While real life (plus maybe a few games I've been playing on the side) has taken priority, I am still working on XCOM 2 modding, whether that's through bugfixes or a new major thing I'm working on.


In fact, have some snippets from its localization file,  made some good progress in the last couple of days:


[RM_RuptureField X2AbilityTemplate]
LocFriendlyName="Annihilation Field"
LocLongDescription="Annihilation Field lets a biotic rupture any targets within 6 tiles for +6 rupture."
LocHelpText="Annihilation Field lets a biotic rupture any targets within 6 tiles for +6 rupture."
LocFlyOverText="Annihilated!"
LocPromotionPopupText="<Bullet/> Annihilation Field lets a biotic rupture any targets within 6 tiles for +6 rupture. <br/> <Bullet/> Ability activates at the beginning of the biotic's turn."

[RM_WarpShot X2AbilityTemplate]
LocFriendlyName="Warp Shot"
LocLongDescription="The biotic infuses their abilities into their weapon, delivering a guaranteed shot deals a low amount of damage and ensures that the target takes an additional +<Ability:WarpShotAmount/> damage from all attacks in the future."
LocHelpText="A Warp shot deals guaranteed low damage and ensures that the target takes increased damage from all attacks in the future."
LocFlyOverText="Warp Shot"
LocPromotionPopupText="<Bullet/> Warp SHot requires <Ability:SelfAmmoCost/> ammo points and has a <Ability:SelfCooldown/> turn cooldown.<br/><Bullet/> Ruptured targets take <Ability:RuptureAmount/> additional damage from every attack.<br/>"

[RM_ReactiveBarrier X2AbilityTemplate]
LocFriendlyName="Reactive Barrier"
LocLongDescription="The biotic's barrier reflexes have been trained to the point where the barrier hardens against incoming impacts, reducing incoming damage taken by <Ability:ReactiveBarrier/>%."
LocHelpText="Reduces damage taken by <Ability:ReactiveBarrier/>%."
LocFlyOverText="Reactive Barrier"
LocPromotionPopupText="<Bullet/> Reactive Barrier reduces damage taken by <Ability:ReactiveBarrier/>%.<br/>"



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