XCOM 2
Partisan War -OUTDATED-
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Opdatering: 21. apr. 2016 kl. 19:55

Opdatering: 21. apr. 2016 kl. 17:48

-Blackmarket Tech rush, slightly increased intel cost.

-Soldier Customization, unlocked more customizations earlier.

-Soldier rewards now stabilized based on Force Level to rank 0-5 early game, 2-5 mid game, and 3-5 late game. More or less.

-Fortress Appearance slightly faster now.

-Enemies
--Sectoids, sectoids, sectoids, that's the priority for the rest of the week.
---Sectoid Minions are the new 'in' thing for the Alien plans, you'll start to see more of these in the flavour of the previous XCom, they won't be nearly as dangerious, but they come in packs.
---We've still a plan to shrink them down into a more cuddly size.
---Sectoid Overminion, your typical pod master of the babies, these as well as the upgraded versions you'll see more often, they'll have surprises, I'll let you find that out on your own... it'll be "fun". >:]
---Diff adjusts for all, so 5 sectoid types in 9 variations. Still needs lots of work over the weekend.


-Avatar. Doom, Campaign, difficulty tweaks.

Opdatering: 19. apr. 2016 kl. 9:34

Opdatering: 19. apr. 2016 kl. 1:16

Opdatering: 18. apr. 2016 kl. 14:32

-XP
--Minor tweaks for all Diffs, slight reduction, primarily for rank 3/4.

-Will
--Adjusted Will per character level to 2 plus 0-5 in addition to Will gains from specific soldier classes. Probably that's where it'll stay.

-Weapons
--Adjusted weights/mobility and detection.
--Adjusted damage/crit damage; SAW [-1/-1), LMG [-½/0], HMG damage [0/+1], also spread now is 1/2/3, crit chance bonus for all [0%].
--Tweaked other variables for all weapons.
--Reintroduced Flecette Shotgun, and now also an SMG.

-Tech
--Added Riftkeeper Autopsy (and item derived) by LeaderEnemyBoss.
--Increased all autopsies same rate as all techs instead of discounted version.

-Supplies
--Scaled up supplies from supply drops a tad.
--You may well run into situations where you are broke, you simply can't get everything at once, the prices you see are a discount (mwahaha) they should be triple normal based on extended campaign. :D
--You can use Intel to gain supplies at the Black Market, it's not just for buying pirated DVDs anymore!! ;)

-Scanning
--Reduced all levels for making contact by ~15%.
--Reduced all levels for making haven by ~25%.

-Grenades (Specialized)
--Reduced cost a smidge, coupled with Cost Scaler adjusts that's a second smidge.
--Frag +1 bonus reduced to 33 (50) [25]
--HE and Mk2 +1 increased 66 (25) / 99 (50)

-Force Level Adjusts
--Increase time to gain 1 force level (of 60) by 24hrs each (an extra 10 days to get +10 Force Level, an extra 2 months to max out)

-Enemies
--Started unpunching more and spreading out better over Force Level, so over the rest of the month expect to see aliens you may not normally see them.
--Adjusted Adv Captain, Lancer, Trooper, started in with organizing Sectoids into better pods until *evil stuff* and then you'll have *evil stuff* to deal with.

-Doom Adjusts
-Varied Early game link distance to a wee closer and late game a wee further away.
-Adjusted and slightly randomized, doom reductions for Avatar, Blacksite, Codex, Forge, Gate. Varies by Diff, relatively minor.

-Cost Scalers by difficulty
--For purchases, supplies, elerium dust, and alien alloys. (Diff 0-3) 1.0/1.1/1.1/1/2 (1.0/1.1/1.2/1.4) [1/1/1/1]
--For purchases, INTEL (only) . (Diff 0-3) 1.2/1.4/1.4/1.6 (1.0/1.1/1.2/1.4) [1/1/1/1]

-Bleedout
--Seems to work properly now thanks to Melancholia! Woohoo!!
---Bleedout based on Will, everyone has a chance to live, even those poor Rooks! Timer adjusts 2-5 turns +1 with Stay With Me GTS upgrade.


