jan, 2017 @ 12:00am 
No
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