XCOM 2
Tedster's Requiem Tweaks mod
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Update: 17 nov 2024 om 20:56
door Tedster

  • Experimental Armor sitrep (the advent one) now gives +2 turns to mission timer.

Update: 2 nov 2024 om 21:10
door Tedster

  • Chosen Stronghold mission changed to 6 people instead of 5.

Update: 27 okt 2024 om 20:02
door Tedster

  • Legate now has a more aggressive scamper root so they shouldn't hide on scamper.

Update: 20 okt 2024 om 15:24
door Tedster

Since Requiem expects you to take wounds, I've decreased the wound timers for lighter wounds (anything above 50% HP)

Update: 5 okt 2024 om 11:25
door Tedster

  • Standardized scientist/engineering requirements with Reshi's latest update.
  • Changed R&D project time from 1800 pts to 1600 pts.

Update: 3 okt 2024 om 16:17
door Tedster

Update: 1 okt 2024 om 19:44
door Tedster

  • Added Requiem to waterworld phase 2 RNFs for Ted Jam.

Update: 30 sep 2024 om 22:54
door Tedster

  • Seeker armor loses Shadow, gains Phantom, Covert, and Fade instead.
  • Disabled the research project for the new alien since the workshop project was added.

Update: 30 sep 2024 om 19:51
door Tedster

  • Added support for Reshi's latest creation
  • Moved all the localization to the main Ted Jam mod so that the extended information mod can overwrite it properly with more details.

Update: 23 sep 2024 om 10:01
door Tedster

  • Disabled the Betrayal DE until I can come up with a way to make it better balanced.