XCOM 2
Wave COM
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Update: Jan 8, 2017 @ 11:39pm

Changes by bountygiver:

Fixed become psionic button avilable and clickable before the requirement is met
Sparks now cost based on your squad size (+200 supplies cost for each extra member beyond the 4th, capped at +2000 additional supplies cost)
Fixed a bug where tech cost keep increases if you unload and reload tactical HUD by any means (such as returning to main menu and come back without closing the game) (This bug actually don't exist as the point to complete is 0 so the resource cost is increased by 0, but I still need to add a check to it as the dynamic cost researches needs to cache properly)
Fixed a bug where upgrading SPARK armor causes freezes
Added Transfer to new map button in pause menu, this button is only available between waves
You may now recruit high rank soldiers from black market, they cost the same amount of supplies as normal soldiers in addition to the standard intel cost. This should help recovery from casualties as this game does not have experience scaling.

Update: Nov 22, 2016 @ 6:07am

Changes and fixes by bountygiver:

Fixed unconscious effect not caused by self to not be cleansed properly
Fixed unconscious effect removal cause the unit to lie down all game until game reload
Fixed ranking up while under the effect of buffs/debuffs from other units causes your stat to change permenantly
More visualizations cleanup from abilities.

Update: Nov 18, 2016 @ 1:24am

Changes provided by bountygiver:

Fixed schematic patch exclusions are not properly read from the config file
Recover dead soldier's items on wave end (and remove their bodies)
Properly reset all unit internal ability counters (Such as SPARK's Nova damage stacks)
Unconscious soldiers now wakes up on wave end.

Properly remove dead soldiers from squad
Support new way to add bonus ammo (from June patch), also added refill ammo support on hunter's axe
Fixed Nov8 Update causing avenger shortcut to appear
Hide preparation panel if loaded a game in combat phase
Fixed a bug where upgrading items cause deploy soldier to stop working, now if you purchase a spark and has no spawn location, you can click the deploy button again after freeing the spawn point to bring the spark to the game for free (you already paid for it earlier)
Fixed various UI performance issues, now you also can no longer tab to different soldiers in loadout screen which previously causes unexpected behaviour (#2)

Added Black Market and OTS
Fixed a bug where you lose soldier's equipment that promoted to squaddie
Fixed a bug where SPARKs are not counted as avenger crews (For items upgrade purpose)
Intel now comes into play, removes free elerium core per round and replaced with intel (you can buy elerium cores in black market), supplies per kill also no longer grant you the corpse's price as you have now access to the black market.

Cleared WaveCOMMissionSource.uc of useless functions
Now refill inventory items for all soldiers automatically on preparation round (You used to need to enter and exit loadout)
Made WaveCOM_UILoadoutButton.uc a UIPanel instead of UIScreenListener to fix some crash/black screen issues
Fixed OTS captain perks not working properly
Added a console command to generate a new map (you keep all your progression). If you have more units than your spawn points allowed, they will be not deployed initially on the next map, but you may deploy them for free once you cleared out the spawn zone using the deploy soldiers button. (#4 we will need to implement a UI for this)

Added purchasable continent bonuses
Added psi training

Fixed multiple events stacking bug (Event listeners now gets cleaned up routinely, this also cleans up dead alien's event listener which improves performance of doing anything)
WaveCOM can now spawn chryssalids, berserkers, sectopods and gatekeepers, also added a special chryssalid wave.
Fixed gremlins not created properly, causing SPARK's heavy weapons to fire from middle of the map.
Fixed item images not loading properly

Update: Oct 17, 2016 @ 5:26am

- Now places unit to tactical map if a unit is rewarded from a research project (such as SPARKs)
- Upgrading items now properly update their bearer's abilities and visualization, eliminating the double equip bug without entering and exiting the loadout screen.
- If for some reason a unit cannot be placed on the tactical map, the cost is now refunded and an error message will be shown
- Promoted rookies will now equip their appropriate items.
- Alien hunter items are now buildable

Update: Jun 26, 2016 @ 3:31am

0.11.0 - Unit Reset and Setup fixes during loadout

Fixes provided by bountygiver:

- effects not getting cleared properly and then reapplying resulting in
duplicate passive effects (Issue #3)
- items don't get merged properly, resulting field medic and heavy
ordnance not working as well.
- Armor effects reapplying on rank up
- Properly remove shredding and ruptures on wave end
- Fixed an issue with deploying additional soldiers (On a new game
active units should now be in XCOMHQ.Squad, which will provide easier
tracking in the future, we might need to refactor existing code to use
this instead of iterating over ALL UnitStates)

This one's mine:

- Gremlins should no longer constantly respawn. I've almost fixed them returning to their owner but not quite there yet. Still outstanding bug but its not game breaking.

Update: May 26, 2016 @ 5:20am

0.10.1 - Fix adding of schematics to work on save game loads.

0.10.0 - Customization Menu Working

Update: May 20, 2016 @ 6:27am

0.9.1 - Add localization of Mission Name so save games are correctly marked "Wave COM"

Update: May 20, 2016 @ 6:08am

0.9.0 - Save Games now work, happy days had by all.

Update: May 19, 2016 @ 7:12am

0.8.0

Preparation for save game support, nearly there but unfortunately not this release. Let me know if there are any mission logic bugs from the changes (turns not starting when supposed to, timers, counters, etc)

Rolled back AffectedByEffects fix for unconscious revivals, it was causing issues with dead units. Back to drawing board for a clean approach there.


bountygiver provided some great changes:

Reinforcements now have protection against stacking in one location, which should mean the visuals of the reinforcement portals won't get left behind anymore.


New config option for refilling item charges:

[WaveCOM.WaveCOM_MissionLogic_WaveCOM]
+REFILL_ITEM_CHARGES=True

Setting this to true (the default), will refill items after they've been used (like grenades and medkits). Setting it to false will discard the item after it has run out of charges. Item charges provided by perks are used first.


PCS Implants now work.

Update: May 17, 2016 @ 6:44am

0.7.0

Bodies are now removed every wave.

Gremlins will only duplicate when reequipped (still exploring cleanup logic here unfortunately)

Unconsciousness now removed on wave end, however it has been replaced by the most hilarious of animation bugs. To be honest I want to keep it in just for a release because it's that good.