XCOM 2
Operation Parallels - The Doom Slayer Mod
Showing 1-10 of 21 entries
< 1  2  3 >
Update: 12 Mar, 2022 @ 11:41pm

Buffed Slayer mechanics a bit:

2 rage per normal attack during the Slayer's turn.

Reaction shots now give 1 rage.

Rage loss is reduced to 1 per turn.

Glory Kills now count for rage as normal attacks.

Edited text of Slayer's Testament so it's more clear what it does.


Reviewed how the Slayer version of Justice works and as far as I can tell it should work so hopefully a reupload fixes the problem?

Next update will likely contain an update to the weapon switching system to optimize it better (e.g not needing to make a new weapon every time you switch weapons, so we just use the 1 existing AR item instead of making 100 AR items after you've switched to the AR 100 times in a mission.)

Update: 6 Feb, 2022 @ 12:58pm

Fixed Berserking with your fists out so it actually has primary punch available to it.

(Re)-added logging statements to weapon switching as I take another look at what precisely gets it to crash.

Update: 9 May, 2020 @ 4:01pm

Added charactertemplate to voice entries in XComContent.ini, this *should* fix the intended Slayer voice packages not being selectable if you need to fix it.

Update: 23 Apr, 2020 @ 7:16pm

Added tracking of grenade ammo to prevent the Slayer getting a refill on grenades when they switch weapons.

Added a condition change to try investigating why the Slayer can sometimes get multiple weapons in one slot.

Update: 23 Apr, 2020 @ 3:49pm

Fixed errant bug where the mod was trying to check the rage level without actually getting the rage level.

Should fix any lingering issues with rage not decreasing.

Update: 23 Apr, 2020 @ 12:35am

Fixed rage not decreasing over time.

Update: 22 Apr, 2020 @ 7:39pm

Rupture Burst is no longer cross class eligible.

Fixed rage bar sometimes disappearing due to the rage level getting a negative value.

Fixed the check for "exclude this unit type from glory kills" never triggering.

Update: 22 Apr, 2020 @ 3:32pm

Added missing abilities used for the DLCs. This may require a mission restart from the strategy layer if you're already in a mission where this is a problem.

Update: 21 Apr, 2020 @ 7:58pm

Changed up if else statements used to check covert action availability, so it only checks arrays when it's actually relevant.

Update: 20 Apr, 2020 @ 3:43pm

Added buff to starting combat intelligence for the Slayer: the minmum possible is now "Above Average".