XCOM 2
Operation Parallels - The Doom Slayer Mod
Showing 11-20 of 21 entries
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Update: Apr 19, 2020 @ 4:36pm

The Chosen are no longer allowed to spawn on Operation Parallels.

Shifted around some lines of code to try figuring out why the weapon swapping system sometimes causes crashes.

Update: Apr 19, 2020 @ 4:06pm

Added additional debugging log statements.

Shifted HUD priority of the "Reload Rocket Launcher" ability so it doesn't take priority over being able to shoot with the primary weapon.

Update: Apr 19, 2020 @ 1:13pm

Added missing HP boosts to Plated and Powered tiers of the Praetor Suit. This uses the same HP value set for the vanilla medium plated and powered armors.

Update: Apr 18, 2020 @ 11:17pm

Fixed yet another instance of infinite reinforcements occuring, due to an error in the Slayer check resulting in it still being true even if the Slayer stayed onboard the Avenger.

Update: Apr 18, 2020 @ 11:11pm

Fixed issue with the "FixSlayerMission" console command where it would create additional Verges.

Update: Apr 18, 2020 @ 10:41pm

Fixed improper .ini configuration that results in the mission not spawning properly.

To fix campaigns where the mission was already generated, the FixSlayerMission command has been added.

Update: Apr 18, 2020 @ 4:48pm

Added a rage bonus when being shot.

Fixed an issue where the reinforcement listener wasn't actually using force level numbers, resulting in it using the FL 18 pods by default.

Update: Apr 18, 2020 @ 1:43am

Fixed issue where infinite reinforcements would occur due to *not* having the Slayer on a mission. Now the listener properly stops if there's no Slayer on the mission.

Update: Apr 17, 2020 @ 10:36pm

Added crit immunity for the Slayer to Saving Throw when it procs.

Also added a new base rage bonus: growing rage now provides the Slayer with a resistance to being critical'd in addition to the defence and dodge bonuses.

Update: Apr 17, 2020 @ 7:22pm

Saving Throw didn't actually do its job, now fixed.

Added a customizable reinforcements response system. It's editable in the mod's XComGameData_ADVENTResponse.ini.

Fixed an issue where Super Grappler was *adding* to the cooldown of the grapple, not lowering it.