XCOM 2
[WOTC] Proficiency Class Pack
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Actualizare: 5 nov. 2022 @ 13:50

2.2.5:

  • Cleaning up several things for compatibility with future releases. Removed MCO override and screen listener for GTS unlocks.

Actualizare: 5 mart. 2022 @ 17:21

2.2.4:

  • Fixed issue with Zone of Control increasing the CQB radius multiple times.
  • Anti-Venom Stims Adrenaline Shot can no longer be used on robotic allies.
  • Changed some effect names on arcthrower utility effects for future compatibility.

Actualizare: 1 febr. 2022 @ 17:43

2.2.3:

  • The Mobility effect from Pin 'em Down no longer counts the same as Disoriented for other ability conditions, preventing units that should have been immune (like Avatars) from using abilities.
  • Added additional trigger to Zone of Control to pickup reinforcements/spawns/etc. Thanks to discussion from LWOTC team for highlighting the issue/fix.
  • Sapper's Charge! ability categorized to offensive instead of neutral.
  • Fixed mixed up genders for Field Medic photobooth quotes.
  • Fixed issue with Advanced Trauma Kits bleedout chance bonus.
  • Assault Infantry Breaching Maneuver movement actions can now be triggered from flank shots.

Actualizare: 12 sept. 2021 @ 10:20

2.2.2:

  • Assault's Zone of Control ability now also increases their CQB Dominance radius by 1 additional tile.
  • Flipped all Assault abilities between Captain (+damage) and Colonel (multi-attacks) and adjusted AP costs slightly. Assault's now get the ability to attack more than once before Colonel, which was much later than all other classes.
  • Removed weapons restrictions on Suppression - Sappers may now suppress with a shotgun.
  • Changed the Demolition ability to be guaranteed to hit.
  • Sappers have bonus Aim when using Rocket Launchers from Lvl 1 to improve rocket accuracy in the early-game. Note: This is not communicated in their Explosive Ordinance skill description - there is no room left to put it!
  • Increased range that Defensive Mine can be placed by 1 tile. Fixed localization on stand-alone Defensive Mine ability, removing the reference to disorienting the enemy.
  • Marksman's Lead the Target ability now bypasses overwatch immunity abilities like Lightning Reflexes and Shadowstep, but can no longer Crit, has had the Aim bonus reduced to 20%, and cooldown increased by 1 turn.
  • Reworked Combat Stims - they now grant movement only actions instead of standard actions, but no longer damage the target and Will loss is reduced from -30 to -10.
  • Fix for issue with previous CanAddItemToInventory function changes preventing equipping unlocked weapons.
  • Added config support for several mods' enemies, items, and abilities: A Better Weaponry, Muton Harriers, Muton Destroyer, EU Berserkers, Advent Assault Troopers.

Actualizare: 8 aug. 2021 @ 8:32

2.2.1:

  • Fixed a few ability localization tags.
  • Changed CanAddItemToInventory functions to fix potential to equip multiple items in the same slot.

Actualizare: 2 aug. 2021 @ 14:45

2.2.0:

  • Fixed incorrect calc for Crit damage affecting Blindside/Muffled Shot.
  • Text stating Defensive Mines disorient enemies was removed - it wasn't working and mines minimum damage was increased +1 to compensate.
  • Marines' Pin'em Down ability changed to always Disorient suppression targets as the ability's main focus, and apply the Mobility penalty to targets immune to Disorient.
  • Moved many abilities into the main class pack from the various plugins to reduce mod inter-dependencies. Config value locations for these abilities are spread over the config files for the closest matching main class.
  • Added some additional abilities to XCOM random decks.

Actualizare: 23 mai 2021 @ 20:06

2.1.3:

  • Added config support for Muton Destroyer Concussion Grenades and extra charges from the Concussion Grenades ability.
  • Some minor ability changes to support the Templar plugin.