-Avatar. Doom, Campaign, difficulty tweaks.

Opdatering: 16. apr. 2016 kl. 19:14

Opdatering: 16. apr. 2016 kl. 16:36

Patch Notes April 16 2016
-Technology
--Added the first in a series of techs to augment the game and to better extend the game.
--Specialized Grenades (new games only) gives AP, HE, and Micro grenade access in Engineering.
---Many had access to these already without the Tech for testing, you'll still have the access.

-Weapons
--Did some various tuning and reduced conventional ammo count by 1.

WARNING: Gameplay/UI INTEGRATION, Steady Weapon by theforgotencrouton. (disable when playing PW, use normally for other games.)
-"Steady this weapon and gain +20 aim on your next shot. Bonus cancelled if you move or use an ability."
--Does not apply to shotguns/cannon/machine guns/saw/special

-Soldier Panic
--Chance to FallBack when in cover 88% (85%), fallback otherwise reduced to 8% from (10%), Do something stupid reduced to 4% from 5%.
--Chance to Cower 88% (85%), Shoot reduced to 8% from (10%), Grenade reduced to 4% from 5%.

-Soldier Will gains per level. Increased by 1 point, and 50% of plus one.

-Soldier Training has small diff adjust to slow down training a little more.

-Excavating, some tweaks, general increases.
-Building, Some tweaks, and Workshop increased cost, power, construction time.

-Cover
--High Cover now 45 DEF (40)
--Hunker Down now 15 DEF (20), 30 Dodge (40).

-Enemy
-- Trooper, adjusted chance of carrying grenades and types of grenades, much less likely early game, but BE AWARE... still fine tunning. ;)
-- Officer spread out levels.

-Enemy Force Level Advancemnt reduced by ~10% per difficulty.

-Avatar. Doom, Campaign, difficulty tweaks.

Opdatering: 14. apr. 2016 kl. 10:17

Opdatering: 14. apr. 2016 kl. 9:33

Generally speaking a horrid bug of evil was crushed over a period of 4 days, insane waste of time, thanks Firaxis!

Enemies (Alpha Integration)
-Riftkeeper Force Level 57-60 (of 60)
-TODO Added Autopsy et al.

Grenades (all in alpha, so if a Heal grenade (next update) should explode in a firing shower of death lava, well, you pays yo money you takes yo chances mwahahaha)
-Tweaked HE Grenade.
-Added new images by [OBSI]Rumrunner.

-Weapons
--STAGE I preperation for new weapon integration, many of the weapon stats you are used to have been refined, the rest soon, new weapons planned soon.
--WARNING!! STOP USING the Flechette Shotgun until Monday, I've kept nerfing the stats since the first warning to get you off using it and to stop possible conflicts!! It'll be back Monday.

-Alien Facility Progress and distance tweaks.
--Facility maximums scale with difficulty.
--Distance will scale more with difficulty and the extended campaign.

-Doom Interval
--General Tweaks and Adjustments
--Limit by difficulty maximum Fortresses R 4/ V 5/ C 5/ L 6
--Adjusted Doom Interval firing in weeks R 6-8/ V 5-7/ C 4-6/ L 3-7. Slows down all doom gains significantly though also can randomize down. Legend has much more randomness which is frustrating.

-Doom Reduction Mission Success
--A little more random.
--Scales more with difficulty.

-Force Level
--Fine tuning, longer period. 40 to 60 levels, finer scaling. Possibly too generous and intevals a bit long.
--Lots more work to do.

-Scanning
--Despawns will occur slightly slower and will scale more with difficulty.
--Tweaked upper end of making Havens.
--Adjusted most everything else a little easier.


-Avatar. Doom, Campaign, difficulty tweaks.

Opdatering: 10. apr. 2016 kl. 7:38