XCOM 2
Buildable Hunter Weapons
Mostrando 11-20 de 21 aportaciones
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Actualización: 13 ENE 2017 a las 9:46 a. m.

Shifted to having the items be directly buildable once you have the items instead of through schematics. This should cut down on erroneous requirements. Schematics will revert to vanilla behaviour.

Actualización: 24 MAY 2016 a las 4:07 p. m.

Changed
Magnetic and Beam schematics of the weapons require their previous variants (Conventional and Magnetic, respectively) to make them, instead of being free to produce once you've met the requirements

Actualización: 20 MAY 2016 a las 1:21 p. m.

Fixed
Tech requirements are now properly required on narrative-enabled games.

Actualización: 19 MAY 2016 a las 12:24 p. m.

Fixed

Changed special requirements of conventional weapon schematics, so they should activate when the narrative content is enabled.

Actualización: 19 MAY 2016 a las 9:06 a. m.

Changed
Removed usage of OnLoadedSavedGameToStrategy, couldn't figure out how to get it to stop producing duplicate techs.

Actualización: 19 MAY 2016 a las 8:50 a. m.

Fixed
Hopefully fixed the techs constantly adding themselves to games even if they've already been added once.

Actualización: 19 MAY 2016 a las 5:06 a. m.

Fixed
Techs should actually get added to in-progress games this time, I swear

Actualización: 19 MAY 2016 a las 4:52 a. m.

Fixed
Techs actually get added to in-progress games after removal of an errant "=" in the code.

Actualización: 19 MAY 2016 a las 4:01 a. m.

Fixed

Techs wouldn't be added to in-progress games. This should now be corrected.

Actualización: 18 MAY 2016 a las 8:18 p. m.