XCOM 2
Raider Faction Bases
34개 중 11~20개 표시 중
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업데이트: 2021년 4월 14일 @ 오후 12시 48분

Updated to have boss pods for Marauders.

업데이트: 2021년 4월 12일 @ 오후 11시 05분

Updated to support Cultists having a boss pod.

업데이트: 2021년 4월 3일 @ 오후 7시 33분

Updated to support Bandits having a boss pod.

Destroy Raider Base mission type updated to spawn without civilians.

업데이트: 2021년 4월 1일 @ 오후 2시 06분

Fixed the Rogue XCOM boss bucket not being properly referenced. Thanks BSOD that occured while I was making that update.

업데이트: 2021년 3월 31일 @ 오후 3시 19분

Now includes a boss pod for Rogue XCOM Operatives.

Updated bandit schedules to reflect the fact that there's a third tier of bandits now.

업데이트: 2021년 3월 30일 @ 오후 3시 29분

Added Destroy Primary Base mission type.
- Objective is simple: kill all hostiles on the map.
- Very high number of pods
- Will spawn more than one strong pod
- Will spawn a boss pod if supported

Added backend support for a faction having a "boss" pod in addition to weak, normal, and strong pods.

This pod is meant to be spawned for special occasionas and generally intended for a somewhat unique unit (or units) for XCOM to fight. Currently, this is spawned on a Destroy Primary Base mission if a valid boss pod is available to use for a faction.

업데이트: 2021년 2월 15일 @ 오후 5시 54분

Logic fix that might hopefully resolve covert operations not resolving Raider Bases not being prepped for assault.

Technical explanation: there's fallbacks in relevant functions in case the mod can't find the raider base in the NewGameState, so it'll check XComGameStateHistory (a rough if not quite accurate explanation is that this is a snapshot of all relevant gamestates that exist in the game instead of just what's being changed)

Except the code to make sure it could check XComGameStateHistory was in a part of the code that never fired (what if the action state didn't exist?), so what I believe was happening was that the game was finding no raider base state and thus being unable to actually update it.

This has now been updated so XComGameStateHistory is always accessible for the relevant functions. Assuming I am correct aobut what the error was, this should fix the problem.

Note that this won't do so retroactively: you'll still need to use the console command FixWaitingBaseStates to fix stuck states in an existing playthrough.

업데이트: 2020년 4월 21일 @ 오전 6시 00분

Fixed instance where a covert action could be generated with no base reference: now if there's no available base to use on a continent, the mod will fallback and use an existing base anywhere in the world that can suit the covert action.

Data Retrieval should be a bit easier: waves are more staggered instead of per turn.

Added repurposed voiceline to play once the evac spawns on Data Retrieval.

업데이트: 2020년 3월 20일 @ 오후 2시 42분

Updated with a better, programatic detection of incompatible sitreps.

Specifically, the mod now checks the templates of the other sitreps on a mission: this way if a sitrep from a mod released later lists a particular raider faction as an incompatible sitrep, this mod won't proc if it comes afterwards. This way I don't need to keep constantly updating this mod for reported incompatibilities.

업데이트: 2020년 2월 2일 @ 오전 10시 40분

Buffed rewards for the Data Retrieval covert op as I found out covert actions *halve* the rewars assigned to them, and figured it was a significant enough time investment to warrant additional rewards: it now rewards supplies as well, and should provide enough supplies and intel as if it was a normal mission.