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https://drive.google.com/file/d/1rGgp-ozLIoi4dmQjX-62-5_z1_BVDKjW/view?usp=sharing
This mod work with aba and proficency class?
when did this mod cause any lags ? never noticed anything like this
And does this behavior appear in Theta Strike, as well?
too much log out put when moving unit
I've reached *normal* sectopods and they have 11 armour, certainly able to kill them easily but takes planning if you don't have your A team out.
I am playing on veteran difficulty, so seems to be about right in terms of armour, gatekeepers are on equal footing to sectopods.
The viper king and archon king appears to be buggy. Yes they return with their 100 hp and 29 armour (at veteran difficulty, what?) but they come back with different values.
In random missions such as council missions or when you try to block dark events they come with the 100 hp and 29 armour
However, whenever you assault an alien facility, I saw that the viper king had 11 armour instead and 50 hp. Something tells me that these alien rulers are bugged whenever they are encountered outside of an alien facility assault.
Julian's Sectopod at the end of this DLC mission had 50 HP and 29 armour, wait, what? Oh, and on a mission so early in the game that you only have ballistics.
Later on in the campaign the Viper and Archon each had 100 HP and 29 armour. They ran, but when I saw them again they had fully healed themselves.... 100 hp 29 armour again.
The rest of the campaign, however, looks pretty good. I'm up to gatekeepers now with their 11 armour and they are a pain to deal with but you can still kill them in one turn. I have yet to meet a sectopod....
Julian's Sectopod needs tweaking, also the two alien rulers needs tweaking as well... if they just simply carry over their vanilla behavior and not regenerate their hp/armour after escaping...
Delete XComGameData_SoldierSkills.ini in modś config
Gatecrasher went well, mainly thanks to a lucky alpha strike on the first pod by my reaper with a claymore, and I beat the timer by the skin of my teeth on my first guerilla mission. (extended timers on btw)
So far I’m enjoying the extra challenge and it feels fair but then I get the first haven mission and the Chosen hunter turns up. He’s got 26 HP, 6 Armour and, as I find out a bit later also has HP regen. I’ve got 2 grenades left and I may as well throw rocks at him. My shots can’t get past his armour and if I do get a lucky crit he just regens to full health at the end of the turn. The mission is suddenly un-winable and a failed mission this early in an ironman is game over.
So... Is there any way to turn off these buffs for the Chosen and the Alien rulers?
The log was generated with only Mint, Community Highlander and Ability Panel mods.
Could you help me on what happened?
What about overdrive serum? I noted no armor is applied when you use it, as opposed to as in vanilla game. Have you changed it? Which .ini, or elsewhere?
Also, about sparks, the .ini file says it might not work (?)... how do one change its stats, like HP?
Is it possible to have all three on? (The options say don't try it) If so, what happens?
Also, does this affect Sparks? (Custom class sparks)
As a standalone mod the suggestions I made might be too OP without Delta Strike.
I know this only tweaks armors, and you're using Classless:MINT to balance with the shredding/piercing, but here's a suggestion for balancing lasers:
-- Make all Mag weapons pierce +2, and all Lasers shred +2, but both do the same base damage. Tweak the tech tree so they can be researched at the same point in the game, but present a branching, strategic choice.
If we ever get Long War of the Chosen, and have Coil weapons again, then I imagine ballistic weapons are one branch of a tech tree and energy another, so coilguns would be +4 piercing and plasma +4 shredding, but both also have the same base damage.
The reason for this is that near the lategame, you barely have lasers researched before you get to research plasma, so economically, it makes sense to leapfrog straight to plasma without blowing loads of supplies on obtaining all the laser variants.
I tried to fix this by verify integrity and reinstall the mod. None worked.
Thanks, I kind of like it with my ABA run. Keep up the good work.
That get an action every time you damage them if you have ABA.
I didn't mean to whine, but it sounds like I should adjust my strategy (and the drop rates for Grimy's Loot). thanks!