XCOM 2
Tedster's Requiem Tweaks mod
Viser 11–20 av 28 bidrag
< 1  2  3 >
Oppdatering: 17. nov. 2024 @ 20.56

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

Oppdatering: 2. nov. 2024 @ 21.10

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

Oppdatering: 27. okt. 2024 @ 20.02

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

Oppdatering: 20. okt. 2024 @ 15.24

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

Oppdatering: 5. okt. 2024 @ 11.25

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

Oppdatering: 3. okt. 2024 @ 16.17

Oppdatering: 1. okt. 2024 @ 19.44

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

Oppdatering: 30. sep. 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.

Oppdatering: 30. sep. 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.

Oppdatering: 23. sep. 2024 @ 10.01

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