XCOM 2
Ted Jam+ Collection Meta Mod
Showing 31-40 of 97 entries
< 1  2  3  4  5  6 ... 10 >
Update: May 19 @ 9:08am

  • Pushed M1 and M2 Bio General spawns back 2 FL or so since they have a lot of HP
  • fixed more config typos
  • Dogpile, Intercept, and Reblossom now count for Blood Thirst stacks

Update: May 16 @ 10:52pm

  • Added Improved Suppression to the Ability Swapper config
  • Fixed some config typos
  • Laser weapons now use conventional bayonets, and Coil weapons now use magnetic tier bayonets. This should hopefully bring them more in line damage wise since previously these let you get a big jump on damage early.
  • Fixed the Pathfinder Search Teams sitreps and re-enabled them.

Update: May 16 @ 8:45am

  • Fix some config typos

Update: May 11 @ 8:24pm

  • more tweaks to Assault Trooper AI to improve their pathing.

Update: May 11 @ 3:34pm

  • Fix issue with waterworld not working right and causing the final mission RNFs to not start.

Update: May 9 @ 9:00pm

  • Fixed a config typo in the Lightning Reflexes dark event enemy list.
  • Redid the effect for Cannonade (ABB Perk Pack) to not use awful LW2 code. No expected change in functionality, but part of a mec troopers fix.

Update: May 8 @ 11:12am

  • Containment Field and Hostage Protocol can no longer be used on large units.

Update: May 8 @ 8:27am

  • Actually fix Sniper Elite DE because I'm dumb and the last update did literally nothing.

Update: May 6 @ 5:38pm

  • Properly disable the Sniper Elite dark event that doesn't actually do anything
  • Hopefully fixed Shadowstep being displayed twice on units

Update: May 2 @ 9:49pm

  • Bugfixed and re-enabled some of the Frost Legion units that were disabled before: Superheavy frost droids, Frost Shield Droids, and the Frost Bruisers. the crashing issues shooting them on overwatch has been fixed in CHL, and I've fixed them having ice shields and done another balance pass on their stats.