- All SHIVs have 3 less mobility - Balance, they were much too strong and felt a little too overpowered early when they could close the distances on enemy units so quickly and scout so efficiently.
Mechanical units have grey heads. - 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. This opens up options like high damage assaults to take out units on OW by moving in with LR, or support scouts using flashbangs or smoke with LR, or a Shogun running in with LR to EMP and disable a sectopod, etc. Muhammed Y.
Jens R.
- Concealment does not trigger when dashing, breaks at the beginning of your turn if you can see enemies, and no longer provides a defense bonus - Reduction in it's effective range of scouting as a nerf and your ability to set up alpha strikes. - Hacking an array with a covert op now disables all exalt (from 50%) - Makes it more predictable during a mission, especially since hacking is a lot more challenging. Fixed: Alien Entertainment council request unlocks with Hyperwave sted Sectoid Commander Autopsy, Added text to clarify Rift only works if you are wearing Aurora or Vortex armors, Added text to clarify suppression doesn't cancel overwatch; it prevents reaction shots from taking place (so the eye is working correctly; overwatch is still there is suppression ends for some reason), Fixed: Psi Inspiration does not help allies on a different Z, Fixed: Lone Wolf crit bonus always applied, instead of selectively, Fixed: Steady weapon bonus maintained through grapple action when it should go away, Fixed: DR popup not always appearing even when applied, Fixed: A bunch of under-the-hood references that were generating log warnings but no known game effects; who knows, maybe we'll fix something, Fixed: Lock N' Load doesn't reset UI and refill ammo in HUD gun icon. Timi L. When you select your path to install the mod, you should receive a warning that the directory already exists, although we have had reports that it doesn't if you run in the installer in admin mode. Altered harvest UFO AI's relationship to alien aggro slightly, Made it a little more likely for DW AI to reduce aggro, Attempted fixes: CTDs during targeting with psi perks, possibly others, Bad offset in UISightlineHUD_SightlineContainer.OnMouseEvent that may have been associated with CTDs, CTD when using explosives near gas pumps on Crashed Small Scout - Roadhouse map, CTD when police car blows up on terror Office Paper Terror map, Drum Mags should no longer appear in gray market (DGC line 2589, change iCash to -1), Level 6 Seeker leader should get Damage Control as intended (instead of Intimidate) (DGC.ini line 726, change iMobility=134), Fixed MEC-6 Vanguard cost (DGC.ini 2506, ItemBalance_Nor1mal should be ItemBalance_Normal), Hit and Run will now process on squadsight distance flank in at least one case where it wasn't, Drum Mags will actually provide extra ammo now. Council missions won't always be Thin Men in regualr pods. Fixed: Proportional meld on rush build projects not working, Fixed: "Click to remove" option in gene lab (after picking a gene mod, and then trying to remove it) doesn't remove the gene mod from your queue, Fixed: Covert operative loadout doesn't report hp bonuses from covert ops armor/plating items, Fixed: You sometimes have a "build the arc thrower" objective after building an arc thrower, Fixed: Removed Neural Damping from aliens (was causing lockups), Fixed: Animations firing at odd times when using certain carbines, Fixed: Psi soldiers can no longer select neural damping, Fixed: Removed ability to build alien grenades after they are made infinite, Fixed: Panic bars for terror alerts and exalt propaganda should work correctly now, Fixed: All new campaigns will automatically reset the map cycler, so there should be no more need to do this on your own, Fixed: Bombardier and Grenadier perks will now properly increase range for MEC long-range weapons, Fixed: Random stats on level up SW option was giving WAY TOO MUCH STATAGE, now fixed, Fixed: Some work on malfunctioning psi-related AI that should make sectoids take flanking shots way more often, Fixed: CTD on using Flush on a brainsucking seeker, Fixed: Vanilla-rooted exploit that gave you unlimited rocket launcher range, Fixed: More work on psi-related AI so they are smart about when to shoot, Fixed: Removed too-buggy launch ability from seraphim armor, and improved SA's mobility & defense stat instead, Fixed: Disabling Shot can no longer cause critical hits, Fixed: Mayhem bonus damage now applies to Head Shots, Fixed: Repairing SHIVs with an Arc Thrower will now remove Red Fog penalties, Fixed: Upsized aliens will remain upsized upon reloading tactical save games, Fixed: VANILLA bug in which ITZ didn't trigger if kill was caused by bonus shredder or HEAT damage.