XCOM 2
Restored SITREPs
Visualizzazione di 1-10 elementi su 17
< 1  2 >
Aggiornamento: 11 feb 2022, 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.)

Aggiornamento: 10 ago 2020, 8:15

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

Aggiornamento: 17 ago 2019, 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.

Aggiornamento: 20 ago 2018, 18:19

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

Aggiornamento: 1 lug 2018, 18:52

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

Aggiornamento: 16 apr 2018, 16:17

Added localization for abilities granetd by two SITREPs.

Fixed temporary acid gear lasting a turn longer than expected.

Aggiornamento: 28 gen 2018, 1:25

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

Aggiornamento: 18 set 2017, 18:02

Fixed Black Ops and Ambush.

Aggiornamento: 17 set 2017, 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.

Aggiornamento: 7 set 2017, 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.