XCOM 2
Restored SITREPs
1-10 van 17 items weergegeven
< 1  2 >
Update: 11 feb 2022 om 11:19

Changed Advanced/Surgical/Fireteam PostEncounterCreation filtering so it would affect specific eTeam_Alien pods only. (Lost swarms and special mod created encounters like MOCX or Raiders should be uanffected now.)

Update: 10 aug 2020 om 8:15

Fixed Advanced (and Surgical and Fireteam) sitreps not properly reducing pod size when proc'd.

Update: 17 aug 2019 om 7:12

Civilian groups on terror missions shouldn't be affected by the Advanced/Surgical/Fireteam etc sitreps anymore.

Added additional checks so encounters already at 2 or 1 pod size shouldn't be altered at all now.

Update: 20 aug 2018 om 18:19

Added restrictions to what mission types Chemical Leak can be used on.

Update: 1 jul 2018 om 18:52

Removed extranerous return from encounter modifier function, this might have been interfering with its intended goal of enforcing Advanced/Surgical/Fireteam limitations.

Update: 16 apr 2018 om 16:17

Added localization for abilities granetd by two SITREPs.

Fixed temporary acid gear lasting a turn longer than expected.

Update: 28 jan 2018 om 1:25

Fireteam, Surgical, and Advanced now utilizes the new highlander hook to enforce proper pod limits.

Update: 18 sep 2017 om 18:02

Fixed Black Ops and Ambush.

Update: 17 sep 2017 om 1:04

Juggernaut disabled, for now.


Ambush limited to specific mission types that should be able to support it.

Surgical, Fireteam, and Advanced now are limited to the lowest alert level: this should have a close enough effect on reducing pod sizes.

Update: 7 sep 2017 om 13:10

After extensive changes and testing, Juggernaut now properly reacts to most actions enemies can make, excluding the Lost.

Low Visibility now grants a buff to XCOM: any hits that land on them will be a graze.