XCOM 2
Tedster's Requiem Tweaks mod
Mostrando 11-20 de 28 aportaciones
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Actualización: 17 NOV 2024 a las 8:56 p. m.

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

Actualización: 2 NOV 2024 a las 9:10 p. m.

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

Actualización: 27 OCT 2024 a las 8:02 p. m.

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

Actualización: 20 OCT 2024 a las 3:24 p. m.

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

Actualización: 5 OCT 2024 a las 11:25 a. m.

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

Actualización: 3 OCT 2024 a las 4:17 p. m.

Actualización: 1 OCT 2024 a las 7:44 p. m.

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

Actualización: 30 SEP 2024 a las 10:54 p. m.

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

Actualización: 30 SEP 2024 a las 7:51 p. m.

  • 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.

Actualización: 23 SEP 2024 a las 10:01 a. m.

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