XCOM 2
Additional Mission Types
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Actualización: 19 ABR 2016 a las 13:17

Actualización: 14 ABR 2016 a las 17:01

Added

Background for resistance soldiers that were randomly generated for missions and survived

Actualización: 14 ABR 2016 a las 13:59

Changed:
Reverted how dark VIPs on PR Tours were spawned to the old method.

Actualización: 14 ABR 2016 a las 8:35

Changed:

arrMissionTypeAlias of RM_GuerillaOp_Neutralize uses ProtectDevice rather than Hack to use device spawn locations instead of hack terminal locations.



Adjusted mission logic flow of Rioting City Extraction to hopefully avoid evac never turning back on again.

Actualización: 13 ABR 2016 a las 15:44

Fixed:

Removed RM_GuerillaOp_Neutralize from VIPMissionFamilies since that tells the game to try replacing the VIP with a reward unit if applicable.

Actualización: 12 ABR 2016 a las 14:12

Actualización: 11 ABR 2016 a las 20:34

Added:

Rescue VIP from Rioting City - A relatively ranking resistance member has been captured, but Resistance provocateurs have managed to set off riots to distract ADVENT while XCOM goes in to rescue them. No hard timer, but Firebrand won't be able to stick around once ADVENT gets alerted to the VIP's escape and will need to come around again after 8 turns, and reinforcements will come in regularly. Surviving resistance provocateurs will try to hook up with XCOM and will be willing to help out.

Adaptation of PR Tour for Council Missions after hearing about Beagle wanting a council mission where you could actually stick a bit and fight in a city center building instead of having to constantly move across the map.

Rebalanced:

Resistance arming techs times now much shorter to incentivize them being done.

Actualización: 10 ABR 2016 a las 14:32

Rebalanced:

PR Tour - Bumped the time that the first reinforcement in PR tour drops to five turns in (once the timer has started) unless the VIP has died.

Actualización: 10 ABR 2016 a las 13:15

Rebalanced

Costs of upgrading resistance fighters have been changed to:

75 supplies for plated armour

80 supplies for magnetic rifles

50 supplies and 5 elerium for plasma grenades

150 supplies and 15 elerium for powered armour if enabled

200 supplies and 25 elerium for plasma rifles if enabled

Actualización: 7 ABR 2016 a las 22:48

Rebalanced:

Haven Siege - Rookies should now be capped at 5 per mission