XCOM 2
Viper's Proficiency Scout Class
Mostrando 1-10 de 24 aportaciones
< 1  2  3 >
Actualización: 13 ABR a las 9:01 p. m.

Fixed some typos in the script and localization.

Actualización: 1 ABR a las 2:33 p. m.

Actualización: 17 MAR a las 10:01 a. m.

Actualización: 17 MAR a las 9:46 a. m.

Actualización: 16 MAR a las 1:57 a. m.

Actualización: 16 MAR a las 12:40 a. m.

OKAY. So the problem was, I assigned pistol slot claymore as a "weapon cat" which it is not a weapon. Now I referenced the template directly, so it should properly show up in the pistol slot. Confused the hell out of me.

Actualización: 16 MAR a las 12:24 a. m.

Didn't realize that claymore was equipment template and not a weapon template.. the script should now properly add the item.

Actualización: 16 MAR a las 12:12 a. m.

Added a script to make the claymore a starting item. Not sure why this was necessary but they were locked behind reapers being in the barracks? Well, NOT ANYMORE. Sheesh.

Actualización: 16 MAR a las 12:06 a. m.

Fixed typo in the 2 new abilities. They should now properly show up

Actualización: 15 MAR a las 11:47 p. m.

Completely overhauled to be a sabotage and stealth focused class.

Please refer to the pictures and discussionis tab for details.

NOTE THE NEW REQUIREMENTS (or lack of)