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Вышло дополнение "Охотники на пришельцев"
Также с дополнением вышел новый патч. Подробности:
Также с дополнением вышел новый патч. Подробности:
A new patch for XCOM 2 is now live! The patch will automatically install when starting the Steam client. If it doesn’t install automatically, restart Steam.
Downloading the patch introduces new bug fixes, balance tweaks, and performance optimizations on top of a rebalanced multiplayer experience and new modding functionality. Hop into a few MP games and let us know what you think of the new ability loadouts and point values!
The XCOM 2 team is continuing their work on improving the experience for everyone. Stay tuned for more updates and news!
Gameplay
Fixed an issue where the doom countdown timer was refilling after the Avatar bar filled up
Repeater no longer triggers after Stock damage or damage done over time
Mimic Beacons can no longer be reanimated
Mimic Beacons can no longer be targeted by Aid Protocol
Zombie Soldiers count towards “Soldiers Dead” counter
Evac zones can no longer be placed on a soldier
Fixed an issue where XCOM units were hitching after pod reveals
Fixed an issue where armor was not resetting properly after restarting the Avenger Defense mission
Fixed a crash that would occur after opening an ADVENT garage door
Soldiers equipped with the Hazmat Vest will no longer be affected by Acid Burn when pathing over Acid
Fixed an issue where loot was not being given to the player after killing an enemy next to a soldier with a hacked turret
Fixed multiple issues that would occur when a Gatekeeper is killed while affected by Chryssalid poison
Specialists can no longer receive the Phantom ability through the Advanced Warfare Center
Fixed an issue where certain AOE attacks could be used when selected while the unit was in movement
MP balance changes (more details below)
ADVENT and Alien units with weapons have been given range bonuses/penalties
Fixed an issue where squads would be deleted when saving and editing Loadouts
Fixed an issue where new squads were not being created upon selecting “Save As New Loadout” in the Edit Loadouts Menu
Fixed an issue where weapon customizations were not saved when created in the Squad Loadout
Fixed an issue where the Stun Lancer’s charge attack was causing players to desync
Gameplay/Visualization
Fixed an issue where Skulljacked units floated too high in the air
Fixed an issue where weapons inappropriately remained in the hands of soldiers
Fixed an issue where grenades were causing environmental damage on their way to the target
Fixed an issue where XCOM soldiers and Psi-Zombies were able to share the same tile
Fixed multiple animation issues caused when carrying an unconscious unit
Fixed an issue where a soldier remained bound by a Viper’s Bind and Crush ability after killing it
Fixed an issue where explosions would occur early
Performance
Removed a hitch that would occur when building visibility is disabled/enabled
Fixed an issue causing lighting to appear dark when launching the title on specific AMD setups
Systems
Fixed an issue where the default setting for the Anarchy’s Children slider in the options menu was inconsistent between platforms
Fixed an issue where enemy weapons would continuously ragdoll after a unit was killed
Fixed an issue where the Loadout screen music plays after loading a Strategy save mid-mission
Fixed a crash that would occur when accessing the ADVENT Broadcast Network mission while mods were active on the Geoscape
UI
Implemented a ‘Select All Mods’ button
Extended the character length for bios
Adjusted some prewritten soldier bios
Fixed an issue where users could access locked customization options
Fixed an issue where the wrong options were sometimes appearing in the Gameplay tab in the Options menu
Fixed an issue where tooltips would not show when viewing the Options menu
Modding/SDK
Game state classes can now be overridden
The ‘static’ scope keyword now works with override classes, allowing static functions to be overridden
The X2DownloadableContentInfo class has been extended to provide many new hooks for events such as mission start/end
The X2DownloadableContent class can now route ‘exec’ functions (console commands) allowing mods to implement their own cheats
Multiplayer Balance Changes:
ADVENT:
Trooper:
HP: 3->4
Aim: 65->70
Flank Crit Chance: 33->40
Officer:
HP: 12->7
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (6-7)->(3-4)
GrndDmg: (3-4)->(2-3)
Stun Lancer:
HP: 6->7
Aim: 65->70
Mobility: 12->14
Flank Crit Chance: 33->40
Shieldbearer:
HP: 6->8
Aim: 70->75
Flank Crit Chance: 33->40
MEC:
HP: 7->9
Aim: 75->78
Flank Crit Chance: 33->40
Defense: 0->10
Aliens:
Sectoid:
HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
Psi Offense: 90->100
WpnDmg: (3-4)->(3-5)
Armor Shred: +1
Cost: 800 -> 1000
Faceless:
HP: 10->14
Aim: 75->80
Regen: 2->4
Mobility 14->15
MeleeDmg: (3-4)->(3-6)
Cost: 1000->800
Viper:
HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (3-5)->(4-5)
Armor Shred: +1
Cost: 1500->1200
Muton:
HP: 8->10
Armor: 1->2
Flank Crit Chance: 33->40
Codex:
Teleport now has 1 turn cooldown
Clone now only triggers off of enemy attacks
Armor Shred: +1
Berserker:
HP: 18->20
Aim: 75->80
Can now travel 2 moves before using Devastating Blow
Archon:
Aim: 75->78
Flank Crit Chance: 33->40
Cost: 1750->2000
Blazing Pinions now has 3 turn cooldown
Armor Shred: +1
Chryssalid:
Aim: 75->80
Burrow now has a 2 turn cooldown, cooldown starts on unborrow.
