XCOM 2
Playable XCOM 2 Aliens
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Mis à jour le : 29 déc. 2018 à 12h15

Andromedon acid blobs should now be considered infinite item weapons.

Mis à jour le : 2 oct. 2018 à 19h00

Alien weapnos now have tiers set for them, so they should be properly sorted by the game when deciding what weapon is the best fit for them. (This logic is used when auto-assigning equipment after an upgrade, or when you unequip the squad or barracks)

Mis à jour le : 8 avr. 2018 à 14h29

Aliens should now be properly selectable in the character pool.

Mis à jour le : 7 avr. 2018 à 18h52

Fixed Vipers having two Tongue Pulls.

Mis à jour le : 7 avr. 2018 à 12h46

Bind should now appear properly on Vipers. (This *may* not be a retroactive fix.)

Mis à jour le : 28 févr. 2018 à 9h33

Andromedons now get normal rescue missions.

Skulljacks can not be equipped on this mod's units now, to prevent players from crashing their games by accident. (They do not have the soldier animations required)

Mis à jour le : 26 févr. 2018 à 8h22

Fixed Andromedons not spawning properly with their full loadout.

Andromedons are now smaller in size in the armory.

Robot Backup now has localization.

Mis à jour le : 25 févr. 2018 à 12h53

Added custom sectoid psi-amps, made them use sectoid animations for their other psionic abilities. This may break existing sectoids that have already been spawned.

Fixed Mutons not being able to counterattack properly.

Added Andromedons and corresponding items.

Mis à jour le : 6 janv. 2018 à 13h39

Viper, Muton, and Sectoid weaponry now have their own seperate damage tables. They have been rebalanced accordingly.

Muton's Serial is now replaced with Marauder. Will only apply to new mutons acquired in in-progress playthroughs.

Slither now has text more clearly explaining what it does.

Mis à jour le : 5 déc. 2017 à 17h15

Aliens now use humanoid animations for skyranger and hacking.


This may not work out as well as I hope it does.