XCOM 2
Wave COM
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Opdatering: 13. maj 2016 kl. 4:21

0.6.0

Fixed deploy supply availability always calculating from the start state of the game, which meant that it was never possible to deploy in any other wave than the first in most cases.

Removed the dumb crop line off the Mod Preview image, professional outfit here folks.

Opdatering: 10. maj 2016 kl. 4:00

0.5.0

Fix Deploy Costs counting Enemy Units as well as XCOM Soldiers.

Fix stat changing abilities not being unapplied during Ability Update Process. Should stop you ending up with characters packing 50 hp and 16 armour.

Quick and dirty cover image just coz.

Opdatering: 9. maj 2016 kl. 6:16

0.4.1

Fixed deploy with test supply count, reverting back to starting supplies of 500.

Opdatering: 9. maj 2016 kl. 6:14

0.4.0

Force Level now configurable in ini file.
Default Pod Counts and Force Levels now grow less rapidly to give you more of a fighting chance.

Ability & Perk duplication when changing loadout, and when renewing abilities at end of a wave, seems to be fixed. Ammo merging is no longer working, however that is largely a cosmetic thing. Will need to monitor this, if you run into ability duplication behaviour (you'll know it when you see it) let me know.

Opdatering: 8. maj 2016 kl. 4:05

0.3.0

Show mission failure screen on squad death. Keep in mind it'll try to restart the mission, which is likely to become super buggy. Restart the Game to get back to normal.

Opdatering: 8. maj 2016 kl. 3:02

0.2.0

Many more map types.
Rather than sticking with Avenger Defense, many more plots and parcels will now be used for your WaveCOM map.

Passive XP Bonus
All squad members will receive a small XP bonus per enemy killed at the end of a wave. Customize in XComWaveCOM.ini

[WaveCOM.WaveCOM_MissionLogic_WaveCOM]
WaveCOMPassiveXPPerKill=10


Deploy Costs are now incrementally greater as your squad size increases. They can be customized in XComWaveCOM.ini

[WaveCOM.WaveCOM_UILoadoutButton]
WaveCOMDeployCosts[0]=25
WaveCOMDeployCosts[1]=50
WaveCOMDeployCosts[2]=100
WaveCOMDeployCosts[3]=200
WaveCOMDeployCosts[4]=350
WaveCOMDeployCosts[5]=550
WaveCOMDeployCosts[6]=700
WaveCOMDeployCosts[7]=950
WaveCOMDeployCosts[8]=1300
WaveCOMDeployCosts[9]=1650
WaveCOMDeployCosts[10]=2000
; all greater squad sizes will assume the deploy cost of the final value.

Opdatering: 7. maj 2016 kl. 2:41

0.1.0

Test Release, playable, but many visuals are broken due to state updates. Also, this has not been balanced effectively. Take a look at XComWaveCOM.ini:

Try out tweaking the numbers for your game.

;A configuration File
[WaveCOM.WaveCOMTacticalGameRuleset]

+arrMissionLogicBindings=(MissionType="WaveCOM", MissionLogicClass="WaveCOM.WaveCOM_MissionLogic_WaveCOM")

;Alter the supply cost ratio against research points. This should always be below 1, for reference much of the
;starting research is around 720 research points, so 0.1 = 72 supplies cost
WaveCOMResearchSupplyCostRatio=0.1

[WaveCOM.WaveCOMStrategy]
WaveCOMStartingSupplies=500

[WaveCOM.WaveCOM_UILoadoutButton]
WaveCOMDeployCost=100

[WaveCOM.WaveCOM_MissionLogic_WaveCOM]

;Each kill has this supply bonus as a base
WaveCOMKillSupplyBonusBase=20
;Each kill has its Black Market cost multiplied by this, which is added to your supplies at the end of a wave
WaveCOMKillSupplyBonusMultiplier=5

;Each wave has this supply bonus as a base
WaveCOMWaveSupplyBonusBase=200
; WaveNumber * Multiplier Bonus
WaveCOMWaveSupplyBonusMultiplier=50

WaveCOMPodCount[0] = 2
WaveCOMPodCount[1] = 2
WaveCOMPodCount[2] = 3
WaveCOMPodCount[3] = 3
WaveCOMPodCount[4] = 4
WaveCOMPodCount[5] = 4
WaveCOMPodCount[6] = 5
WaveCOMPodCount[7] = 5
WaveCOMPodCount[8] = 6
WaveCOMPodCount[9] = 6
;Each subsequent wave will assume the last pod count given, so 6 in this case.

;WaveEncounters define which encounters will be used, based on which wave, and a weighting determines
;its probability of spawning compared to all other candidates.
;
;For example, if you have two encounters, both with a weighting of 1, the odds are 50:50.
;If you had two encounters, this time a weighting of 3 and 1, the odds are 75:25.
+WaveEncounters=(EncounterID="WaveCOM_ADVx2_Standard", Earliest=0, Latest=4, Weighting=2)
+WaveEncounters=(EncounterID="WaveCOM_ADVx3_Standard", Earliest=0, Latest=1000, Weighting=1)
+WaveEncounters=(EncounterID="WaveCOM_OPNx2_Standard", Earliest=3, Latest=10, Weighting=2)
+WaveEncounters=(EncounterID="WaveCOM_OPNx3_Standard", Earliest=3, Latest=1000, Weighting=2)