XCOM 2
Mod Jam for Long War of the Chosen
Viser 101-110 af 168 forekomster
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Opdatering: 13. mar. 2022 kl. 12:03

- Phase Drones have had their Hack Defense reduced at all tiers (they now have just 10 more than a normal Drone of the same tier).

- The M2 and M3 Phase Drones are now called Hunter Phase Drones and Predator Phase Drones in the Localization, to make their tier-ups more transparent to the player.

- Frost Droids have had their Hack Defense reduced, while Superheavy Frost Droids have had theirs increased. They're more comparible to Frost MECs now in that regard.

- The Heavy Strike Module has had its damage buffed by 2, bringing it up to 8.

- Heavy Strike (the melee attack granted by the Heavy Strike Module and Powered Strike Module) is now non-turn-ending if the soldier using it has any of these abilities: Insight (Warden class), Windcaller's Legacy (Stormrider class), Marauder (Skirmisher class), Fleche (Shinobi, Hunter and Crasher classes), Knife Fighter (Gunner, Scrapper, and Agent classes), or Rend (Templar class). This is also mentioned in the Armory view of the Heavy/Powered Strike Modules.

- Added a commented out deez nuts joke to XComEncounterLists.ini in the main Mod Jam Config folder, in reference to the Animate Cryolite's internal name, "Frost Pudding". I couldn't NOT do this.

Opdatering: 10. mar. 2022 kl. 6:50

- Trigger Guard (Akimbo ability) now has a dummy passive associated with it so its effects will be viewable during tactical.

Opdatering: 10. mar. 2022 kl. 5:59

- The Proving Grounds projects for the Custodian AP Rounds, Destroyer Gauntlet, and Hyperdrive Serum Vest are now properly added as requirements for their respective purchases in Engineering.

Opdatering: 9. mar. 2022 kl. 7:03

- Potential fix for Ballistic Shields doubling up on Armor/Dodge values in the UI.

Opdatering: 7. mar. 2022 kl. 1:25

- Lowered environmental damage for the Muton Harrier Captain's launcher a bit (was 11, now is 9, same as a Frag Grenade).

Opdatering: 6. mar. 2022 kl. 23:44

- The Muton Harrier Captain's launchers now use Mod Jam's own version of the Harrier Incendiary Rocket ability. This functions more like the standard Muton Harrier's Harrier Grenade ability, in that it targets a single enemy and has an AoE centered around that enemy, rather than being a free-aiming thing. Therefore, they won't be able to hit as many targets per shot on average. However, they no longer have a 10-tile range restriction on firing their rockets (they can fire as far as they can see now).

- Muton Harrier Captains now use the same AI as standard Muton Harriers do. Between this and the ability change, you'll see a lot less double moving and a lot more shooting.

- Speaking of Muton Harrier AI, it's gotten a full overhaul.

  • Since their weapons have no range bonuses/penalties at all, they ignore cover bonuses when shooting and don't get any benefits for flanking their targets, they now prefer to move defensively rather than aggressively.

  • First action point: they won't always move with their first action unless you're flanking them. If they're not flanked, they'll reload their weapon (if their magazine is empty). If their weapon has at least one shot left in it, they'll move if you have a soldier within 12 tiles of them. If none of those conditions are met and they can see a target, they will shoot, preferring killshots if available.

  • Second action point: they will always try a killshot first, or a standard shoot/reload if there are no killshots. If they can't do any of that (i.e. they're on fire), they'll use the same movement priorities as with their first action point (stay out of flanks, stay back, etc.).

Opdatering: 2. mar. 2022 kl. 12:20

- Added missing Localization for the Advent Assault MEC's render project.

Opdatering: 1. mar. 2022 kl. 7:43

- Removed a duplicate Concussion Grenade project from the Proving Grounds.

Opdatering: 1. mar. 2022 kl. 7:28

- Corrected some incorrect template names in XComTemplateEditor.ini in the True Primary Secondaries folder. Hopefully the recent pistol ammo fix will now properly work for Laser Pistols and Coil Pistols.

Opdatering: 1. mar. 2022 kl. 5:37

- The Kinetic Strike Module is now considered a Beam-tier weapon, mostly for the purposes of inventory coloring.