XCOM 2
Playable XCOM 2 Aliens
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Update: 29 Dec, 2018 @ 12:15pm

Andromedon acid blobs should now be considered infinite item weapons.

Update: 2 Oct, 2018 @ 7:00pm

Alien weapnos now have tiers set for them, so they should be properly sorted by the game when deciding what weapon is the best fit for them. (This logic is used when auto-assigning equipment after an upgrade, or when you unequip the squad or barracks)

Update: 8 Apr, 2018 @ 2:29pm

Aliens should now be properly selectable in the character pool.

Update: 7 Apr, 2018 @ 6:52pm

Fixed Vipers having two Tongue Pulls.

Update: 7 Apr, 2018 @ 12:46pm

Bind should now appear properly on Vipers. (This *may* not be a retroactive fix.)

Update: 28 Feb, 2018 @ 9:33am

Andromedons now get normal rescue missions.

Skulljacks can not be equipped on this mod's units now, to prevent players from crashing their games by accident. (They do not have the soldier animations required)

Update: 26 Feb, 2018 @ 8:22am

Fixed Andromedons not spawning properly with their full loadout.

Andromedons are now smaller in size in the armory.

Robot Backup now has localization.

Update: 25 Feb, 2018 @ 12:53pm

Added custom sectoid psi-amps, made them use sectoid animations for their other psionic abilities. This may break existing sectoids that have already been spawned.

Fixed Mutons not being able to counterattack properly.

Added Andromedons and corresponding items.

Update: 6 Jan, 2018 @ 1:39pm

Viper, Muton, and Sectoid weaponry now have their own seperate damage tables. They have been rebalanced accordingly.

Muton's Serial is now replaced with Marauder. Will only apply to new mutons acquired in in-progress playthroughs.

Slither now has text more clearly explaining what it does.

Update: 5 Dec, 2017 @ 5:15pm

Aliens now use humanoid animations for skyranger and hacking.


This may not work out as well as I hope it does.