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as a SQUADDIE, this mod adds a 100% guaranteed Mind Control and an 100% instant death ability. No randomness, no Psi Amp requirement, just 100% success on mind control or instant death.
the next ability i got from the Operator tree gives an ability that deals 12-18 damage with a melee weapon... but it did NOT seem to take my equipped melee weapon into consideration, so I think it would "work" even if you didn't have one equipped. Regardless, that's enough damage to one-shot many endgame enemies... gained within the first 20 minutes.
The "become invisible with melee kill" (the main reason I downloaded this mod) only works with the abilities from this mod.
This seems like a "neat" gimmick mod if you want a single godlike character to solo the whole game... but this isn't what I was looking for.
Most of them seem to add a ranged weapon and melee weapons and psi-amps... does that mean that the "active sounding" abilities use the primary weapon slot, and use either ranged or melee weapons, depending on what is appropriate to the skill? Or is the melee weapon expected to be in the secondary slot? If so, where does the psi-amp go?
I guess I can spend the next 5 hours testing all of this stuff out... but it would be really helpful just to get a description I could read through in 5 minutes.
The super soldiers also require some perks to choose that ability, but everyone even without the perk is able to see those abilities, just not able to choose them because those abilities said 'require blahblah perk'. The gift is unable to see if the perk isn't taken, I guess this makes this issue.
I still haven't tried if taking gifted by the tide first, then retraining it, then retaking the perk again will work. Just an issue found accidentally when I retrain soldiers.
Now as to the temporary fix, what I did was go to THIS mod's configuration and change some things in the .ini which I will post in a discussion for this mod.
Also the Pyroclastic Flame perk doesn't have an animation, when my soldier attacks the model is all stiff.
Could these be mod conflicts?
However you are very correct, these classes / specializations are very powerful / broken by design. If you want a balanced playthrough I would go so far as to say that some of the talents are unbalanceable.
Or at the very least, it can only ever do a maximum of 50% damage and disorientate enemy for 4-5 turns whilst also still panicking the soldier that uses it for about the same time. Maybe a way to scale the damage based on psi strength but never more than 75% damage on an organic unit and only usuable once per mission, maybe twice max and even then, not to make it a starting ability but a at least a rank 6 or 7 ability (that I could do myself I suppose).
I'll have to mod it myself I think as wowz talk about a cheese fest haha.
@ktkisu161 The plugin mod by AsariSpectre has not been updated for a few years now. It was made at a time when the RPGO mod and its structure was different from todays version. Therefore it has the a few issues (mainly missing abilities that broke the specializations) that I wanted to resolve with my mod.
@Gray As mentioned above I just updated the mod. I hope an update will fix your issue, let me know.
@UmbraStar thanks again for making me aware of the naming issue and the feedback. Hopefully it is fixed now.
+AdditionalSquaddieAbilities = "GhostProgram"
Looking through the ini files of your mod I found the same thing listed as the prerequisite for the Rising Tide classes.
Since supersoldiers has not been updated in a long time, it may be a good idea to alter the internal name of your perk to prevent the conflict.
Once again, thanks so much for making this mod! Hopefully this helps a bit.
One suggestion though, the Ghost Program already exists in the SuperSoldier mod, not sure if it will conflict at all but I'm certainly gonna find out! Thank you so much for doing this!