XCOM 2
Grimy's Loot Mod
Showing 121-130 of 147 entries
< 1 ... 11  12  13  14  15 >
Update: Apr 4, 2016 @ 11:24pm

Fix to the upgradeitem function
Sprint module and shield battery no longer provide run and gun action points
localizations updated

Update: Apr 3, 2016 @ 7:37pm

4x3 = 12 new armor upgrades
1x3 = 3 new gremlin upgrades
changed implementation on a few old upgrades
scanning protocol nerfed, no longer increases radius.

Update: Mar 31, 2016 @ 12:10pm

Fixed armor resistance bonuses. They also round damage reduction to the nearest integer, instead of always rounding down.
Upgraded items should be sellable again, but the fix is not retroactive.
Updated localizations.

Update: Mar 30, 2016 @ 11:43am

just rebalanced some upgrades. A lot of +damage upgrades now give a % boost instead of a flat bonus. (Some still give a flat bonus if I think it makes sense in that scenario)

Update: Mar 29, 2016 @ 2:42pm

Update: Mar 28, 2016 @ 4:29pm

Update: Mar 28, 2016 @ 12:31pm

Update: Mar 27, 2016 @ 11:56pm

primary weapons can have randomized appearances
You can rush alien strongboxes and ethereal reliquaries with advent datapads and alien datacaches (new campaigns only)

Update: Mar 26, 2016 @ 8:24pm

Updated localization

Update: Mar 25, 2016 @ 8:35pm