XCOM 2
Classless XCOM : MINT
Viser 1-10 af 27 forekomster
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Opdatering: 11. nov. 2017 kl. 15:34

Hotfix 11/11

Maybe fixed the issue of BS+DS 1 HP operatives.
Added Kevlar armor stats for faction heroes.
Tinkered with DS mods some more.

Opdatering: 10. nov. 2017 kl. 21:20

CHANGELOG - 11/10

- First pass at prettifying all the text. If anyone wants to help with this part, I would LOVE the assistance.
- Correctly named perks that were being added to Templar/Reapers (Thanks ZyF!)
- Added the MNT_ prefix to Nanomist, so it should show up again
- Added some new specializations, replacing the custom icons I used until I can figure out why it's so dark.
- Added some new perks for those specializations
- Bulwark: Whenever you overwatch, +def and +crit def for nearby allies
- Full Pierce: Bladed attacks ignore armor.
- Come at Me!: -Def, but all hits become grazes.
- Rebalanced Delta Strike - I... wasn't rounding numbers. No comment. Also, I was cutting away too much HP, methinks from non-BetaStriked version.
- Fixed an issue with Delta Strike armors maybe?
- Added appropriate(?) subsets of aptitudes to faction heroes.

Opdatering: 9. nov. 2017 kl. 20:52

Hotfix - 11/9

Uncommented the line that actually turned on stats for armor.
Made a replacement Implant screen to enable PCSes.
Made Earth's Finest slightly more useful and sensical.
Trying to hide Experimentals once more.

Opdatering: 8. nov. 2017 kl. 20:16

Hotfix - 11/8

Fixed broken PCSes trash-canning your PCSes into the nether
Fixed some instances of misleading UI regarding specialization
Statup perks will show their modifications in the armory (not as a green + though)
Fixed Delta Strike - should now be fully functional, though not exactly the same as my old Delta Strike implementation. Applies to Kevlar.
New Second Wave option: Earth's Finest. A sort of mini NCE but can only be positive and by default, basically does nothing without changing the INI. Mostly to create a stopgap since I believe my Delta Strike modifications render NCE mods incompatible.

Opdatering: 6. nov. 2017 kl. 15:47

Hotfixes - 11/6

- Tooltip fixes for Strafe, Autopistols, SWDS effects, weapon shot modifiers
- GREMLINs masquerading as pistols
- Some/most/maybe all pausing issues for specializations? Definitely the unselectable part, haven't tested out edge cases.

Opdatering: 5. nov. 2017 kl. 23:24

CHANGELOG

BUGFIXES

- Rapid Deployment was also granting grenades non-turn ending without Salvo
- Proving Ground projects had rewards set... but didn't actually give them (:X)
- Reflex Shot was overridden by a different ability, Piercing Shot
- Bullet Time didn't have additional actions set, and didn't actually grant the stat effects
- Lot of misinformative tooltips (probably still are, let's be real, please point them out!)
- Danger Zone wasn't boosting AOE of grenades
- Grenades are the bane of my existence

NEW

- Integrated Psion/Delta Strike submods - no longer required and will in fact conflict!
- Delta Strike now modifies player armor and scales with Beta Strike as a proper Second Wave option (no ini changes to turn off!)
- NEW FEATURE: SPECIALIZATION
- Throw people in the GTS to grant them a new spec, which you can easily define in MintStrategyOverhaul.ini
- They'll get perks as they rank up for free and separately, as part of an additional perk menu that was added
- Still a WIP, so please bear with me! Psions are already integrated into this new menu, Bonds, not yet!
- AKA, I made a subclassing system and you can class your classless operatives
- Yeah, it sounds silly when you put it that way.
- GTS UPDATE
- There are tons of new GTS tactics to learn, alongside the new Specialization feature - build your GTS today!
- Training Center is next on the facilities I'm planning on reworking
- 4 new aptitudes, 6 base specializations, and a few new perks

BALANCE

- Shotgun range table temporarily nerfed as I work towards a real solution (I have ideas~)
- Pistol turned into a medium-range weapon to reduce aim bonuses against Lost
- Weapons no longer grant bonus perks at mag tier > moved to GTS tactics
- Autopistols unlocked from Templars and reworked - cannot overwatch, and has regular shot replaced with a nerfed version of Fan Fire
- Retains close-range and has high crit but set low damage (1/2/3) in return. Will be looking pretty carefully at this, since
I didn't get to test this for as long as I would have liked (which is to say, basically not at all!)
- Moved some perks from the random pool to Specializations only, just to incentivize bothering with those I guess?
- Manually adjusted a lot of perk costs and moved super-situational perks to the Aptitudes pool
- I apologize for waffling so hard on number of perk choices, but it's settled back to none granted - but it should now work by faction hero rules and properly assign AP per level
- IMPORTANT: I RENAMED LITERALLY EVERY PERK SO IF YOU WERE USING MY MOD AS A PERK POOL, ADD MNT_ TO WHATEVER PERK YOU WERE USING (and make sure
I didn't straight delete it or something I guess)
- Hey, you read my rambly patch notes! Here's a /not really sekrit/ console code for your troubles! 'Smartify Bob Jones'

Opdatering: 19. okt. 2017 kl. 14:33

Spectre bugfix.

Opdatering: 18. okt. 2017 kl. 23:20

Removed exactly one parentheses.

Opdatering: 18. okt. 2017 kl. 19:25

1.0 release! New features:

- More Covert actions! Added 4 new covert actions for each faction.
- More Proving Ground projects! Added more ammo and GREMLIN projects.
- More Ammos and Vests! All the basegame vanilla ones and quite a few more!
- Perks! All the perks!
- I'm going loopy! Wheeee. And nobody reads these anyways.

Opdatering: 8. okt. 2017 kl. 16:23

Another attempt at fixing SPARK overdrive. :O
Fixing some passives, thanks KarolineDianne!
Added russian localization, courtesy of Вecё/\b|й Kpo\/иk/! Thanks!