XCOM 2
[WOTC] Proximity Mine PG Project
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Update: Mar 31, 2024 @ 6:53am

v2.7.1

UPDATE: Added code to also affect PCP's smaller Proximity Mine.

Update: Mar 31, 2024 @ 6:41am

v2.7

BUGFIX: Exposed the AllowVolatileMix bool to config for Proximity Mines and set it to false by Default. Volatile Mix (and perks like it such as LWotC's Boosted Cores) would otherwise add damage to the THROW ability, thus alerting pods ...

Many thanks to Johnnyru89 for highlighting this issue ... 4 later years and still finding things to fix ... I'm shocked no one noticed this before

Update: Nov 15, 2020 @ 6:33pm

v2.6

Compatibility Update for Superior Explosives

Tier 2 & 3 proximity mines already have the retained concealment on throw and use the same detonation ability as the tier 1 so this mods changes to the concealment breaking for detonation will apply to those tiers too.

The "attracting lost" options from this mod will only apply to the tier 1 mine, which I think is fine as the higher tiers make more sound/damage so should call the lost regardless.

My Proving Ground project will award 1x Proximity Claymore (for your Reapers), 1x Proximity Stun Mine (if you have Claus' Pathfinders) and 1x Tier X Proximity Mine (the game should automatically work out and upgrade to the tier you have unlocked)

The rest of the config values don't actually overlap and should all slot together. Tier 2 and 3 mines will share values from this mod where appropriate (infinite items, can build, one time only). Maybe the config option for the project to be repeatable should be enabled.

Update: Jun 10, 2020 @ 8:41pm

v2.5

Further improvements to the image
Sorry two uploads in short succession for the same thing

Update: Jun 10, 2020 @ 1:02pm

v2.4
This version has an update to the proving grounds project image. Nothing major, I just made a better image using better assets and a great tutorial from dotvhs.

Update: Mar 25, 2020 @ 4:25pm

v2.3

Fixes the issue of a possibly missing DLC Identifier as discussed in this wiki post;
https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/missing_dlcidentifier

Many thanks to CX Iridar for highlighting the issue :)

Update: Feb 24, 2020 @ 3:59pm

v2.2 Added an option to disable the throw/explosions calling lost
Default settings are for the throw to not do so, but the explosion will

Update: Sep 15, 2019 @ 9:04am

v2.1 Previous upload had the 'wrong default settings' in the config.ini
Now fixed :)

Many Thanks to @Lobuno for pointing it out :)

Update: Sep 12, 2019 @ 2:43pm

v2 Includes config options to be able to start a campaign with these items already in XCOM's inventory.

My test campaign for seeing if this function worked was a (Modded) Legendary with Reaper HQ selected, Lost and Abandoned Disabled and Integrated DLC. Not that it should matter, but noting here just in case.

This functionality was requested by MrCloista

Update: Sep 7, 2019 @ 2:32pm

v1.1 Fixed a small issue with the Proximity Claymores AP cost not applying (making it a free action)