XCOM 2
Tech Tree
Showing 41-49 of 49 entries
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Update: 25 Feb, 2016 @ 11:08pm

Bad publish again.

Update: 25 Feb, 2016 @ 4:56pm

Fixed some instant autopsy costs (diff values for 4 difficulty levels)
Fixed requirement for Sectopod Autopsy (dependant on Alien Materials, not Adv Officer Autopsy)

Update: 25 Feb, 2016 @ 2:11am

Instead of creating the controls onto UIAvengerHUD, the mod now creates its own screen that goes on top of them main hud. All the Tech Tree controls now spawn on that wrapper screen (the Tech Tree button that opens and closes the image still spawns on the main hud). This buys us a few things:

- We can now capture the key commands to close the screen. So now it closes with ESC, SPACE, ENTER, R-MOUSE, BUTTON-A (controller) and BUTTON-B (controller). These are the same commands that the game uses to close other pop-ups so this matches that behavior.

- Adding a new screen causes all the other buttons and UI controls to dissapear from the main hud while the tree is up. That's nice because it gives more room for the tree so I expanded its height.

- The mouse wheel is fully captured by the new screen so it doesn't "go through" the screen below it. This was a problem in some of the HUD's areas, like the Geo Map, where rolling the mouse wheel would scroll the tree but also affect the globe. That does not happen anymore.

- The wrapping screen automatically gets the shimmer effect when opened. I'm not actually a fan of tha effect but at least it matches the rest of the interface. Can't do anything about it anyway since it comes along with the screen control.

Update: 25 Feb, 2016 @ 2:07am

Failed Publish! Needed to clean project then republish

Update: 23 Feb, 2016 @ 5:53pm

Changed curved link to straight link from Proving Ground for clarity

Update: 23 Feb, 2016 @ 1:56am

Minor typo fix

Update: 23 Feb, 2016 @ 12:14am

Minor typo fix

Update: 22 Feb, 2016 @ 5:51pm

Changed text size to support TV 1080p resolutions

Update: 22 Feb, 2016 @ 4:24pm