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The only changes I strongly disagree with are the ones to tongue pull and bind. There are good reasons enemies are prevented from shooting after a pull, or shooting a bound enemy, and it's because with the extremely high accuracy of the tongue and the way you're outnumbered by enemies, it's unfair AF. XD
이것은, 한국어 번역입니다.
LET THIS COMMENT BE HERE. NOMATTER UPDATE THE MOD OR NOT.
업데이트를 하든 말든 이 코맨트는 그냥 냅두세요.
If someone needs a Korean translation, they will use my file.
만약 한국어 번역이 필요하다면, 누군가가 이 파일을 이용할겁니다.
https://drive.google.com/file/d/1dZZKC6NfqBejTnIqiIunBSd4zvrexvH6/view?usp=sharing
- Chryssalids are no longer allowed to attack cannisters of explodable materials (LOL)
- Neonates are not allowed to attack civilians at all. This is just for regular civilians, not the VIPs or objectives.
You really aren't messing around, mate.
I take my AI work seriously. I dont care about any other mods comments and such, but this one is important to me.
3 tiles, possibly 4.
How far was the flanked unit? The new AI cannot overwatch behind walls, I've put visibility conditions to Overwatching.
And no worries! I appreciate the mod a lot, just letting you know that a few things might be a bit buggy.
This is ONLY possible during the Surprise round of a breach. The AI is instructed to fire in priority on ANY target within 8 tiles that is flanked. The only reason this wouldn't work is that the function to check for tile distance doesn't work, which would NOT surprise me considering its based on imperfect XCOM 2 code.
I'll check for injured targets priority, that can be fixed. But yes, this is is still XCOM Chimera Squad I can't do miracles. You'll want to play XCOM 2 for complete, unrestrained challenge.
The rest of the changes are great, but those two issues are making the game feel cheesy.
- Checks if it just spawned, then skips exploding.
- Arms exploding on their 2nd turn as the first action if they see enemies.
- Wait for someone to kill them to explode or act like a real zombie (melee, etc).
It's so, so much simpler. They should stop moving around like idiots or just act like homing missiles. They are zombies, and they explode when they die if they prepared for it. That's it.
I have a surprise for you guys. If you encounter a Sectoid Paladin, they have a charge of Kinetic Screen on them and can use it on their allies. 1 Charge however. Holy Warrior was removed. Much more exciting.
- In the case where a Berserk character or enemy becomes Panicked on top, the character will refuse to Panic Move and stay in place.
- The Python should be much smarter. Tongue Pull and gunning point blank is now an option.
Do note, my previous comment wasnt a criticism. I dont know if you are aiming for different or more difficult from this mod for gameplay. Also, you seemed want/receptive of commentary so I was giving it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2213544646
I'm keeping it this way so if you don't like Overwatch, it'll just skip it just like the base game. But if you have my other mod it will Overwatch correctly.
I can remove the LOS requirement, but they will missile people behind walls.
Reserves as in they have infinite units. They dont have to manage a roster of wounded people.
If you mean reinforcments, well I guess im a bit of a masochist when it comes to difficulty for this game.
The MECs needing LOS makes it harder to tell then. I think I remember a 3 man group he could have grenaded while having LOS and choosing to fire, but that may be faulty memory.
Overwatch is used randomly by enemies if they have allies supporting them. They wont overwatch alone, this is also by design to mix it up. I cant have the AI just constantly fire at you everytime they have 50% chance to hit, they would just trounce you they have infinite reserves. Wouldnt be fun.
Please report anything else you find, always helps.
Overwatch is working a lot better. No more block LOS overwatches. Though I think, if you can, you should fiddle with when they overwatch. Almost all the enemies are overwatching isntead of shooting, even when im only in half cover.
Also, you can see this behavior in the first round of combat on the first enemy turn which is normal. I call it the "respite" turn, it's the the turn where all units are considered "JustSpawned" and are forbidden to act except move or overwatch. If its the first action of the turn, it's OK. If its mid-play, its not normal.