XCOM 2
Partisan War -OUTDATED-
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Opdatering: 20. mar. 2016 kl. 15:26

Opdatering: 20. mar. 2016 kl. 13:30

Opdatering: 20. mar. 2016 kl. 13:19

Opdatering: 20. mar. 2016 kl. 11:43

Patch Notes March 20 2016

-Soldier Class Field Medic new vision in early alpha.

-Weapon Auto Shotgun in early alpha. Low damage, poor range, high critical, extreme damage.

-Realized Steam programmers lack the ability to walk and chew bubblegum at the same time.

-Improved Soldier Panic AI
--Operating modestly, still seeing stupidity.

-Modified Kevlar Armours
**--TODO No effect on those without Resistance DLC Day 0, must recode...

-Bleedout, much more likely. GTS purchase is extremely helpful.
**--TODO update GTS info to include helpful suggestion.
**--TODO I think I messed something up... ;)

-Reduced Max Soldier rewards to Rank 5 instead of Rank 7. Minimum of Rank 3.
**--TODO I think I messed something up... ;)

-Adjusted all grenade ranges to 11 (original varies).
-Adjusted Frag grenade AoE to 4 (which of course goes to 5) ... I was hoping that it would default to 3 instead of 5 and the bonus combined with grenade launcher would go to 5.
-Reduced Frag / Plasma grenade ENV Damage by 20%.
-Frag Grenade damage is 2-4, however +1 is only 10% vs 20%.
-Alien/Plasma/Muton Grenades do 1 pierce and shred instead of 2 shred. +1 Spread (Fromm 0), +1 10% (from 20%).
-Adv Trooper and Officer Grenades match XCom Grenades, chance for +1 scales with alien progress. Mk3 Scales significantly. Shred 1 always. Slight Crit chance.
-Flashbangs AoE now 6 from 8. 25% chance to do 1 Pierce.
-Smoke Grenades now provide 25 DEF as intended. +1 AoE (might revert)
-There will later be more tweaks to all other grenades. And bombs are eventually going to be dedicated to only the new Combat Engineer class (TBA).
-Reduced Mk Grenade Launcher bonus for radius and AoE (in preperation for adding 5 tiers) Currently goes from Mk1 to Mk4
-Enemy grenades scale more so there's better granularity.
--Original bonus range and Radius; mk1 4 and 1, mk2 5 and 2.
--Proposed bonus range and Radius; mk1 3 and 0 // mk2 4 and 1 // Mk3 5 and 1 // mk4 5 and 2 // mk5 6 and 2 // Currently goes from Mk1 to Mk4
-Later going to add a weapon category bomb (Engineers only), support grenade (Field Medic and Cyber Tech only), and offensive grenade. So they'll have to be set as allowed by class.
--TODO Add Damage range dropoff
--TODO Remove tile snapping.

-Added first in a series of new weapons.
-- 870MCS Auto Shotgun, (fully upgradable, though, for now, the actual images will all show Conventional Images), eventually will add new images and go up to Tier 5.
-- Auto Shotgun's are awesome short range weapons, hitting easily and doing good damage with a high chance to critical for massive damage. They are a horrible choice beyond close range, their extra ammo capacity however means soldiers can spray and pray. Their primary faults are lower mobility, and low armor penetration, which at close range is acceptable, though beyond that will be a problem.
-- Shotgun category. Specialized Weapon (not enabled yet), requires medium research project to unlock specialized weapons for each Tier after standard weapons are unlocked as normal.
-- TODO add research projects for tiers, requires first to finish all weapons (to make the project worthwhile).
-- TODO Add suppression functionality.

Opdatering: 15. mar. 2016 kl. 12:16

Shh

Opdatering: 14. mar. 2016 kl. 9:31

Shh