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I think I'll probably increase the loss of shield to -2 instead of -1. It should keep the Faceless scary and powerful enough, but it should possible to kill them with the right strategy. Excellent mod in any case...
I had a sit rep that added friendly Reapers; they fed it to 18 armour before it finally killed them off ;)
The mod play is broken with default settings. Here's my suggestion: Cap how much armor can stack - no more than 3. This cap could be available in the config ini. Under no circumstances, no matter how hardened their flesh can become, should a Faceless ever have more armor than a Metal Sectopod. Consider by the time sectopods come into play we have plasma weapons to deal with that armor.
With your faceless, they come up in the first rescue mission vs low lever soldiers and lowest tier of weapons.
I still enjoy the mod, though, as it definitely lives up to its name. I might just tweak it to remove the shielding on hit and have armor decrease by 2 per turn—I'd like them to be scary, not literally unkillable. :)
Not a complaint, but just to help out anyone else in future:
I recently installed the Bio Beasts mod, which adds a bunch of acid/poison-themed enemies. I think Bio Beasts and Scarier Faceless are incompatible. Scarier Faceless worked fine before, but now the regular Faceless no longer get their reactive armor bonuses, and neither do the Bio Faceless. There seems to be some stability problems as well.
Oh well! Just an FYI <3
Glad to hear, may your soldiers have sweet dreams about the time a 4 armored regenerating faceless slayed their teammates.
Removed the flyover for both mods just in case! You shouldn't see it now. =)
Damn didn't realise the flyover showed through the fog of war. Will remove it asap.
Very likely as I checked its the same unit category. Let me know if it doesn't!
If you're lucky and play properly, you can kill 2 pods by breaking concealment - that's about 40% to 50% of the aliens in most missions..
Thats my dream too, but sadly its beyond my coding ability to manufacture a whole new alien.
You might wanna beg DerBK or someone experienced at making enemies. Feel free to take this code apart if needed.
The vampiric claws could be an optional .ini config ?
Maybe could the skills (or stats) being added / altered with the force level ?
Like they unlock the shield power at force 4, then armor at force 7, then both get upgraded at force 10, vampiric claws at force 13.. Or something like that ?
If there was MK2 faceless those could have been use but there is only one type, I think..
Interesting ideas, the Vampiric claws might be actually lore friendly as the faceless literally sucks through its straw claws your troops blood to build its organic matter. But I don't want to further encourage Alphastriking, already bad enough as it is.
I've just fulfilled your dream of adding shield to the faceless. Now to create your very own nightmare.
Kudos for the cool perk name <3. We need more thixotropic and rheopectic aliens.
I'll add this mod to a future run.
Here's a few more quick brainstorm ideas on how to make the Faceless more scary (it's not necessary to do ALL of them, just some fun ideas <3):
-If a soldier "sets them off" by stepping in the civilian circle, the Faceless gets a special "surprise" attack that can render the soldier stunned or even unconscious.
-Give Battle Scanner and Scanning Protocol only an X% chance of unmasking them.
-Let them attack as a dash move.
-Vampiric claws.
(Missed shots against the Chosen give them shields.)
Yes WOTC ready.
@Wiirlak
I would like to do that, except shield point is not a base attribute like HP/Armour etc so I'll need some time to figure it out. Check out my Weapon Customisation mod for weapons specialised to kill armoured dudes. (Sniper, Sword and Vektor rifle)
I love your idea though.