Cost: 1250->1200
Andromedon:
Flank Crit Chance: 33->40
Sectopod:
Cost: 6000->8000
Gatekeeper:
Cost: 5000->6000
Armor Shred: +1
Spawned Units:
Psi Zombie:
HP: 6->8
Aim: 65->75
Can now travel 2 moves before using melee attack
Andromedon Robot:
Can now travel 2 moves before using Fist Strike
XCOM:
Phantom Ranger:
Removed Conceal ability, still starts out match concealed
Cost: 3000 -> 3200
Blademaster Ranger:
Conventional Sword->Arc Blade
Cost: 2500->2800
Sniper Sharpshooter:
Gunslinger Sharpshooter:
Cost: 2500->3000
Heavy Gunner Grenadier:
Cost: 2500->3200
Demo Expert Grenadier:
Cost: 2500->3200
Battlefield Medic Specialist:
Cost: 3000 -> 2800
Combat Hacker Specialist:
Aid Protocol defense now same as Battlefield Medic
Cost: 3000 -> 3200
Psi Operative: Mind Control cooldown increased from 3 to 5
Items:
Mindshield: Cost: 250 -> 200
Battle Scanner: Cost: 600 -> 400
Tracer Rounds: Cost: 300 -> 100
Hellweave: Cost: 400 -> 200
Stasis Vest: Cost: 600 -> 400
Hazmat Vest: Cost: 300 -> 100
Smoke Grenade: Removed
Downloading the patch introduces new bug fixes, balance tweaks, and performance optimizations on top of a rebalanced multiplayer experience and new modding functionality. Hop into a few MP games and let us know what you think of the new ability loadouts and point values!
The XCOM 2 team is continuing their work on improving the experience for everyone. Stay tuned for more updates and news!
Gameplay
Fixed an issue where the doom countdown timer was refilling after the Avatar bar filled up
Repeater no longer triggers after Stock damage or damage done over time
Mimic Beacons can no longer be reanimated
Mimic Beacons can no longer be targeted by Aid Protocol
Zombie Soldiers count towards “Soldiers Dead” counter
Evac zones can no longer be placed on a soldier
Fixed an issue where XCOM units were hitching after pod reveals
Fixed an issue where armor was not resetting properly after restarting the Avenger Defense mission
Fixed a crash that would occur after opening an ADVENT garage door
Soldiers equipped with the Hazmat Vest will no longer be affected by Acid Burn when pathing over Acid
Fixed an issue where loot was not being given to the player after killing an enemy next to a soldier with a hacked turret
Fixed multiple issues that would occur when a Gatekeeper is killed while affected by Chryssalid poison
Specialists can no longer receive the Phantom ability through the Advanced Warfare Center
Fixed an issue where certain AOE attacks could be used when selected while the unit was in movement
MP balance changes (more details below)
ADVENT and Alien units with weapons have been given range bonuses/penalties
Fixed an issue where squads would be deleted when saving and editing Loadouts
Fixed an issue where new squads were not being created upon selecting “Save As New Loadout” in the Edit Loadouts Menu
Fixed an issue where weapon customizations were not saved when created in the Squad Loadout
Fixed an issue where the Stun Lancer’s charge attack was causing players to desync
Gameplay/Visualization
Fixed an issue where Skulljacked units floated too high in the air
Fixed an issue where weapons inappropriately remained in the hands of soldiers
Fixed an issue where grenades were causing environmental damage on their way to the target
Fixed an issue where XCOM soldiers and Psi-Zombies were able to share the same tile
Fixed multiple animation issues caused when carrying an unconscious unit
Fixed an issue where a soldier remained bound by a Viper’s Bind and Crush ability after killing it
Fixed an issue where explosions would occur early
Performance
