
21.1 EW: EXALT Weapons Base Balance Costs.18.2 BALANCE Mode Panic Defection Chance Rolls.The last point's kinda weird and I'm not sure how to phrase it, but other than that, the mod seems to work fine from my limited experience! I'll keep on playing with it enabled, and see if anything else shows up that's buggy. It didn't give them access to the ability, though. Really really minor text change needed, not a big deal.Ģ) I've noticed that, when I had the attachment giving deadeye, it was working fine, but in the tactical game, when I hovered over one of my other soldier's guns who had a modded weapon without that attachment, it was showing up as them having it as well as their regular one (in other words, the attachment menu that shows up when you hover over the gun was showing their regular attachment plus one of yours, even though they only had the regular one). (neither of them are anything more than minor visual things though)ġ) The rare shotguns autoname to "Rare ShotGun" instead of "Rare Shotgun". I've done a quick couple of missions with the mod on, it seems to be working fine from a mechanics standpoint but there's a couple of minor things I've noticed in the limited experience I've had. Verify all existing upgrades are functionalĪdd Secondary Weapon Variants for Lockboxes This mod will still need quite a bit of work, but like I said, it is playable.įor the moment, I would really appreciate if you guys let me know which of my new weapon upgrades are working or not! (I know the UI isn't displaying correct information for all the new up grades, I haven't completely figured out how to hook into the display UI yet).ĭisable Lock and Load, replace with new continent bonus



I have increased the number of weapon upgrade archetypes from 7 to 28 in order to have decent loot variety. No Nexus Upload until I do more bugtesting.ĪDVENT will now drop lockboxes, that Tygan can decrypt for Rare, Epic, and Legendary weapons that come with 2,3, and 4 random weapon upgrades respectively.
