XCOM 2
Restored SITREPs
Viser 1–10 av 17 bidrag
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Oppdatering: 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.)

Oppdatering: 10. aug. 2020 @ 8.15

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

Oppdatering: 17. aug. 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.

Oppdatering: 20. aug. 2018 @ 18.19

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

Oppdatering: 1. juli 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.

Oppdatering: 16. apr. 2018 @ 16.17

Added localization for abilities granetd by two SITREPs.

Fixed temporary acid gear lasting a turn longer than expected.

Oppdatering: 28. jan. 2018 @ 1.25

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

Oppdatering: 18. sep. 2017 @ 18.02

Fixed Black Ops and Ambush.

Oppdatering: 17. sep. 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.

Oppdatering: 7. sep. 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.