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Would recommend using with the 'Reaper Forces' or 'Reaper Raiders' sitreps to address low spawn chances.
@NoOrdeR
haha, no plans unfortunately
Appreciate it! You are welcome to adjust the toughness of the enemy within the supplied config file if you're interested in customization. Initial design is very much a glass cannon unit - if it gets close it does decent damage, but I could see how it can be focused down quickly.
@Jestimac
Thanks very much - no additional proving ground or schematic awards at this time.
@ScrmblesThDethDealr
Always a work in progress, probably won't be a true day when its all done. Remaster will probably be out before then!
@Cronoxbom777, @Goth Skunk, @kojak
haha
@tastiger841
haha all good, thank you for recommendation
@Heartless Machine
Thank you! We appreciate the kind words and feedback. Glad you're enjoying.
@R.I.P*DEATH
Haha, not at this time.
@ the modders - Great design, great abilities, but Banshee is not tough enough. It's too easy to beat her by herself in a pod. Maybe add a second Banshee to the pod?
Well done ! Seriously, as I don't see any indication about goodies obtained through autopsies, I assume that there isn't any ?
You may find something useful
Good deck of abilities, high level, capable of blending anyone who gets stuck in melee with it, and having that regenerating barrier that demands constant attention lest your work be undone, exactly what I remember from ME3, especially the multiplayer where the thing would blink through teams to pick on some unlucky fellow... usually me.
Great work bringing the Banshee to life in XCOM, keep it up.
Not a dumb question - yes you can customize each enemy's spawn rules by going into the file "XComEncounterLIsts" and deleting any line that doesn't say "Collectors/Reaper" etc. I.e. you would keep "RaiderFactionCollectorsFollowers", but remove "AdventFollowers".
@ScrmblesThDethDealr
Alien Hunters was set to required for the Faith Breaker ability. You will probably be fine without the DLC however. Banshee with replace faceless, if anything. Also, thanks man - just appreciate your excitement and support.
@AzureTerra
lol
@Blaster
great
@Cauldron~Born
You got it! and yes, would like to revisit units for improved implementation and variance.
yes sorry, warp has same deal - animation conflicts. i.e. we are using faceless anims but warp is a soldier anim so it looks super jank because the model breaks when performing warp - very unimmersive
@Gentlemen-Velociraptors
you are welcome, and yes thank you
@fry93
haha, people wanted it
@dmc32
yeah unfortunately, a balance to stay true to the original design while translating it to the xcom scope.
@Jill Sandwhich
Thank you very much, glad to hear you are enjoying! Replacers are on the roadmap for the recent enemy's for that true 'conversion' feel. I do agree with you that this scratches the mass effect itch!
Also really cool to see it has its own set of abilities. I hope this will happen with the enemies of other factions too to differentiate them from the ADVENT goons :-)
For anyone misses her screams:
https://www.youtube.com/watch?v=wSUU8lgZF7k
@Infernalis If this works like the other Mass Effect Mods, you can change how they are spawned in the XComEncounterLists.ini file.
this is pure brilliance! thank you guys so much for making this! :D
with so many mass effect units now in game, the battles are super immersive! i'm not even talking about raid faction, i'm talking about the normal 1 on 1 player vs advent missions. with the tweaking of the encounterlist ini file, now most of the time there are roughly 80% of the units in a tactical mission are mass effect units.
sure sometimes, there are some unfortunate missions in which default aliens spawn like weeds, but those missions are now very rare. i can not thank you guys enough for making all those enemy mods. pure and utter awesomeness and brilliance!! :D xcom2 plus mass effect mods have now washed the sour taste of andromeda out of my mouth.
ps. please make a replacer for default faceless down the road.
can't wait to see what enemies you guys make next ! ( maybe ravager for some sort of mobile turrets? wink wink, nudge nudge :P )
cheers!
Thanks folks; love doing it and appreciate your feedback as well. Please enjoy! Huge kudos to Cavily for making the model a reality.
@tran.bronstein, @Deathraven13, @RobertMcCall
Haha, she is unique.
@Infernalis
1. I could likely add this going forward - with this said, she is set as a leader so she wouldn't be called on as a follower technically anyway.
2. You are welcome to fully customize the capacity and regen within the configuration file directly to match up with Beta-Strike as desired.
It's actually the Muton Queen's "Faith Breaker" ability from alien hunters! No localization included in the file since it's part of the base game.
@tastiger841
haha, ty - Warp (teleport) was part of the initial prototype, but has animation conflicts. Her barrier/shield is technically xcom's "ablative" related type.
@Scarno
During the initial prototyping, I discovered that custom sounds are technically custom animations. All related animation sequences would need to be edited by hand - this is beyond the scope of what I can offer due to competing irl responsibilities at this time unfortunately.
Thank you guys a lot for your hard work!
Don't know if it is possible to add an option so she can warp? Also does she have both barrier and shield?
1. Any chance to make it configurable as to which leaders can get her as follower? Currently any leader can. Suggestion: Keep it that way as default, add a bool to override this and a name-array to provide allowed leaders.
2. Any chance to make her shield scaling in Beta-Strike (the capacity, not the regen)? I think the current activation of Beta-Strike can be queried. Additionally a bool which determines whether Beta-Strike-Scaling should be applied or not would be rational.
Thanks in advance for any answers, and great work.