XCOM 2
Merist's Perk Pack
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Update: 4 Sep @ 7:05am

  • Fixed localized ability lists.

Update: 3 Sep @ 1:32am

  • Fixed Sniper Overwatch not working properly.

Update: 2 Sep @ 1:33pm

  • Fixed a bunch of stuff and refactored some code. Tell me if something's broken.

Update: 23 Aug @ 1:18pm

  • New abilities:
    - Call for Fire (M31_CallForFire | based on Favid's)
    - Unload (M31_Unload | based on Favid's)
    - Buckshot (M31_SawedOffSweeper)
    - Smoke Grenadier (M31_SmokeGrenadier)
  • Changed handling for playable Muton's Counterattack.
  • Updated ToHitCalc on the Harrier Launcher attacks and Winter Sentinel's elemental bolts.
  • Fixed damage values of elemental bolts on the Sentinel.
  • DEV: updated handling for shield effects.

Update: 15 Aug @ 3:42am

  • For [WOTC] Extended Explosive Tweaks users. This is a mod that can consistently cause crash on load due to some of its handling. There is no universal solution for this. I think I caught all of my abilities that would make it do so, but I'm sure there are plenty more outside of my mods. User caution is advised.
  • Rattle (Playable Aliens) can now only activate once per turn, and is capped on the amount of panicked enemies per activation.
  • Assassin no longer requires the user to not be flanked to enter concealment because there is no way around how the game caches and updates visibility.
  • Further adjustments to how passive weapon effect abilities (Bloodlet, Toxic Nightmare, etc) work.

Update: 9 Aug @ 4:11am

  • Changed how passive weapon effect abilities handle extra categories.
  • Fixed some typos.
  • Fixed Duskborn not working properly.
  • Frostbite Spit now also makes Bitterfrost Spit ignore armor.
  • Added prerequisites to certain abilities. For example, Battle Presence now requires Combat Presence.
  • DEV: Added a config flag to enable the log for shield effects.

Update: 3 Aug @ 5:01pm

Update: 1 Aug @ 12:05pm

  • Fixed Aim.
  • Neurotoxin (Playable Vipers) now reduces the cooldown of Poison Spit.
  • Return Fire (Taipan) can now only be activated by input-triggered abilities.

Update: 31 Jul @ 6:13am

  • (Probably) the final butch of fixes for the Taipan abilities.
  • Fixed Ambush removing action points.
  • Fixed Suppressing Fire not activating Suppression.

Update: 30 Jul @ 5:11am

  • Taipan's Ambush now has a proper ammo cost.
  • Taipan's Ambush and Commando's Reflex Shot how properly increase the counter on miss.
  • Taipan's Vengeance now works properly.
  • Added a Taipan-specific version for Return Fire.