XCOM 2

XCOM 2

Additional Mission Types
Zobrazuje se 21–30 z 58 položek
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Aktualizace: 21. čvc. 2016 v 17.48

Fighter spawn and reinforcement timer variables should actually work now. Added additional achievements and spun them off into their own category.

Aktualizace: 20. čvc. 2016 v 22.27

Aktualizace: 14. čvc. 2016 v 14.16

Ok, haven siege really should work as intended now.

Aktualizace: 13. čvc. 2016 v 22.24

Hopefully haven siege actually works as intended now.

Aktualizace: 9. čvc. 2016 v 16.41

Rework of Haven Siege missions:

Reduced initial map spawns to scouting level forces of around 4 to 8, with no boss pods unless you're at the maximum difficulty on Legendary.

Reinforcements work like usual until the timer goes below 6 turns, when two pods start appearing per reinforcement wave.

The turns required and the number of resistancce fighters on Haven Sieges can be customized in XComHavenSiege.ini.

Aktualizace: 20. kvě. 2016 v 23.24

Added
Mod Config Menu support. This will require a restart after updating for the new .ini initialization to fully take effect.

Aktualizace: 15. kvě. 2016 v 18.33

Changed

Nerfed Resistance Haven mission schedules a bit more by replacing some spots by FillStandard/Boss groups. FillStandard only kick in if a Boss group can't be used and Boss groups only kick in at high enough force levels, effectively reducing some schedules' overall pod counts by one.

Aktualizace: 4. kvě. 2016 v 21.38

Changed
Refactored map alerts for Haven Siege, they should consistently activate now.

Aktualizace: 23. dub. 2016 v 17.55

Rebalanced:

Power armour for resistance fighters now take 10000 points of research by default, or about 7 and a half days with 10 scientists.

Plasma rifles for resistance fighters now take about 15000 points of research by default, or about 11 days with 10 scientists.

Aktualizace: 21. dub. 2016 v 10.15

Changed:

PR Tour - instead of using a hidden timer to force the timer to go off, a fallback activation of the timer when the VIP goes unconscious has been included. It shouldn't go off if the timer's already active by then.