Actualizare: 25 apr. 2021 @ 12:13

2.1.2:

  • Assault Infantry now never roll a graze against an enemy within CQB Radius and CQB Radius has increased by +1 Tile to 4/5/6 Tiles.
  • Changed Sapper's Charge! skill to be guaranteed to hit (was calculating hit chance from start location instead of end location, even though chance preview was correctly using end location) - Point blank hit chances should always be near 100% anyway.
  • Fixed issue with negative crit chance bonus on Precision Shot
  • Added support for the Tech Specialist to use Sniper Rifles - this is somewhat experimental. Extended Signal Range gives squadsight to the sniper rifle. Marauder technically works with the Sniper Rifle as well, but doesn't change it's action cost, so only has an effect when the Tech Specialist has more than 2 actions available (or using the OP 1AP Darklance).
  • Changed the incremental and maximum threshold values for the Marine's Col. skills. Tactical Sense and Aggression scale faster, but with a lower cap - 3% per enemy up to 15% (5 enemies max it out). Zeroed In scales faster, and actually has a slightly higher cap - 4% per enemy up to 40%.
  • Added default config support for Superior Explosives.
  • Updated XMOD Base to version 2.0.2.

Actualizare: 7 ian. 2021 @ 23:10

2.1.1:

  • Fix for Sapper's Hold Position where it was unintentionally limited to only one reaction shot.
  • Swapped ranks for Medic's Burst Fire and Applied Knowledge abilities. Cooldown for Burst Fire was increased.
  • Muffled Shot replaced with new ability Blindside. Does the same thing as Muffled Shot, but Disorients the target and can be used even when revealed to apply disorient at the cost of damage.
  • Muffled Shot itself was returned to it's original functionality with no disorient and only usable while concealed for compatibility with other projects.
  • Muffled Shot, Blindside, and Remote Start now use silenced shot sound effects modified from Musashi's Tactical Suppressors. Credit for original code and assets all go to him.
  • Stalker returned to Sgt. rank and Crit Chance bonus reduced to +10%, but can now apply to flanked targets, even if concealment has been lost.
  • Ghost moved to Ltn. rank and grants its +2 Mobility unconditionally (even if concealment has been lost)
  • Quickset Bipod has been renamed to Quick Hands and has replaced Advanced Weapon Handling in the tree. In addition to the ever-vigilant style brace effect, it also now grants Snapshot.
  • Concealing Smoke has returned to the Marksman's tree proper at Maj. rank now.

Actualizare: 6 ian. 2021 @ 15:16

2.1.0:

  • Fix for interaction with Samurai class GTS unlock causing level 3 proficiency bonuses to be lost. This fix will resolve the issue in ongoing campaigns - no need to restart.
  • Some abilities moved between plugins. Fair warning - there will likely be more restructuring in the near future of where abilities are housed in code to reduce the need for plugins to rely on other plugins. This will impact where config values for abilities are accessed.
  • Clarity or typo improvements to text for several abilities.
  • Stalker and Ghost swapped places on the Marksman ability tree, giving Scout Marksmen a way to preserve concealment much earlier.
  • Stalker's toggleable Stalk ability had its' mobility penalty reduced to -20% and Detection penalty reduced to -30%.
  • Ghost now applies an effect to targets that temporarily removes their ability to detect concealed units. This allows using melee attacks on isolated single targets and not losing concealment on the run-up.
  • Muffled Shot now Disorients targets.
  • Precision Shot had its' aim penalty reduced to -25% and gained +25% to Crit to better synergize with crit builds and Apex Predator.
  • Apex Predator's weapon modifiers to Disorient/Panic were switched. Now Vektor Rifles gain the extra chance to Panic and Sniper Rifles are more likely to Disorient. This makes Vektor Rifles a little more appealing and is more consistent with behavior of other class/weapon roles.
  • Concealing Smoke was moved to the 2nd Training Center deck and replaced by a new ability at the end of the Scout tree, Harrier's Talon: While concealed, gain +3 Armor Pierce on attacks with primary and secondary weapons.
  • Chance to trigger Marines' Weapons Hot shots was slightly reduced down to 20%/25% for Cannons/Rifles respectively.
  • Several additions and minor changes to support upcoming plugins.