XCOM 2
Long War of the Chosen [Experimental]
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Update: 5 Jun @ 6:04am

  • Fixed bladestorm localization
  • Updated the Cutthroat effect for better compatibility

Update: 4 Jun @ 9:46am

  • infrastructure stuff for some updated perks for better mod compatibility, including Phosphorus, Executioner, Aggression, and Locked On.

Update: 17 May @ 11:08am

  • Hopefully fix some issues with Zone of Control leaving permanent stat debuffs on units
  • Remove CAs from the internal completed action list if they failed
  • Special weapons (bolt caster, hunter's axe, etc) should now auto-upgrade if they were equipped to a haven advisor when the schematic is purchased. This upgrade happens when the haven advisor is removed from the advisor slot.

Update: 13 May @ 11:23pm

  • More fixes to "pods freezing after going on yellow alert" behaviors

Update: 11 May @ 8:20pm

  • Improved handling for detecting when the avatar is engaged in waterworld part 2, and added a failsafe to it to start the RNFs/showdown stuff if the first avatar dies and the system isn't started yet.

Update: 9 May @ 9:52pm

  • If resistance orders are not enabled, the "order received" popups should now be gone
  • Added a config variable to allow setting a global str modifier on missions, so difficulty can be adjusted without affecting the strat layer. Set to 0 by default.

Update: 8 May @ 8:19am

  • Fixed an issue where the HP of destructable objects such as Relays, Spikes, and Datataps might not show the correct number of pips relative to their actual HP, leading to cases where damage to the device would not affect the number of pips displayed but still deal damage.

Update: 7 May @ 1:55pm

  • Fix issue where saving and reloading makes the relays/spikes vulnerable to fire again.

Update: 7 May @ 10:22am

  • Fix the spike not being targetable in Avenger Defense missions

Update: 2 May @ 9:59pm

  • Fixed the issue that caused alerted pods to "freeze" for 1 turn after being given a job by the pod job system. This will restore LW2 behavior, but may be a significant balance change for faster mission types such as most GOPs, since now a yellow alerted pod will run into you 1 turn sooner than it would previously, speeding up engagements.
  • Relays and Disruptor Spikes are now invulnerable to AOE environmental damage/burning. Fixes some cheese/edge cases that can happen when they randomly catch fire and just explode regardless of their HP. Let me know if there are any issues with relay/spike HP as I had to redo how the handling for that works.
  • Improved the functionality of the SelfCooldown_LW localization tag. Abilities using it should now better handle cases where their cooldown is modified by another ability, and it can update dynamically depending on whether the soldier has taken the cooldown-reducing perk.
  • Updated German and Chinese translations.
  • Disabled the Repression activity from being created entirely. While it never did anything, it would still get made and could bloat strategy saves so this will reduce save bloat a bit.

    Hopefully this is now the actual 1.2.3 final version.