XCOM 2
Partisan War -OUTDATED-
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Update: Mar 31, 2016 @ 11:58pm

Update: Mar 31, 2016 @ 11:47pm

Note; ## (##) [##] = Updated ##, Last Version (##), Original [##]
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-Balance;
-7 levels of Adv Captain applied. (not much evil yet, but it's coming...)
-4 levels of Adv Stunlancer applied.
-3 levels of Sectoid applied.


-New and Updated Soldier Classes

--Introducing the Cyber Tech (early alpha release) ... Thanks to Divine Lubrication for some code and visuals!
Rank 1; Intrusion Protocol, Medical Protocol, and Combat Protocol
Rank 2; Aid Protocol OR Low Profile
Rank 3; Haywire Protocol OR Guardian
Rank 4; Scanning Protocol OR Ready for Anything
Rank 5; Threat Protocol OR Covering Fire (the later may be replaced)
Rank 6; Shock Protocol OR EverVigilant (the latter may be replaced)
Rank 7; Restoration OR Vital Strike (the former will be replaced, the latter will be most useful against robotics after breakdown)

n.b Shock Protocol is normal cap discharge, but will be getting some serious tweaks later.

--Say Hi to your new Field Medic (still in alpha) ... Thanks to Divine Lubrication for some code and visuals!
Rank 1; Medical Protocol (eventually replaced with First Aid (extra healing and charges, plus stabilize and revive) and Fire Pistol (yes they lose the Gremlin and gain a pistol)).
Rank 2; Low Profile OR Debilitate (the latter may be replaced with Return Fire)
Rank 3; Hearten OR Protector (the former will 'eventually' have some advantage against injury length and fatigue)
Rank 4; Paramedic OR Opportunist (the former will be integrated with aptitude for healing)
Rank 5; Calm Demeaner OR Smoke & Mirrors (the former will be replaced)
Rank 6; Triage OR EverVigilant (the later may be replaced)
Rank 7l Renewal OR Vital Strike (the later will be most useful against organics after autopsy)


--Default Specialist
-Is now a Generalist, no actual ability changes really, but less hacking ability at Squaddie and lower Hack Hidden Potential.

--PaAAAaNic
-First Action 85% chance will move only if flanked, 10% will fall back to cover, 5% will possibly do stupid things, perhaps even moon Advent Soldiers. (anims maybe in the future).
-Second Action 85% chance will hunker, 10% chance they'll fire randomly, 5% of the time they'll juggle/use a grenade. (anmis maybe in the future).

-Ammo
-Adjust to half strength in early game, and later full strength in late game.
-Will be getting a complete reworking with more ammo types and other fun, but for now, this. :)

-Smoke
--Grenades provide expanded radius (1), standard 20 DEF.
--Bombs provide expanded radius (1) AoE and =20= DEF.
--Bombs and Grenades provide 40 crit protection.
--BE AWARE what you see isn't what you get, I find the periphery still to be iffy for smoke coverage.
--REQUEST for any reports of grenades or bombs not performing as indicated.

-Flash Bangs do no damage.

-Bugs
-Cleaned up all Hidden Potential issues. (fixed)
-Cleaned of Aim Assist and activated. (fixed)
-Soldier rewards should be fixed to better scale.

Update: Mar 31, 2016 @ 9:45pm

Update: Mar 29, 2016 @ 7:48pm

Update: Mar 29, 2016 @ 7:15pm

-BE AWARE Medikit for everyone now has two charges, normal for +3HP and nano for +4HP each, REVIVE and STABILIZE require 2 charges however.
--Yes Field Medic will get bonus charges, though right now the heal bonus may not work.

-Content
---Adding Riftkeeper by LeaderBossEnemy
---Re-enabled Field Medic to alpha, for now uses Medical Protocol and Gremlin, will return to First Aid and no Gremlin asap.

-Balance;
-7 levels of AdvTroopers now applied. Adv Captain Tomorrow.
-Flash Bangs have a chance to do damage of 1 (33%)
-Fixed Tech Scaler so the OMG moment should be back. Labs, it's what's for dinner...
-Fixed match error to get Alien Progression correctly (less painful).

-BE AWARE: Shoulder Carry -4 Mob (considering Soldiers often have +1 MOB and armor adds +1 MOB or +3 MOB shouldn't be a huge issue)

-Bugs
-Cleaned up some Hidden Potential issues, fix the rest tomorrow.
-Cleased of Aim Assist but disabled for testing, adding back tomorrow.

Update: Mar 27, 2016 @ 9:14am

-re-enabled Field Medic to alpha, don't rely on current version to remain exactly.

-Adjusted Bombs to 11 range (same as grenades). Remember, eventually bombs will be Combat Engineer Only.
-Re-adjusted Forece Level to 40, whilst implementing changes a bit slower for balance.
-EMP grenades / bombs both -15 Hack Defense (from -5/-10)
-Flash Bangs have a chance to do damage of 1 (25%)

-added some testing files temporarily.
-Disabled Field Medic to fix bug.

-BUG; BleedOut Issue, not resolving correctly. Testing some borrowed code to see what I did wrong.
-Possible BUG; Soldier Rewards Issue, not resolving correctly. Testing some borrowed code to see what I did wrong.

Update: Mar 25, 2016 @ 9:22am

Update: Mar 25, 2016 @ 9:01am

Update: Mar 25, 2016 @ 8:48am

-Disabled Field Medic to fix bug.

-Adjusted Hidden Potential for default classes.
-Hunker Down Dodge 25 (33) [50] also adjusted
-Mixed around Field Medic, testing, have to clean up, alpha stage and unfinished again. 0.o
-Rebalanced Shaken and Injuries, Modified values for granularity.
-Panic seems to be working fine.
-Removed adjustment for Smoke since it was patched.
-BUG; BleedOut Issue, not resolving correctly.
-More organization and balance to game scalers to balance the long gane.
-Complete rebalance of Avatar Project and Doom, working progress.
-Complete rebalance of Alien Force levels to expand force level from 1-20 to 1-90.
--1-60 are roughly the same as current (but will be adding more granularity), 61+ are for late game pain and suffering.
--Began extention of enemy levels from 1-3 to 1-4, eventually 1-9. This is going to be a very long time to complete.
--Rebalancing and initial organization for Turrets and Chrys for force levels 1-4.

Update: Mar 21, 2016 @ 2:37pm

-Hunker Down, 15 Def from 30, 33 Dodge from 50. Mainly because of the improved cover and related abilities this needed a nerf for balance.

-Aim Assist Difficulties (hidden unless otherwise modded)
--Rookie Now... +10 Aim, +10/-10 Aim xcom/alien when lucky, same when brutalized below 4 soldiers. Then +20 Aim, +10/-10 Aim xcom/alien when lucky, +15/-10 Aim xcom/alien when brutalized.
--Veteran Now... +0 Aim, +5/-5 Aim xcom/alien when lucky, same when brutalized. Then +10 Aim, +10/0 Aim xcom/alien when lucky, +5/-5 Aim xcom/alien when brutalized.
--Commander Now... -5 Aim. Then ±0 Aim, +15/±0 Aim xcom/alien when lucky.
--Legend Now... -10 Aim. Then... nothing.
---The aim bonus and penalty will eventually be removed and adjusted with Not Created Equally.

-Misc. MInor changes to tweak.