XCOM 2
Raider Faction Bases
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Uppdatering: 21 jul, 2023 @ 14:15

Adjusted sitrep roll chance thanks to RedDobe: should be more fair for multiple raider bases on the same continent, instead of the first one to be made having the most chances to appear.

Uppdatering: 4 jul, 2023 @ 6:42

Applied two fixes courtesy of RedDobe:

1) Speculative fix for the mod creating duplicate raider bases under the hood
2) The mod should now properly unlock raider bases when you first unlock a region on the continent instead of the *second* time.

Uppdatering: 25 jun, 2023 @ 10:59

Added fix for missions that don't have a continent state assigned by default, like Supply Raids - these should properly check for raider faction spawn chances now.

Uppdatering: 22 jun, 2023 @ 9:35

Added additional debugging statements for figuring out duplication issue: it doesn't appear to be causing problems atm but I wish to know what it is.

Also added new instance variable for raider bases: ModAppearanceChance.

On its own it doesn't do anything, but any mods that use this one, can take advantage of it to modify raider faction appearance chances for gameplay reasons.

Uppdatering: 21 maj, 2023 @ 10:59

Pushing a logging statement to investigate the mod trying to create raider bases when it doesn't need to.

Uppdatering: 17 apr, 2022 @ 18:12

Adjusted mission definitions in .ini + mission kismet so Datamine should actually 100% complete when intended (e.g when the datatap has finished), mods like Pyrrhic Victories shouldn't be needed.

Uppdatering: 24 mar, 2022 @ 17:08

Fixed issue where the victory logic was reversed (after checking that the mission was either completely won or failed, it gave the opposite victory conclusion depending on whether you retrieved the Raider Materiel or not)

Uppdatering: 26 feb, 2022 @ 13:22

Datamining mission type should no longer care about the datatap being blown up if that phase has completed.

Uppdatering: 13 feb, 2022 @ 21:35

Added Datamining mission type. Works for both normal covert ops and for finding a raider base.


Shortened time taken for all covert actions. Normal covert actions take a lot less time, while covert actions to eliminate a raider base have had a few days shaved off.

Uppdatering: 25 apr, 2021 @ 17:16

Added Phantoms boss pods.

Tentatively fixed the issue where the wrong mission type would be chosen for a covert operation: both the Destroy Primary Base mission type and the Data Retriveal mission type had the same mission family, so I believe they were both considered eligible for either covert operation. This was changed so this should prevent future occurences.

(Shouldn't result in weirdness for already generated missions since I believe the logic that uses it kicks in before a mission is fully generated)