XCOM 2
[WOTC] Resource Cost Fixer
Mostrando 1-8 de 8 aportaciones
Actualización: 3 OCT 2024 a las 12:08

Corrected difficulty template handling for gene mod costs.

Actualización: 19 SEP 2024 a las 15:47

Improved code to more consistently keep the preferred duplicate items.

Actualización: 22 ENE 2024 a las 23:31

New config option EnsureResourceItemsSingleStack, can now automatically make sure ResourceItems have their one single item stack at all times.

Removed MZFD_Cryolite and IRI_AuroraShard from the config, they will be handled by their respective mods instead.

Actualización: 22 ENE 2024 a las 15:13

Addendum to the last update, also adding InertMeld to the list for only Meld For Long War of the Chosen (Psionics Ex Machina already did this).

Actualización: 22 ENE 2024 a las 14:17

Automated fixing of missing resource items. Will now handle ActionableFacilityLead, MZFD_Cryolite and IRI_AuroraShard as well.

Actualización: 22 ENE 2024 a las 11:20

Added AbilityPoint to ResourceItems config array as Firaxis didn't do that themselves and the item stack was getting removed and you couldn't gain any more XCOM AP after that because Firaxis assumed they worked like the other hidden resources when they actually didn't because they didn't add it to the ResourceItems config array.

Thank you for the bug report DeaconIvory.

Actualización: 11 ENE 2024 a las 22:51

updated Engine config with gene modding packages

Actualización: 11 ENE 2024 a las 14:21