XCOM 2
Long War of the Chosen [Experimental]
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Actualizare: 1 nov. @ 11:51

  • Fixed some >= check that needed to be == instead, which was supposedly causing the unintentional reinforcement spam.

Actualizare: 1 nov. @ 2:04

  • Fixed some logic issues with the reinforcement calculation that caused reinforcements to be spawned every turn far sooner than they should have after a mission is considered "won"
  • Fixed an issue causing Amplify's damage bonus to not be removed if a multi-shot such as Fan fire made the uses remaining count go below 0.
  • Fixed some broken cover on the parking lot map piece

Actualizare: 26 oct. @ 3:19

  • Fix UI collision with Fuller Override button in the updated outpost management UI

Actualizare: 26 oct. @ 2:17

  • Redone outpost management UI from Styrium
  • Exposed config to allow spawning LW rebels on custom retaliation types.
  • Reworked the Bridge and Pier city center maps. Bridge has been widened with new side areas and more cover. Pier was also widened and now has a parcel spawn in the middle for more cover/elevation options.
  • Added a new 16x16 city center Boulevard PCP with a pedestrian overpass for more variety. Credit to Furudee for the PCP.

Actualizare: 22 oct. @ 1:47

  • More localization updates
  • Reimplementation of Snap Shot by Merist for improved handling of different weapon types and ability types.
  • Explosive damage falloff and environmental damage falloff perks now exposed to config (also by Merist)
  • Fixed Slug Shot being usable while suppressed
  • Fixed Blood Trail bonus damage applying to explosives
  • Intense Training and Recruit Rebels covert ops now reuse some unused base game images for backgrounds.
  • Psi stat should now be visible on rookies without needing Sectoid Autopsy completed.
  • Fixed another crate race map issue causing crates to spawn inside a train.

Actualizare: 19 oct. @ 4:22

  • Jammer now actually delays reinforcements that aren't already pending for a turn. The turn Jammer is used, that turn's update of the reinforcement system is skipped.
  • Fixed an issue with the Faceless recruit chance calculation causing the rate to increase if a soldier liason is staffed but doesn't have any faceless chance reduction abilities.
  • Things that reduce the faceless recruit chance now provide a 10% increase to the detection of Rendezvous in the region. the 10% is to the "income" that the liason generates towards that mission type so it doesn't exactly correlate with any specific value.
  • Added some config from Zelfana to improve compatibility for some LW perks to know about various modded standard shots, etc.

Actualizare: 15 oct. @ 0:19

  • more localization updates
  • Drone Repair can now clear any statuses that a medikit can (e.g. frozen)
  • Fixed a case where a shadowbind-created unit can gain the ability of an Emergency Life Support PCS and bleed out.
  • Updated photobooth config to better work with LW default classes
  • Infiltration missions in liberated regions that aren't normally affected by liberation status (e.g. invasion precursor supply raids) now will show a liberation modifier for their base infiltration time.

Actualizare: 5 oct. @ 2:35

  • Fixed missing localization after Watch Them Run refactor.
  • Disabled some extra bonus damage flyovers for stuff like Needle Grenades and Fire In The Hole bonus damage.
  • Increased the detection bonus value for the very first set of missions the campaign spawns from 5 to 6.
  • Enhanced Layered Armor damage reduction decreased from 75% to 66% for commander and legend difficulties. XCOM version has the reduction decreased from 75% to 66% for all difficulties.
  • Resistance Contacts sitrep will no longer show up on Wilderness maps.
  • Updated russian localization from Flash1master

Actualizare: 29 sept. @ 13:54

  • Hotfix for the updated version of Ready For Anything not working on Sentries but working on XCOM soldiers.
  • Fix Watch Them Run's icon

Actualizare: 29 sept. @ 3:17

  • Fixed an issue preventing rebels from being activated during Invasion missions
  • Fixed an issue that was causing Ready For Anything to activate multiple times in the same turn
  • Updated implementation of Watch Them Run from Merist
  • Updated implementation of Ready For Anything from Merist. Both of these should now support weapons with non-standard AP costs
  • Fixed an issue causing Long Watch to receive aim penalties if the unit has Snap Shot
  • Updated a bunch of effects to not be removed when a soldier enters bleedout, including Indomitable, Air Controller, Layered Armor, Covering Fire's cover aim bonus, the Red Fog effect, and more. Hopefully this also fixes some intermittent occurrences where red fog penalties are permanently applied to a unit
  • Fixed an issue causing the objective timer in the mission preview to show the wrong turn count. The fix may not take full effect until a new campaign is started due to old objects saved to existing campaigns.
  • Fixed some incorrect gamestate submission done by the covert action ambush tracker and risks updater
  • Added handling to avoid duplicate stat markups being added to SPARK Bits