XCOM 2
Terror Mission: Plague Outbreak
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Update: 24 jul 2023 om 23:06

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: 13 jul 2023 om 23:19

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

Update: 24 jun 2023 om 16:26

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

Update: 17 jun 2023 om 17:40

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: 17 jun 2023 om 1:54

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: 27 mei 2023 om 13:04

Added a Unique Target Icon for Plague Nodules

Update: 27 mei 2023 om 11:56

Small fix for a localization error

Update: 27 mei 2023 om 11:50

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: 27 mei 2023 om 11:28

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: 20 mei 2023 om 19:50

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,