- Thanks to szmind for the updated code, - Flight fuel will show you fuel amounts more often - QoL improvement since there is no way to actually check, - Flight armors increase mobility by 30% when flying - Buff to flying for XCOM, - Rocket scatter reduced by a further ~10% - makes Javelin rockets and moving and firing a rocket both slightly more reasonable, - AP/HE/Alien grenade damage to 3/4/7 (from 4/6/8) - Nerf to tone down grenades, (wow were they OP), - AP/HE/Alien/Proximity Mine/Grenade Launcher radius to 2.5 (from 3) - Slight nerf to tone down all non-rocket explosives and distinguish rockets vs other explosives, - Recoilless Rifle and Blaster launcher damage to 8/10 (from 7/9) - Slight buff to mid-end game rocketeers, - Alloy Bipods can be equipped by gunners and rocketeers as well - Opens up small item options to those classes, - Laser weapon aim bonus to +5 (from +10) - slight nerf to laser and makes the upgrade to gauss more reasonable, - Breaching Ammo mobility to 0 (from -1) - slight buff, - Combat stims grants +3 mobility (from +6) and +20% DR (from +30% DR), but last 10 turns (from 3) - Buff to make them last throughout the majority of any engagement but not be as potent, - Mayhem grants explosives +35% base damage (from +30%) - So it still works on AP grenades, - Mayhem grants strike/sniper rifles +35/60% bonus damage (from +50/80%) - Nerf for balance on the sniper tree (note: in the previous version sniper rifles were bugged and granting +100% damage), - Grenadier no longer grants +1 damage to grenades - Slight nerf to tone down grenades, - HEAT Warheads grants +4 penetration (from +8) - In many situations, the +8 didn't provide much benefit over +4 and the perk was too competitive at +8, - Death from Afar prevents the squadsight critical penalty - Buff. - Archangel and Seraph armor defense increased to 10/15 (from 0/5) - Makes them even more defensive when flying or in cover. - Illuminator Gunsight crit to 0 (from -15) but grants the executioner perk (like LW 1.0) - The perk is fun but doesn't exist on XCOM outside of jaegers and snipers. But something was wrong. - Removed reaction fire increased range on strike rifles - It had too little of an effect anymore to justify the inconsistency, - Chameleon suit is now equippable by any class - Opens up it's use (as it's not the most effective on units with LR anymore), - MEC2/3 suits no longer provide bonus will - makes MECs more suceptible to psionics and panic, - MEC1s now correctly have 2 equipment slots, - Fixed a bug where 'immune' would pop-up on Muton Elites and Outsiders when it shouldn't, - Reaction shots trigger on enemy actions and movement >1 tile, - There is a 10% less chance to trigger for each tile further than 10 the target is, - There is a 33% aim malus against targets popping out of cover or moving (66% if dashing), - Reaction shots ignore defense from cover. This makes it a lot easier for me, hopefully for you guys/gals too, - Meld sells for 4 (from 5) - Encourages using meld as a resource instead of as much as a cash sink, - The first missions contains 2 pods of 4 with an additional pod of 4 (from 3) on brutal and 2 additional pods of 4 (from 3) on impossible - Helps act a little bit more as a litmus test for players attempting brutal and impossible. Also, makes the expensive investments into SHIVs feel more worthwhile. Included in the scope of the Doc's - Sandhurst UK starting bonus increased to 20% off OTS ranks required (from 15) - Slight boost, - We have ways starting bonus for US decreased to 90% discount (from 95%) - Slight nerf, minimal overall effect. Being able to move one tile further is nice and can't be obtained in any other way. ITZ not triggering), - Fixed a bug where multiple reaction shots could reset the targets that were overwatchable for both XCOM and Aliens, - Fixed some issues with orange pips not updating correctly from dead aliens, - Fixed a bug where the interaction with One For All and smoke was not working correctly, - Gangplank and Confounding light occur 1 month later - Makes them a little easier, - Proximity Mine Launcher can no longer be built - Was too much of a trap for newer players and veterans knew better anyway, - Combat stims now grant Stimmed [+2 regeneration, +1.2 mobility, +10 aim, +15 will, immunity to critical hits, and 20% DR] for 2 turns - Buffed, generalization: useful for more units. - New perk Psi Mastery: Mastery of multiple psionic abilities. (parseInt(navigator.appVersion) >= 3 )) || Also the awareness on their OW with their flying made them a little too difficult to deal with, - Fixed a super tricky native code bug about savior not granting revive, - Finally fixed a bug where aliens would make lid or sectoid noises even if there were no lids or sectoids - been hunting this one for a long time, - Berserkers that are panicking will no longer still cause enemies around them to be overpowered, - Fixed a bug where overpower would sometime trigger by cycling through your units, - Fixed a bug where some AP discounting perks prevented triggering of overpower, - Fixed a bug where sniper/strike gauss rifles were still bypassing hardened, - Fixed a bug where small and medium UFOs would sometimes fill with significantly less (~25%) aliens than intended, - Fixed a bug with flashbang abilities overlapping AP grenades, - Fixed a bug where you'd sometimes have 0 lids on your first terror mission, - Fixed a bug where some units would revive (kind of) on UFO missions, - Flashbangs work on both XCOM and alien units and do not pass through cover - Makes more sense, prevents some silly uses like using through stone cliff, Just a note: this took szmind and I together combined over 8 hours of work and we finally got it to work - was very tricky, - SHIVs are no longer effected by overpower - Just felt too unintuitive, - Flashbang/Psi Greande radius increased to 4/6 (from 3.5/5) - Buff to accommodate more difficult use to help minimize effect on class/item balance, - Fixed a bug where the ITZ icon was colored purple even if the unit was not steadied, - Fixed a bug where combat readiness would sometimes not grant the aim bonus when units were steadied at the beginning of their turn, - Fixed a bug where squadsight flanks were not acting as actual flanks in multiple scenarios, - Fixed a bug where some thin men drop-in didn't have snapshot, - Fixed a bug where the sharpshooter bonus was being displayed as Lieutenant, - Fixed a bug where the proximity sensor did not gain 5 def, - Fixed an issue where multiple aliens did not have initial research levels, - Muton aim reduced to 65 (from 70) - Slight nerf, - Muton will reduced to 10 (from 30) - Slight nerf, - Whisper (Thinman leader) damage reduced by 1 - Slight nerf, - Sectoid will to 35 (from 25) - Slight boost, - Floater health to 6 (from 5) - Slight boost, - Thin Man aim to 65 (from 75), health to 6 (from 7) - Accommodates snapshot pickup, - Thin Men all pick up snapshot - Reduces the strength of OW against them (and somewhat in general) and gives them a little more spikey hitting power, - Snapshot no longer grants additional aim against targets in cover - It was bypassing XCOM taunt capabilities and punishing unit with certain perks (like Ready For Anything -- which was very gamey to try to 'shut off'), the additional shot chance is more powerful than previously predicted (for example: 60% chance of an extra shot is actually, on average 230% (!) - MEC suits no longer require a previous iteration suit in order to build - Makes it so the player will have a deeper roster of MEC suits when they have one under repair or lose one, - Stun Rifle with SHIV Repair upgrade repairs 15 health (from 10), but grants 4 charges with elerium batteries (from 5) - Buff to keep it competitive with medikits considering it's drawbacks, - Javelin Rockets deal +150% base damage (from +100% base damage) - Buffed as their small AoE was challenging to deal with, - Reaper Ammo provides +40% crit (from +30%) - Buffed, - Assault picks up Grit instead of First Aid at MSGT - Makes more sense for the type of character and first aid was late at that time. =P Slows down the operative more on exalt missions, makes protecting him more important. I think they actually more appropriately SHOULD feel like one of the few enemies that are easy. This also is good because the larger threats tended to be hardened so it should act as an overall boost.

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