XCOM 2
Long War of the Chosen [Experimental]
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Update: 17 Sep, 2024 @ 7:08pm

  • Holy Ascension (Warlock strength) no longer gives bonus ablative to the WGC.
  • Redid and standardized number of strengths each Chosen can pull from during training. Assassin CCS strength is moved from the FL10 bucket to the FL15+ bucket, among other tweaks.

Update: 17 Sep, 2024 @ 11:20am

  • Fixed infiltration configuration for the new SPARK sidegrade armors
  • Adjusted the Advent Engineer/Grenadier AI tree to fix some typos and allow them to grenade as first action properly.

Update: 16 Sep, 2024 @ 6:35pm

  • Bugfixes on the new Enhanced Layered Armor ability for Assassin.
  • Knife reaper changes: Swift Throw moved up a rank, Tactical Retreat moved to MSGT XCOM deck (Replacing Implacable) and limited to once per turn. Bluescreen Knives brought back into the tree at SGT and then Aim Assist added to the XCOM deck in its place. It just had way too much action economy to be balanced.
  • Supply mini-retal base RNF counter changed from 2 to 1.
  • Chinese localization updates (though might be out of date if they affect Tactical Retreat)

Update: 14 Sep, 2024 @ 9:33pm

Experimental balance change: Vulture auto-unlocks at FL3. It's so meta-defining that it just makes everything else worse than a GTS start, especially on legend. This should open up the viability of other starts. FL3 unlocks it around the same time as a meta GTS/vulture rush. In compensation, the % chance for Vulture drops from early advent drops is changing from 50% to 40% since now you don't need to spend the 150 supplies on Vulture.

  • Also bugfixed some mid-game enemies that actually dropped less loot if you purchased vulture.
  • Changed the "time sensitive mission" popup from 3 hrs remaining to 6 hours remaining to help avoid some geoscape travel time stuff.
  • Fixed some not working cover on one of the Crate Race custom depots.
  • EMP Rocket stun is no longer removed if/when the technical dies.

Update: 12 Sep, 2024 @ 9:09pm

  • Improved Psi Operative event listener to support Psi Operatives with more than 2 abilities per rank, to be used by Ted Jam.

Update: 8 Sep, 2024 @ 4:40pm

Beta v45:

  • New enemy type: Elite Engineer
  • They have the same HP/aim/defense/dodge/etc as a normal Elite Grenadier, but carry the T2 weapon and have a flashbang. These replace normal Engineer spawns at FL14+
  • Removed M1 Spectres from spawning at FL20+
  • Frontloaded the aim growth on many classes to improve the shooting experience early game. Total aim growth has not changed, but early shooting should be less bad now.
  • Ranger: 5/4/4/3/1/1/1/1; Gunner: 5/4/3/2/1/1/1/1; Technical and Grenadier: 4/2/2/2/2/2/2/2; Specialist: 3/3/2/2/2/2/1/1; SPARK: 4/3/3/2/2/2/2/2
  • Disabled ability to use Swift Throw at squadsight
  • Updated localization for grenade launchers and light SPARK armors to reflect recent changes (nothing actually changed about them)
  • For those using Rusty's Soldier Info Redux, Psi Operatives will now show XP in the bottom left.
  • Fixed missing loading screen image for the Gene Clinic V2 parcel
  • Disabled Full Kit from adding more grenades on the second part of multi part missions.

Update: 5 Sep, 2024 @ 12:30pm

Re-cooked to save the 300mb again.

Update: 5 Sep, 2024 @ 9:14am

  • Removed the defense from the Plated tier Heavy SPARK Armor. Now both Heavy armors have -5 defense relative to the medium armor of the tier.
  • Updated Chinese localizations.

Update: 3 Sep, 2024 @ 9:21pm

Beta V44:

  • Fixed bug added last update with the heavy weapon Technical ammo items adding 2x the intended amount.
  • Added sidegrade armors for SPARKs. Plated and Powered tier now have alternate armors for heavy and light roles. The Heavy ones feature additional HP and Armor, reduced mobility/defense, and grant an Ammo slot. The Light armors have less HP/Armor but increased mobility/defense and grant the Dedication perk.
  • With the above, Dedication removed from the SPARK XCOM row and replaced with Close and Personal.

Update: 2 Sep, 2024 @ 9:27pm

More Technical tweaks:

  • Shredder Rocket and Javelin Rockets swapped, so Javelin Rockets is now in the tree again
  • Shock And Awe (+1 standard Gauntlet rocket) added to the MSGT XCOM deck for 35 pts (replacing Avenger).
  • Extra Rocket (heavy weapon slot item for Technical) now grants +1 Concussion Rocket in addition to +1 normal gauntlet rocket.
  • Standard gauntlet rocket minimum damage raised by 1 for all gauntlet tiers.

    Other changes:
  • Single target Suppression (not Area Suppression) applies an additional -15 aim penalty for 1 turn that is not cleared when the suppression is cleared. Only affects XCOM suppression, not enemy suppression. This makes single target suppression a bit better.
  • Wilderness HQ assault maps: Adjusted the position of the "General Building" bit to improve the pod patrolling behavior due to line of play stuff.
  • Redid some abilities to use a config list of gauntlet rocket abilities instead of hardcoding them: HEAT Warheads/Tandem HEAT warheads, Hunter's Instinct, Bring Em On, Biggest Booms, stuff using the PrimaryHitBonusDamage effect. Let me know if there are any unexpected behaviors that might result from this.