Removed a hitch that would occur when building visibility is disabled/enabled
Fixed an issue causing lighting to appear dark when launching the title on specific AMD setups
Systems
Fixed an issue where the default setting for the Anarchy’s Children slider in the options menu was inconsistent between platforms
Fixed an issue where enemy weapons would continuously ragdoll after a unit was killed
Fixed an issue where the Loadout screen music plays after loading a Strategy save mid-mission
Fixed a crash that would occur when accessing the ADVENT Broadcast Network mission while mods were active on the Geoscape
UI
Implemented a ‘Select All Mods’ button
Extended the character length for bios
Adjusted some prewritten soldier bios
Fixed an issue where users could access locked customization options
Fixed an issue where the wrong options were sometimes appearing in the Gameplay tab in the Options menu
Fixed an issue where tooltips would not show when viewing the Options menu
Modding/SDK
Game state classes can now be overridden
The ‘static’ scope keyword now works with override classes, allowing static functions to be overridden
The X2DownloadableContentInfo class has been extended to provide many new hooks for events such as mission start/end
The X2DownloadableContent class can now route ‘exec’ functions (console commands) allowing mods to implement their own cheats
Multiplayer Balance Changes:
ADVENT:
Trooper:
HP: 3->4
Aim: 65->70
Flank Crit Chance: 33->40
Officer:
HP: 12->7
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (6-7)->(3-4)
GrndDmg: (3-4)->(2-3)
Stun Lancer:
HP: 6->7
Aim: 65->70
Mobility: 12->14
Flank Crit Chance: 33->40
Shieldbearer:
HP: 6->8
Aim: 70->75
Flank Crit Chance: 33->40
MEC:
HP: 7->9
Aim: 75->78
Flank Crit Chance: 33->40
Defense: 0->10
Aliens:
Sectoid:
HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
Psi Offense: 90->100
WpnDmg: (3-4)->(3-5)
Armor Shred: +1
Cost: 800 -> 1000
Faceless:
HP: 10->14
Aim: 75->80
Regen: 2->4
Mobility 14->15
MeleeDmg: (3-4)->(3-6)
Cost: 1000->800
Viper:
HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (3-5)->(4-5)
Armor Shred: +1
Cost: 1500->1200
Muton:
HP: 8->10
Armor: 1->2
Flank Crit Chance: 33->40
Codex:
Teleport now has 1 turn cooldown
Clone now only triggers off of enemy attacks
Armor Shred: +1
Berserker:
HP: 18->20
Aim: 75->80
Can now travel 2 moves before using Devastating Blow
Archon:
Aim: 75->78
Flank Crit Chance: 33->40
Cost: 1750->2000
Blazing Pinions now has 3 turn cooldown
Armor Shred: +1
Chryssalid:
Aim: 75->80
Burrow now has a 2 turn cooldown, cooldown starts on unborrow.
Cost: 1250->1200
Andromedon:
Flank Crit Chance: 33->40
Sectopod:
Cost: 6000->8000
Gatekeeper:
Cost: 5000->6000
Armor Shred: +1
Spawned Units:
Psi Zombie:
HP: 6->8
Aim: 65->75
Can now travel 2 moves before using melee attack
Andromedon Robot:
Can now travel 2 moves before using Fist Strike
XCOM:
Phantom Ranger:
Removed Conceal ability, still starts out match concealed
Cost: 3000 -> 3200
Blademaster Ranger:
Conventional Sword->Arc Blade
Cost: 2500->2800
Sniper Sharpshooter:
Gunslinger Sharpshooter:
Cost: 2500->3000
Heavy Gunner Grenadier:
Cost: 2500->3200
Demo Expert Grenadier:
Cost: 2500->3200
Battlefield Medic Specialist:
Cost: 3000 -> 2800
Combat Hacker Specialist:
Aid Protocol defense now same as Battlefield Medic
Cost: 3000 -> 3200
Psi Operative: Mind Control cooldown increased from 3 to 5
Items:
Mindshield: Cost: 250 -> 200
Battle Scanner: Cost: 600 -> 400
Tracer Rounds: Cost: 300 -> 100
Hellweave: Cost: 400 -> 200
Stasis Vest: Cost: 600 -> 400
Hazmat Vest: Cost: 300 -> 100
Smoke Grenade: Removed