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Nahlásit problém s překladem
This mod's not changed in almost 4 years so probably.
Is it incompatible with Bio Division?
Adding back the panic makes it awesome again, just like the old MEC flamethrower was.
Purifiers don't exist in vanilla, so no.
I’ve always found it idiotic that flamethrower basically does to cover since Enemy within, considering that the entire point of flamethrower irl IS to kill things in cover.
Just to confirm, does full cover block the full burning damage (eg 5 hp) but still adds the burning effect to a unit (eg 1 hp)?
(by the way, did you get a notification from the @?)
and it hasn't crashed yet, so there's that
- Lol.
Now we just need an ADVENT Fanatic... just an ideia.
Maybe a silly or bad taste joke, but an advent unit that rushes in and explodes... well, suicidal, would be an interesting enemy to fight, specially on terror missions.
...
Please make it a reality. :D
1 needs to be changed to 2, the effect goes away immediately on the unit's turn. This leads to weird behavior where the unit is set on fire, goes to cover during the enemy turn, cowers, and removes burning for free. It then gets its whole turn once the enemy is done, which isn't really panic but more like a free move.
I also suggest you make a FLAMETHROWER_PANIC_ENABLED flag to turn it off optionally. I dont know what putting 0 inside an effect duration will do, but knowing XCOM it's probably very bad.