XCOM 2
X2WOTCCommunityHighlander v1.29.0
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Update: Nov 25, 2017 @ 2:36am

1.5.0

- Prevent items from stacking if they have ComponentObjects attached to them,
useful for mods to create uniques out of stackable items. (#104)
- Triggers the events `SoldierClassIcon`, `SoldierClassDisplayName`,
`SoldierClassSummary` that allow replacement of the class icon/display
name/summary dynamically e.g. depending on UnitState or Soldier Loadout,
and adds accessor functions for those to XComGameState_Unit. (#106)

Update: Nov 13, 2017 @ 3:44am

1.4.0 Release

- Triggers the event `OnArmoryMainMenuUpdate` that allows adding elements into
the ArmoryList (#47)
- Allow disabling of Factions being initialized on startup by
`XComGameState_HeadquartersResistance`, as it can break if it collect custom
factions and then assigns Chosen to them instead of the base game factions.
(#82)
- Fix Loadout utility items when unit has an item equipped in the Ammo Pocket (#99)
- `OnProjectileFireSound` and `OnProjectileDeathSound` in X2UnifiedProjectile
that allow to override the default projectile sounds. (#10)
- Trigger `CleanupTacticalMission` for end of mission recovery. (#96)
- Allow override of bleedout chances on event basis with
`OverrideBleedoutChance`. (#91)
- Added ability to customise both Burning and Poison bypassing shields when
applied to targets (#89)
- Deprivatise/const config variables in XComTacticalMissionManager (#101)
- Able to list classes as excluded from AWC Skill Rolling, so they can still
take part in the Combat Intelligence / AP System, without getting randomised
skills (#80)
- Renable the ability to add positive traits in codebase, as well as additional
filtering and behaviour on the various Trait Functions on `XComGameState_Unit`
(#85)

Update: Oct 20, 2017 @ 2:44am

Scripts updated to track changes made by Firaxis in their latest WOTC patch. No additional features or fixes added.

Update: Oct 18, 2017 @ 4:10am

- Enable ForceCountry in CharacterPoolManager - was ignored despite being
an argument in the CreateCharacter function (#70)
- Fixes game terminating SoundCue narrative moments after three seconds because
it assumes they didn't play at all. (#66)
- Change UIUtilities_Colors.GetColorForFaction to use Faction template color as
a backup (#72)
- Make suppression work with units that don't have a suppression specific
idle animation animation set on them (#74)
- Remove protectedwrite on X2AbilityTemplate effects arrays: AbilityTarget,
AbilityMultiTarget, and AbilityShooter Effects (#68)

Update: Oct 6, 2017 @ 1:26am

Double upload, modbuddy being bad.

Update: Oct 6, 2017 @ 1:25am

Comment lines in XComGame.ini to ensure load order doesn't matter for Config altering mods.

Update: Oct 5, 2017 @ 12:49pm

- Added ability to modify number of tactical auto-saves kept (#53)
- Added ability to prevent ragdolls from ever turning off their physics, plus
enable Chosen ragdolling (#41)

- Make suppression work with weapons that don't have suppression specific
animations set on them (#45)

- Fix Initiative-Interrupting abilities giving Reinforcements a full turn
of action points after scamper (#36)

- `CanAddItemToInventory` added to allow configuring whether or not a unit can
equip a particular item as an extension to the standand rules (#50)

- Allow enemies with assigned names to have them appear as their name, rather
than a generic label. (#52)
- Check a soldiers 'NeedsSecondaryWeapon' in UIArmory_Loadout, rather than
hardcoding based on Rookie Rank (#55)

- Fix Chosen Assassin receiving weaknesses that are exclusive to the
Shadowstep Strength in the narrative mission, instead Shadowstep is forced
ahead of awarding the remaining traits, so the trait roll takes the strength
into account (#51)

Update: Sep 22, 2017 @ 10:40pm

- Patch fix for: Fix GetCrossClassAbilities collecting abilities that are already in that
particular Unit Class's skill tree (#30)

Update: Sep 21, 2017 @ 5:29am

- Fix GetCrossClassAbilities collecting abilities that are already in that
particular Unit Class's skill tree (#30)
- Allow Mods/DLC to modify spawn locations for player units (#18)
- Added ability to modify default spawn size (#18)
- Ensure Gremlins use the walk/run animation based on the alert status of their
owner, rather than the standard behaviour of always deferring to walk speed
(#33)
- Fix Reaper's Banish Ability Visualisation not properly visualising
subsequent shots (#20)
- `UpdateAnimations` added to allow adding CustomAnimsets to UnitPawns (#24)
- `DLCAppendSockets` added to allow appending sockets to UnitPawns (#21)

Update: Sep 13, 2017 @ 5:25am

- Fix an issue in base game where strategy X2EventListenerTemplates only register on tactical->strategy transfer, not when loading directly into strategy (#3)
- Trigger an event for RetainConcealmentOnActivation (#2)
- OnProjectileFireSound and OnProjectileDeathSound in X2UnifiedProjectile that allow to override the default projectile sounds. (#10)
- Add WillRollContext for modifying Will Rolls in XComGameStateContext_WillRoll (#13)
- Allow to use the Reaper UI without being super concealed. New events TacticalHUD_RealizeConcealmentStatus and TacticalHUD_UpdateReaperHUD (#6)
- Deprivatise variables to protected in XComIdleAnimationStateMachine to allow for subclassing overrides (#15)
- Create a mod friendly way to manipulate loot tables (#8)
- Allow to specify EventListenerDeferral Priority for EventListeners registered X2EventListenerTemplates. Also allow to remove registered Listeners. (#4)