XCOM 2
Terror Mission: Plague Outbreak
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Update: Jul 24, 2023 @ 11:06pm

Added support for Covert Infiltration's custom Retal Rules, to utilize its functionality and prevent the Plague Outbreak from being the first mission if it is installed.

Update: Jul 13, 2023 @ 11:19pm

Modified backend mission logic to hopefully add enough redundancy to prevent extremely heavily modded setups from breaking the mission

Update: Jun 24, 2023 @ 4:26pm

Bug fixes - And a new look for both The Culprit and The Plague Chryssalids

Update: Jun 17, 2023 @ 5:40pm

Added support for Deadput's Militia Overhaul and Alpha's Overhaul, preventing wonkiness in the event that the default Civilian Militia is replaced by config. Added some extra redundancy to prevent the possibility of rare edge case scenarios causing unintended interaction with the mission.

Update: Jun 17, 2023 @ 1:54am

6/16 - Plague Outbreak Major Rebalance
Plague Nodule Chryssalid spawning mechanics altered.
Armor has been drastically reduced and outright removed at lower difficulty settings.
Enemy Stats adjusted and scaled for Difficulty settings.
The Plague's Culprit is now even sneakier.. And Eviler.
All Attackers gain an aim bonus against Plague Nodules.
Minor Bugfixes
Plague Nodule targeting icon visual update to remove black background, courtesy of RustyDios

Update: May 27, 2023 @ 1:04pm

Added a Unique Target Icon for Plague Nodules

Update: May 27, 2023 @ 11:56am

Small fix for a localization error

Update: May 27, 2023 @ 11:50am

Additonal FL scaling changes, so that given that it's easier to complete with the right equipment, as you reach the lategame, and such equipment is readily available, the mission becomes more difficult.

Update: May 27, 2023 @ 11:28am

The Community Requested Rebalance Update

Plague Nodules Now -

- Have slightly reduced maximum possible armor

- Have a massively increased health pool

- Have a moderately increased regeneration

- Take MASSIVELY increased Fire damage

- Can no longer spawn Chryssalids while burning.

Update: May 20, 2023 @ 7:50pm

Added some extra redundancies so that the mission is less likely to break because of other mods..

Also expanded the mission's difficulty scaling, so that the mission will not become a cakewalk past the early game,