XCOM 2
More Traits Enhancements and Bridge
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Pembaruan: 3 Jun @ 11:09am

Added clarifying text for what "deadly odds" means for the Insubordinate trait.

Pembaruan: 15 Nov 2023 @ 3:40pm

Bugfix:
Atuo-detection of installed mods (Advent Warlock, potentially others) wasn't always working.

Pembaruan: 7 Okt 2023 @ 2:31pm

New updates
  • Several icons had some white artifacting that has been cleaned up
  • Added some flavor text to the Sadistic and Focused Sadism traits
  • RustyDios was right: changed the default color for positive traits to green; there are already plenty of yellow icons from abilities
  • The color selection for traits is no longer case-sensitive

Sadistic trait made more sadistic.
The extra damage against humans worked as intended, but it wasn't much of a negative trait. In fact, if you had bandits or other human raiders, it was more of a positive. To make it more like other negative traits, it now includes a panic chance when civilians are in weapon range. If the will roll fails, your soldier will attack.

There are different types of attacks depending on what abilities the panicking soldier has:
  • 'StandardShot' or 'SniperStandardFire': most classes, including all base game classes (except for Templars), use a standard shot
  • 'StandardShot_NoEnd' (Proxian, etc.) a 1 AP, non-turn ending standard attack
  • Standard/sniper shot not available at the time (or not at all), but 'PistolStandardShot' is: standard shot for classes with pistols in the primary slot (Phalanx, Akimbo, etc.) or secondary weapon attack for others (Sharpshooter, Templar, Proficiency Gunslinger, etc.)
  • 'SwordSlice' or 'FTB_BloodSlice' but no standard/sniper attack (Stormrider, Blutengel, etc.): the soldier runs up to and slashes the civilian (note that there is an oddity with civilans that need rescuing, like on a retaliation with no armed resistance fighters: the rescue happens before the slash, so the civilian is gone before the actual slash can happen). Does not apply to Rangers or other classes with a standard attack and a melee secondary.
  • 'MZFireThrower' (Alchemist, etc.) sprays a cone of fire with the civilian at the center (note that, thanks to "Fine Control", it will always miss, but the damage on miss is enough to kill most civilians. Plus, the fire effects, concealment breaking, and turn ending all still happen.)
  • If none of the above apply, the base game 'Berserk' panic happens. Please let me know about any classes that are falling back to Berserk.

Pembaruan: 18 Jun 2023 @ 10:27am

Added a warning to the "purple" trait color option: it flags your traits as psionic and could cause trouble with effects that target psionic abilities. Thanks to Rusty Dios for pointing it out.

Pembaruan: 7 Apr 2023 @ 1:32pm

Added color options (although limited) when changing tactical trait icons to consistent colors.

Pembaruan: 7 Apr 2023 @ 10:34am

Accidentally left verbose logging enabled in the previous version.

Pembaruan: 7 Apr 2023 @ 9:48am

Fixes for trait icons in tactical

  • Four traits were missing pure passive abilities, which prevented any icon from showing up
  • Option to force all tactical trait icons to the standard red for negative, yellow for positive. A few were done with the wrong color or no color.

Pembaruan: 3 Mar 2023 @ 5:11pm

Added the "Sadistic" trait that does extra damage to Civilians and fellow XCom, along with a positive replacement trait.

Pembaruan: 14 Des 2022 @ 1:20pm

  • Added new icons for the ADVENT Warlock mod
  • Re-enabled Witch Killer trait from ADVENT Warlock, renaming it to Witch Hunter (to hopefully avoid confusion with the Witch Killer weapon ability)
  • Made code cleaner
  • Added ability to change any arbitrary trait's icon to any image path through a config setting
  • Removed temporary fixes for broken fear traits, they have been fixed in their main mods

Pembaruan: 8 Nov 2022 @ 8:04am

Bug fix: certain traits with changed icons weren't updating their icons in tactical