XCOM 2
Tedster's Requiem Tweaks mod
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Aggiornamento: 17 nov 2024, 20:56

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

Aggiornamento: 2 nov 2024, 21:10

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

Aggiornamento: 27 ott 2024, 20:02

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

Aggiornamento: 20 ott 2024, 15:24

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

Aggiornamento: 5 ott 2024, 11:25

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

Aggiornamento: 3 ott 2024, 16:17

Aggiornamento: 1 ott 2024, 19:44

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

Aggiornamento: 30 set 2024, 22:54

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

Aggiornamento: 30 set 2024, 19:51

  • 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.

Aggiornamento: 23 set 2024, 10:01

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