XCOM 2
Celatid Alien(No longer supported)
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Update: 5 Jul, 2017 @ 11:06pm

fix to a fix to a fix. When I first created this mod, the Celatid Turret was labled as a turret. For some reason the turret character setting did not like some of the new animations so the turret would bug out. So to fix that, I changed the turret to a Alien templet (which it is) just now an Alien upgraded with a turret-like weapon and can be deployed by XCom.

The issue with that was, I had to then add a screen listener to force all Celatid Turrets to still be looked at by the game as "turrets" and force them all to be removed from play at the end of the mission after all Xcom Soldiers had Evaced. This WORKED but the screen listener did not want to play well with LW and a few other mods that many players use, so it was causing conflicts and not working as intended with many mods.

To fix this issue, i removed the screen listener and EACH Celatid Turret deployed in battle has been given its own ability to EVAC LIKE XCOM. So EACH Celatid Turret MUST NOW BE EVACED. If you lose one in battle, IT WILL COUNT AS A SOLDIER KILLED and impact your mission rating. However, if one is killed BUT THE SOLDIER that deployed it WAS NOT KILLED, you will still get that lost Celatid Turret back in your invintory after mission.

Celatid Turrets can also call for evac as well now. The Celatid Turret does not have a evac animation YET. So it will just vanish when it evacs "for now".

If you are playing and or are still stuck in mission and can not progress, you will need to go back to a save on the Avanger outside of a in mission save.

Update: 5 Jul, 2017 @ 11:06pm

test

Update: 6 Jun, 2017 @ 6:22pm

update to fix an idle animation issue with the Celatid Turret.

Update: 22 Apr, 2017 @ 2:44pm

minor AI Tree fixes.

Update: 29 Mar, 2017 @ 3:37pm

OK, so th Celatids have been updated and upgraded. They still keep their poison gas cloud attack that they will do if they can get in close on you.

But now their poison spit is now ACID SPIT. IF you are hit, you will now take some small sum of direct damage and the Acid will shred armor instead of piercing through it. So now you can stand longer against them as your armor actully help take some of the damage. But will get shredded in the process by the acid. To compenstate for xcom now being able to actually use armor to stop some of the Celatid damage the Celatids themselves have also gotten a 1 HP increase across the board as well as an additional +5 defense which means depending on DIFF level, they will have 10 to 15 defense. For LW, this is the same as the LW Drones. The Celatids keep all their immunities i first gave them, as does the Celatid Turret and the Scimitars if you build them. But the Celatis Acid can be used against them if you mind control one or dominate one.

The addition of Acid, keeps them a bit more of a threat to Xcom as before, the poison was too easy to counter.

The Celatid Adults reinforcement ability has also been reworked to be more aggressive now. ON SIGHT, the Adult will call in reinforcments. BUT, if any other Adults are on the map at the same time, there is a 6 turn global cooldown so the others cant spam reinforcments back to back to back. Each Adult ONLY has 1 charge for thsi ability so once they use it, they can call in more reinforcements again anyway. Figured the 1 charge use with a 6 turn global cooldown was a good balance.

Update: 26 Mar, 2017 @ 6:32pm

the tier 2 and 3 Scimitars were missing a prereq for unlocking them properly, which was causing them both to show up too early. Has been fixed.

Update: 26 Mar, 2017 @ 6:31pm

Update: 25 Mar, 2017 @ 9:01pm

New Preview picture

Update: 25 Mar, 2017 @ 7:18pm

reajusted spawn weights for all 3 Celatids so they dont spawn as much as offten. And added better mix of what they can spawn with.

Update: 25 Mar, 2017 @ 7:17pm

TEST