XCOM 2
Ted Jam+ Collection Meta Mod
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Update: Jun 4 @ 9:57am

  • Breach should now work for custom shotgun weapon categories (same config as Slug Shot in LW)
  • Fixed Phosphorus config for chemthrower stuff to new fixed config. Should fix all the Immune flyovers and other things
  • marked old Mod Jam mods as incompatible since you shouldn't be using them.

Update: May 19 @ 2:54pm

  • Fixed some perks that removed grenade cooldown that were not working.

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.