XCOM 2
Riftkeeper
Se afișează 1-10 din 18 intrări
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Actualizare: 8 iul. 2017 @ 18:32

-New Item: "Rift Anchor", has no use in tactical missions but lets you prioritize soldiers to be summoned by the Rift Beacon (Idea by Oberfuhrer-Raziel)

Actualizare: 4 apr. 2017 @ 18:04

Actualizare: 4 apr. 2017 @ 10:28

-fixed an old issue with stasis

Actualizare: 20 mai 2016 @ 16:36

Actualizare: 20 mai 2016 @ 16:15

Released another small update, because the riftkeeper was able to summon my new modded enemy (venator). This was hilariously borken with normal squadsizes. Also reduced the stasis AoE and removed it from the final room of the final Mission (there is however still one in the last midboss room). Ofcourse you can reactivate him in the ini if thats how you roll

Actualizare: 20 mai 2016 @ 12:03

-limited the number of riftkeepers that can spawn in a normal mission to 1. This value can be changed in the ini.
-For those that want more riftkeepers per mission: The bigger Portals have a global cooldown now
-Stasis can no be avoided with mindshields.

The way i went to limit the spawnrates is a bit experimental. It may happen in rare cases, that the info displayed in the shadowchamber string is not entirely correct. But I dont think anyone is mad over an additional andromedon or even sectopod, if that means there are less Riftkeepers.

Actualizare: 7 mai 2016 @ 16:24

Actualizare: 7 mai 2016 @ 9:28

Actualizare: 7 mai 2016 @ 7:29

There were still crashes after restarting rthe final mission. I implemented a new method of adding Encounters to existing schedules. This should fix the problem.

Actualizare: 6 mai 2016 @ 14:03

Hotfix!
-fixed crashes that occured after loading a save in the final mission