XCOM 2
Tedster's Requiem Tweaks mod
Visar 11–20 av 28 poster
< 1  2  3 >
Uppdatering: 17 nov, 2024 @ 20:56

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

Uppdatering: 2 nov, 2024 @ 21:10

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

Uppdatering: 27 okt, 2024 @ 20:02

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

Uppdatering: 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)

Uppdatering: 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.

Uppdatering: 3 okt, 2024 @ 16:17

Uppdatering: 1 okt, 2024 @ 19:44

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

Uppdatering: 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.

Uppdatering: 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.

Uppdatering: 23 sep, 2024 @ 10:01

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