XCOM 2
Manufacture Job
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Uppdatering: 6 jun, 2017 @ 18:12

Battlescanners, Alloyed and Plated Vests, and the non-DOT ammos can now be manufactured.

Uppdatering: 31 maj, 2017 @ 23:16

Buffed base rebel production rate to 2 from 1.

Light and Heavy armours can now be manufactured if the appropriate techs are researched.


Ammo items can be turned off separately from all other items in XComLW_Outposts.ini

Uppdatering: 10 mar, 2017 @ 20:45

Unnerfed liaison bonus.

Added support for mod items: add entries to XComManufacture.ini

Examples have been added as to how to add new items

Uppdatering: 9 mar, 2017 @ 19:18

Game will no longer spam the log with divide by zero errors due to regions having 0 manufacturers in them.

Uppdatering: 27 feb, 2017 @ 12:57

Added localization support for Robojumper's better job selector.

Uppdatering: 8 feb, 2017 @ 16:26

Nerfed Liaison flat bonus.

Uppdatering: 6 feb, 2017 @ 9:53

Actually implemented working, cleaner XComEngine.ini

Added Weapon Upgrades to items that can be manufactured, if XCOM has researched the requirements beforehand.

Uppdatering: 5 feb, 2017 @ 16:46

Turns out it catastrophically crashes if you do that, reverted previous update.

Nerfed base level of Manufacture Job even more.

Uppdatering: 5 feb, 2017 @ 16:28

Commented out in XComEngine.ini extraneous nonnativepackages, based off Robojumper's advice.

Uppdatering: 5 feb, 2017 @ 12:36

Nerfed base level of job just a bit more, geoscape will auto-slow when production items are completed.