XCOM 2
EvilBob's Dejanker
Showing 1-10 of 21 entries
< 1  2  3 >
Update: 27 Aug @ 5:01pm

Change done to RequiredMods and ExcludedMods to allow either all mods be required/excluded or any mod be required/excluded (defaults to all required mods required and any excluded mods excluded).

Fixed icons in LW2 Secondaries that are broken by later mods (the later mods use a verstion of the icon package from before certain items were added, overwriting the LW2 Secondaries mod).

  • Beam combat knife
  • Beam sawed-off (and its schematic)
  • Mag sawed-off (and its schematic)
  • Sawed-off reload ability

Update: 1 Jul @ 10:24am

Text updated for Psionic Melee weapons if Prototype Armory is also loaded. (To diferentiate them from Templar equipment in a single-build environment).

Update: 18 Jun @ 1:55pm

  • Fixed the missing name for Flood Tank Form in Flood: Replace the Lost
  • Changed the way the .upk files (Unity asset files) are organized: separated by mod, rather than by type of texture. It's not a big difference now, but if the mod gets large, it can help with memory and load times. (And it's easier to change to that direction while the mod is still smaller.)

Update: 3 Jun @ 11:10am

Added clarifying text for what "deadly odds" means for the Insubordinate trait.

Update: 23 May @ 12:56pm

  • Changed "Recoved throw axe" to "Recovered thrown axe" in Reusable Hunter Axe
  • Made sure all changes affect all difficulty variants of a given template

Update: 6 May @ 4:31pm

  • Added funtionality for low priority text chanes on tech entries (by reques of Zelfana).
  • Integrates with Color Your Techs: a tech's display name can be changed here and will show up in the proper color, and/or a different color can be set here (using an html font tag in the display name) which will override CYT's color setting
  • The optional settings RequiredMod and ExcludedMod are now arrays (named RequiredMods and ExcludedMods). All entries in RequiredMods and no entries in ExcludedMods need to be loaded to make the change.
  • Some slightly friendly instructions have been added to the config files, though I expect most people won't need to make any changes.

Update: 2 May @ 4:05pm

Quick patch:

  • Richard's Classes: fixed the text in the "Death Mark" ability from "graning allies" to "granting allies"
  • Lost2Ork: fixed bugged name for one of the Gretchin templates (the HP 2, Defense 20 version)

Update: 21 Apr @ 1:44pm

Fixes and updates for the Lost2Ork mod

  • Fixed blank names on Deff Dreads
  • Gave Ork-appropriate names to all their weapons
  • New icons for all projectile weapons
  • All mod-specific abilities given names and brief descriptions

Update: 26 Mar @ 10:04am

Quick update for Hive More
Found another "civilains" that was missed yesterday. Also found a couple "civilans".

Update: 25 Mar @ 6:55pm

New:

  • Fixed broken icons for tier 2 and 3 upgrades in Heavy Barrel Gun Attachments mod
  • Corrected the typo "Civilains" in Hive More's Hive Supply Extraction mission
  • Corrected the base game text that mentions "1 action point lost" when thawing from a freeze bomb, it is a lie

Change:
  • Moved the settings for text upgrades that only happen when the original is unchanged to XComLowPriorityTextChanges.ini. The main settings file was feeling cluttered.