XCOM 2
Raider Faction Bases
กำลังแสดง 11-20 จาก 34 รายการ
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อัปเดต: 14 เม.ย. 2021 @ 12: 48pm

Updated to have boss pods for Marauders.

อัปเดต: 12 เม.ย. 2021 @ 11: 05pm

Updated to support Cultists having a boss pod.

อัปเดต: 3 เม.ย. 2021 @ 7: 33pm

Updated to support Bandits having a boss pod.

Destroy Raider Base mission type updated to spawn without civilians.

อัปเดต: 1 เม.ย. 2021 @ 2: 06pm

Fixed the Rogue XCOM boss bucket not being properly referenced. Thanks BSOD that occured while I was making that update.

อัปเดต: 31 มี.ค. 2021 @ 3: 19pm

Now includes a boss pod for Rogue XCOM Operatives.

Updated bandit schedules to reflect the fact that there's a third tier of bandits now.

อัปเดต: 30 มี.ค. 2021 @ 3: 29pm

Added Destroy Primary Base mission type.
- Objective is simple: kill all hostiles on the map.
- Very high number of pods
- Will spawn more than one strong pod
- Will spawn a boss pod if supported

Added backend support for a faction having a "boss" pod in addition to weak, normal, and strong pods.

This pod is meant to be spawned for special occasionas and generally intended for a somewhat unique unit (or units) for XCOM to fight. Currently, this is spawned on a Destroy Primary Base mission if a valid boss pod is available to use for a faction.

อัปเดต: 15 ก.พ. 2021 @ 5: 54pm

Logic fix that might hopefully resolve covert operations not resolving Raider Bases not being prepped for assault.

Technical explanation: there's fallbacks in relevant functions in case the mod can't find the raider base in the NewGameState, so it'll check XComGameStateHistory (a rough if not quite accurate explanation is that this is a snapshot of all relevant gamestates that exist in the game instead of just what's being changed)

Except the code to make sure it could check XComGameStateHistory was in a part of the code that never fired (what if the action state didn't exist?), so what I believe was happening was that the game was finding no raider base state and thus being unable to actually update it.

This has now been updated so XComGameStateHistory is always accessible for the relevant functions. Assuming I am correct aobut what the error was, this should fix the problem.

Note that this won't do so retroactively: you'll still need to use the console command FixWaitingBaseStates to fix stuck states in an existing playthrough.

อัปเดต: 21 เม.ย. 2020 @ 6: 00am

Fixed instance where a covert action could be generated with no base reference: now if there's no available base to use on a continent, the mod will fallback and use an existing base anywhere in the world that can suit the covert action.

Data Retrieval should be a bit easier: waves are more staggered instead of per turn.

Added repurposed voiceline to play once the evac spawns on Data Retrieval.

อัปเดต: 20 มี.ค. 2020 @ 2: 42pm

Updated with a better, programatic detection of incompatible sitreps.

Specifically, the mod now checks the templates of the other sitreps on a mission: this way if a sitrep from a mod released later lists a particular raider faction as an incompatible sitrep, this mod won't proc if it comes afterwards. This way I don't need to keep constantly updating this mod for reported incompatibilities.

อัปเดต: 2 ก.พ. 2020 @ 10: 40am

Buffed rewards for the Data Retrieval covert op as I found out covert actions *halve* the rewars assigned to them, and figured it was a significant enough time investment to warrant additional rewards: it now rewards supplies as well, and should provide enough supplies and intel as if it was a normal mission.