XCOM 2
[WOTC] Proficiency Class Pack
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Opdatering: 5. maj 2019 kl. 3:12

1.5.0:

  • Initial release of the Marine!
  • Fixed issue with Hold Position not triggering.
  • Changed Advanced Weapon Handling to remove conditional Aim bonus and gave +1 Critical Hit Damage to the Vektor Rifle instead (the conditional aim bonus was intended to let the Vektor Rifle get some use from that ability but it didn't have the effect I wanted).
  • Buffed the Field Medic's Battlefield Triage %HP threshold from 40% to 45%. At 40%, the lowest HP amount that could ever trigger more than it's minimum effect was 7HP. Bumping it to 45% drops that point down to 6HP.

Opdatering: 19. apr. 2019 kl. 21:21

1.4.0:

  • Redesigned Field Medic and newly released Sapper!
  • Many bug fixes, balance changes, and misc. updates:

  • [BALANCE]:
  • Return Fire was boosted from 1 shot per turn to 2 and the number of shots was made configurable
  • Marksman Snapshot no longer can generate Critical Hits
  • Predefined (more expensive) costs for Training Center abilities (can be edited in XComPromotionUIMod.ini)
  • [BUG FIXES]:
  • Return Fire now works correctly on weapons other than the Bullpup
  • Evasive's bonus corrected (was always giving the max value before)
  • High Caliber has a new implementation that should resolve many mod conflicts, but note it won't function until the CHL is updated to 1.18 (not yet released at this time)
  • Full Override will no longer give lamp posts the Self-Destruct/Take Control hack rewards (and no, they didn't actually do anything when hacked :P)
  • Assualt Infantry action refund skills should no longer trigger from Combatives counterattacks (I don't think it was ever possible to make use of the actions, but the it annoyed me that the flyovers were playing)
  • [MISC]:
  • Burst Fire now uses Musashi's Full-Auto animation (Thanks Musashi!)
  • Classes were given the ability to equip the TLE armors
  • Updated several ability icons
  • I'm sure I forgot several things...

Opdatering: 3. okt. 2018 kl. 17:35

1.3.1:

  • Apex Predator no longer triggers on your own allies when they are within range of a targeted enemy unit
  • High Caliber now correctly works with expanded mags
  • Rifle Specialist was changed back to Weapon Specialist and now applies to the primary weapon and pistols.
  • Several changes to interactions with Marksman abilities and pistols: most bonuses apply to pistols as well, so even though they have no dedicated pistol skills, the pistol can still be a valuable alternate secondary against the lost, for your non-snapshot snipers, or if you just dislike the holotargeter.

Opdatering: 7. sep. 2018 kl. 18:12

1.3.0:

  • Added the Marksman class!
  • Added missing nickname list for Assault Infantry.
  • Ongoing code cleanup.

Opdatering: 3. juni 2018 kl. 21:39

1.2.4:

  • Apparently a few versions ago I broke Burst-Fire's damage while trying to improve the visualization - I have reverted some of those changes restoring proper functionality, though further improvements to the visualization will be in order for the future.
  • Changed the Assault Infantry's icon to a smaller shield that matches the size of the other icons a little better. Also realized I forgot to set nicknames for the class but that will have to wait until the next version.

Opdatering: 23. maj 2018 kl. 22:03

1.2.3:

  • Assault Infantry is live and has some fancy new ability icons thanks to .vhs - thanks!
  • Cleaned up the mod description and added some newly formatted class ability tree preview images.

Opdatering: 15. maj 2018 kl. 21:14

1.2.2:

  • Field Medic's %HP caps for Medivac and Quality of Care have been raised from 30/40% to 40/50% to have a slightly more noticable effect.
  • Tech. Specialist's Psionic Feedback chances to panic have been increased for all Gremlin tiers.
  • Several minor improvements to text and icons and added support for more mod-added content (mod enemies to Applied Knowledge, etc.).
  • Assault Infantry is now available for testing (uncomment in classdata.ini to enable)!

Opdatering: 8. apr. 2018 kl. 0:25

1.2.1:

  • Updated several text entries and added rank icons for these classes with bronze/silver/gold pips to indicate proficiency ranks.
  • Moved Cross-class skill settings to an .ini configurable list so you can add or remove which abilities show up for other classes via the Training Center.
  • Tech. Specialist is live! I recommend disabling the base-game or LW2 Specialists when playing with both of these classes as they are intended to cover those roles.

Opdatering: 4. apr. 2018 kl. 22:03

1.2.0:

  • Added the Tech. Specialist class for testing! This class is not enabled by default yet, but it can be enabled in the XComClassData.ini if you are feeling adventurous :)
  • Added two perks related to sidearms to the XCOM pool for the Field Medic and allowed them to equip pistols as an alternate secondary weapon (a secondary secondary, if you will). The two new perks, Sidearm Specialist (+1 damage and +10 aim with sidearms) and Quickdraw, both work with either the Pistol or the Arcthrower. The Arcthrower is still intended to be the main secondary weapon for the class, but the Pistol adds some additional options for Lost missions or builds with no focus on the Arcthrower skills. Quickdraw is probationary right now as I'm undecided on it being too powerful with the Arcthrower, so weigh in if you have an opinion.
  • Added some Hacking skill to the Medic's stat growth (+10 by Colonel, compared to +15 for non-Specialist base-game classes - was previously none) for consistency.
  • Simplified a few descriptions and the way Battlefied Triage works (now it's a flat 2HP knocked off wound times).

Opdatering: 23. feb. 2018 kl. 19:34

1.1.1:

  • Added French translation for the Field Medic (big thanks to Erazil for doing that!)
  • Reworked the bonus items effect to pull in a configurable array - makes it easier for abilities/effects that add free or bonus items to add stuff from other mods and replaced all the jank I initially had to put in place to support the BioMedikits - now it is nice, happy, clean, and expandable :)
  • Lots of behind the scenes work on the next class - I probably changed a few other small things, but don't really remember... I think I cleaned up some icons?