XCOM 2
Battle Rifle Pack
Showing 1-10 of 11 entries
< 1  2 >
Update: Aug 22, 2016 @ 9:52am

Some internal code and asset name changes. This should be the only time this happens.

Update: Aug 21, 2016 @ 5:15pm

-Huge 2d asset update. Still plenty of 2d assets to update, but this should eliminate pretty much all of the UI ugliness.
-Also added INI options to optionally disable Battle Rifles or Marksman Rifles from appearing, though this should be set before starting a new game or running Battle Rifle Pack for the first time.

Update: Aug 20, 2016 @ 7:47pm

Merged weapon and soldier animations for Conventional and Magnetic MR/BR from Skunkworks.

Update: Aug 4, 2016 @ 10:04pm

Updated the Conventional Battle Rifle to the Magnetic Sniper animation to prevent action cycling after each round.

Update: Aug 4, 2016 @ 9:44pm

Modified weapon attachment sockets to reduce clipping.

Update: Aug 1, 2016 @ 6:47pm

The Battle Rifle Pack now explicitly checks to see if the Conventional Battle Rifle and Marksman Rifle are in your base inventory on three occasions:

  1. Starting a new campaign
  2. Loading a save for the first time with the mod installed
  3. Every time you load a save at the XCom base

If in any of these three occasions it does not find either weapon, it will attempt to add it. Hopefully this will solve the problem some users are having where the weapons do not appear.

Update: Jul 31, 2016 @ 4:13pm

Added support for ETC Weapons.
Added USE_AR_SCHEMATIC variable to config.
Slight modifications to Conventional BR and MR attachments.
Added custom archetypes for Conventional and Magnetic Marksman Rifles.

Update: Jul 31, 2016 @ 4:12pm

Update: Jul 28, 2016 @ 6:46pm

Added preliminary support for Grimy's Loot Mod.

Update: Jul 27, 2016 @ 1:10am