XCOM 2
[WOTC] Sensible Wound Times for XCOM2
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Update: Jul 17 @ 11:20am

Fixed minor copypaste error in eventlistener for units removed from play which wasn't triggering for evacced units properly.

Update: Jul 16 @ 5:24pm

Added an MCM option to allow in-mission healing/repairs to reduce wounds for SPARKs as well as normal soldiers.

Update: Oct 25, 2024 @ 11:24am

Added an MCM slider allowing cusotmization of the 'tactical healing reduces wounds' behaviour.

Update: Aug 25, 2024 @ 1:21pm

Handle situations / missions where soldiers aren't removed from the mission through UnitRemovedFromPlay & thus don't fire the normal event.

Update: Aug 25, 2024 @ 9:31am

Adjusted eventlistener to listen for individual units being removed from play instead of at the endof the tactical mission, where a lot of other stuff is happening. Seems to be a much more robust method.

Update: Aug 24, 2024 @ 12:30pm

Testing eventlistener with OnCleanupTactical instead of TacticalGameEnd

Update: Aug 3, 2024 @ 3:53am

Fix implemented for 'Tactical healing reduces wounds' functionality & implemented MCM support so users can turn it on & off in-game.

Update: Jun 26, 2024 @ 6:50pm

Added support for in-mission healing to mitigate wound times. Set config toggle IGNORE_LOWEST_HP = True in XComGame.ini to enable.

Update: Jun 15, 2024 @ 8:20am

Fix for AML mod preview

Update: Jul 9, 2023 @ 7:09pm

Tweaked Min & Max values to fix a minor issue where soldiers right on the HP boundary (50% / 75% HP) could be given the wrong project times & therefore incorrect labels.