XCOM 2
Squad Cohesion
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Update: Apr 19, 2016 @ 1:11pm

Deleted:
A few extraneous comments from scripts have been removed.

Update: Apr 15, 2016 @ 2:57pm

Changed:

Restored shared variables since people reported crashing with the split variables anyway. Safety checks to ability additions have been retained.


Added in requirements for bug reporting in the discussion thread. Will also stop making quick changes after this because I'm really tired of trying to change stuff only to find out the person reporting it was inaccurate or left out a key detail.

Update: Apr 14, 2016 @ 1:40pm

Changed:

Unreverted changes to tactical screen listener to use its own variables instead of the UI.

Added safety checks to the process of adding abilities. Hopefully this will do something re: the crashes.

Update: Apr 14, 2016 @ 11:29am

Fixed:

Relationship popup was using invalid way to check the life status of soldiers, this has now been fixed.

Update: Apr 13, 2016 @ 9:39pm

Reverted:

"Removed floating text visualizations when abilities proc, reworked how tactical screen listener worked to reduce the number of other things called inside it. "

"This means that values have to be duplicated from the two major screen listeners, so please remember to duplicate them when changing them in the .ini from now on."

Since it didn't do anything when testing for eladDv for Second Wave Reborn/Playable ADVENT compatibility, I don't think this was anywhere close to what was causing the problem.

Update: Apr 13, 2016 @ 4:55pm

Update: Apr 13, 2016 @ 3:56pm

Removed and Reworked:

Removed floating text visualizations when abilities proc, reworked how tactical screen listener worked to reduce the number of other things called inside it.

This means that values have to be duplicated from the two major screen listeners, so please remember to duplicate them when changing them in the .ini from now on.

Update: Apr 13, 2016 @ 4:40am

Removed:

usage of XComGameState_Cohesion since some comments indicated it might have been a problem, and the mod wasn't using it by default anyway.

Update: Apr 12, 2016 @ 5:49pm

Removed:

Any instance of top-level variable declarations of gamestates have been removed after being informed that this could cause disastrous things to happen if the game ends up trying to call upon an invalid gamestate. This should hopefully do something about the crashes.

Update: Apr 11, 2016 @ 10:01pm

Fixed

Accidentally left in debug value from cohesion testing, reverted back to intended default.