XCOM 2
Elerium Grounds
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Actualización: 24 ENE 2017 a las 1:51 p. m.

Actualización: 24 ENE 2017 a las 12:43 p. m.

Actualización: 24 ENE 2017 a las 12:38 p. m.

Added proper support for Long War, also includes a fix for the spanish Translation, special thanks to Papas Con Mojo

Actualización: 2 ABR 2016 a las 5:02 a. m.

Added localization support for the languages that Xcom 2 supports.
Added a toggle in the ini so it is possible to disable Suit Upgrading techs being hidden when you do not have a suit in your inventory.
Added a check on the DLC Run Once function so techs are only added when they dont allready exist, it seems like some rare cases caused it to be run multiple times, this should mean that the techs no longer show up multiple times(Unless you install the Suit Upgrading and / or Core Crafting mods as well).

Actualización: 19 MAR 2016 a las 5:47 a. m.

Added mod tags, also changed the way costs are handled so that anything with a cost of 0 no longer shows up.

Also added the feature from the standalone Suit Upgrading mod that hides suit upgrading projects until you actually posses a suit of the upgradeable type in your inventory (as in not equipped on a character).

Actualización: 18 FEB 2016 a las 9:53 a. m.

Alloy and Elerium costs for crafting cores now actually match the ini.

Actualización: 18 FEB 2016 a las 8:58 a. m.

Upgrading EXO and Wraith suits now count as if you completed the Build Suit tech, so in effect Upgrade EXO suit now also unlocks Heavy Powered Armor as if you had built a WAR suit from scratch.

In addition Upgrade abilities only show up if you have at least 1 of the needed suits in stock, should reduce clutter a bit.

Actualización: 17 FEB 2016 a las 3:55 a. m.

Actualización: 16 FEB 2016 a las 12:48 a. m.

Changed EXO to E.X.O.

Actualización: 14 FEB 2016 a las 10:55 a. m.

Removed all the default XCOM class overrides so the mod doesent ruin EVERYTHING for EVERYONE.