XCOM 2
Partisan War -OUTDATED-
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Opdatering: 9. apr. 2016 kl. 21:15

Opdatering: 9. apr. 2016 kl. 21:06

Opdatering: 9. apr. 2016 kl. 20:50

Opdatering: 8. apr. 2016 kl. 21:01

Opdatering: 8. apr. 2016 kl. 15:20

--Suppression Visualization Fix by Divine Lubrication

-Strategy
--Adjusted Advent and Sectoid Force Levels and Spawnweights.

-Tech Rushes (Black Market)
--Increase Rookie to 4 possilbe, and 2 for Legend

-Field Medic
--Changed Debilitate with Suppression (temp, will be changing later to Return Fire)


-Weapons
--STAGE I preparation for new weapon integration, many of the weapon stats you are used to have been refined, the rest tomorrow, new weapons planned for Monday.
--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.

-Grenade
--AP Grenade Damage adjusted by changing variables to decrease RNG 1 point values.
--HE Grenade AoE adjusted a smidge.
--Micro Grenade Range increased to 13 (11)

-Alien Facility Progress and distance tweaks.

-Autopsy
--Research increases ~1.5x PTC Points to Complete / Research Time.
--Instant research corpse requirements, generally increased, especially for early game enemies (like default Advent).

-Avatar. Doom, Campaign, difficulty tweaks.

Opdatering: 6. apr. 2016 kl. 19:00

-Grenades
--New Micro Grenade designed to finish off enemies, small enough soldiers can carry three. Limited AOE.
--New Anti-Personel Grenade that does a little more damage but is poor against armour and does not penetrate cover, very effective against organize enemies.
--New High Explosive Grenade that does less damage but has a high pierce and better shred, Limited AOE. very effective against robotic enemies.
---New images not yet, soon, or feel free to volunteer. :)

-Smoke Stops Crits change to -40 (-20)

-Adjusted Cost/Benefit of Tech Rushing at HQ, this is still a very, very good option.

-Fixed the occasional 0 Turn BleedOut on Rookies (hopefully)

-Fixed Soldier Rewards, should progressively gets better to a maximum of soldier level 5 rewards (no colonel/majors) - Thanks LeaderEnemyBoss :)

-Tweaked Tech and Avatar Progress.

-Scanning TImes
--Making Contact & Building Havens (Towers)
---General Min/Max increases all Difficulties. YMMV but I'd worry less about Havens unless they are at key locations, and concentrate on making contacts in new regions.
--Adjusted other scanning times again for balance.

-Crafting
--Changes DIFF Settings for all variables for purchasing items.
--1.25/1.5/1.75/2.0 to 1.0/1.1/1.2/1.4

Opdatering: 4. apr. 2016 kl. 20:50

-Adjusted supply costs for some items.

-Attempted fix for 0 Turn Bleedout.



-Slowed Avatar progress across board. Adjusted Facility Appearance Distance Min/Max the longer the campaign goes. (Aliens learn to stay away from XCom and are a bit more cautious).

-Facilities
--All upgrades remain instant, however the upgrades supply costs are +60%. While that falls in line with the extended campaign (you've twice the money, so this is a perk)
----Clearly we'll have to consider the changes and adjust over time. :)
----We're also going to be allowing more upgrades from facilities at a later date, then the increased cost will be spread out and not so much a shock.
----Build times for first level of Facilities are +100%, as you'd expect.
--Related, Costs to recruit Scientists and Engineers, are higher.
--Recommend, Workshops and Research Labs priority when you can. (basically, everthing is a priority Commander, there's a planet to save!)

-Bugs
--Field Medic Debiliate missing cooldown. Will fix later, but ability slot will be getting Return Fire this week. (And replacing Innoculate with Walk It Off!)

Opdatering: 3. apr. 2016 kl. 22:53

Opdatering: 3. apr. 2016 kl. 19:50

Technology Restructuring Now Starting;
-Research on average is doubled (hey, you're playing a campaign that will last much longer than double a normal game). ;)
--Right now DIFF 0-2 are the same, from what I've seen the easiest way we will adjust that will be to give Starting Scientists out, we're still considering.
---Legend is ridiculous for it's tech research (this is temporary), I wouldn't suggest playing Legend any time soon.
---I don't particularly recommend you researh any of the following yet as it could be a wasted effort while I adjust the techs for weapons over the next few days;
----Gauss Weapons, Plasma Rifle, Beam Cannon, Plasma Lance, Storm Gun. All of the preceeding techs could be 100% wasted effort while I adjust for new weapon tiers.
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-------Autopsies, No change in research times! (I know right, how generous heh). Massive increases in corpses required for Instant Autopsies.
---------Tough call, research is going to be so important, are you going to save those days and weeks of research for some corpses? Maybe.

Opdatering: 1. apr. 2016 kl. 14:08

-Soldier
--Cyber Tech
---Appearance random chance (minimum/overall) +100% (2) / +50%
---Removed Medical Protocol, might re-add.
--Field Medic
---Appearance random chance (minimum/overall) +100% (2) / +50%
---Fixed ability Bug.
--GTS Now at Ranks 3 & 5 (not implemented)
--Generalist
---Appearance random chance (minimum/overall) ±0% (1) / -75%


-Killed some bugs.
-Modified a few abilities for Field Medic
-Corrected Hidden Potential for Hack, all classes.