XCOM 2
Ted Jam+ Collection Meta Mod
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Update: 13 Jun @ 10:32pm

  • Mag tier psi amp is now unlocked by the Priest autopsy.
  • Beam tier psi amp is now unlocked by Elerium research. corpse cost changed from Gatekeeper corpse to 3x priest corpse.
  • Burial Blade cooldown increased from 3 turns to 4 turns.

Update: 11 Jun @ 6:07am

  • Patch playable alien rewards so that the units should show up in the skyranger ramp post-mission screen.
  • Added backpack size stat to BUs that can pick up loot
  • Patched the Bind ability so it can't be used against already-bound targets again (thanks PA viper overhaul)

Update: 7 Jun @ 5:02am

  • Celatid Turret BUs aim increased by 10 at all tiers so they are slightly less bad
  • ATSR config fixes for some melee abilities being set to Knife-only when they work with swords
  • Ability Swapper config updates.

Update: 4 Jun @ 9:57am

  • Breach should now work for custom shotgun weapon categories (same config as Slug Shot in LW)
  • Fixed Phosphorus config for chemthrower stuff to new fixed config. Should fix all the Immune flyovers and other things
  • marked old Mod Jam mods as incompatible since you shouldn't be using them.

Update: 19 May @ 2:54pm

  • Fixed some perks that removed grenade cooldown that were not working.

Update: 19 May @ 9:08am

  • Pushed M1 and M2 Bio General spawns back 2 FL or so since they have a lot of HP
  • fixed more config typos
  • Dogpile, Intercept, and Reblossom now count for Blood Thirst stacks

Update: 16 May @ 10:52pm

  • Added Improved Suppression to the Ability Swapper config
  • Fixed some config typos
  • Laser weapons now use conventional bayonets, and Coil weapons now use magnetic tier bayonets. This should hopefully bring them more in line damage wise since previously these let you get a big jump on damage early.
  • Fixed the Pathfinder Search Teams sitreps and re-enabled them.

Update: 16 May @ 8:45am

  • Fix some config typos

Update: 11 May @ 8:24pm

  • more tweaks to Assault Trooper AI to improve their pathing.

Update: 11 May @ 3:34pm

  • Fix issue with waterworld not working right and causing the final mission RNFs to not start.