Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Super faithful to the original XCOM source material. Bravo.
set both those files to read only or the workshop might mess when them, or use the non workshop version of void wanderers to avoid files being replaced
if this doesn't work then let me know, it's how it set it up myself
Of course, be my guest in adding it to a collection.
Thanks for your feedback, always glad to hear people are actually using my mod.
Finally I think the faction needs at least one of their heavy weapons to fire incendiary rounds, or maybe give the auto cannon a toggle option to switch between explosive, AP and incendiary. Otherwise you're missing out on one third of their signature tech from the early game.
This game is very particle heavy too, so I think if it used the GPU it would run better. This timescale BS is also ridiculous.