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Laporkan kesalahan penerjemahan
It's an interesting idea to make it perk. If multiple characters can have the perk, then that means multiple characters can each be a game over condition.
Is there any chance of instead implementing it as a Trait (or something that's not a perk but a Trait is the only alternative I can think of right now) and allowing the player to choose whom to grant the Trait at the start of the campaign? That way if the player would like the commander to not be a soldier of the Commander class (for example a commander Psi Op), they could do so easily. A perk is technically available to any class, but that would either require getting lucky and rolling the perk or needing to replace a perk in existing class trees.
The idea is to attempt to make it target soldiers with a certain passive ability to confirm that they survive and if that is the case it will be added to both my own perk pack (Knox's Perk Pack) and added to this class.
I haven't looked up how to do this for a while, but with me coming back to work on projects, this is something I want to do.
That would be so awesome. To this day, I haven't found a mod on the workshop that gives a game over condition when a character (presumably a commander character/main character) dies. Ideally, I think this idea should be synthesizing this idea with Starting Soldiers mod so that you're guaranteed to start with this main character and also to allow the main character to be any class, not necessarily the Commander class.
To compensate and to encourage deployment of the commander despite the risk, I guess the commander can have some extra abilitie(s) that affects the entire deployed squad.
This likely is an issue with another mod instead of this one, the Stasis used for this class is the Base Game one, so there may be a mod that you have that might be overwriting Stasis in some sort of way.
Yeah, those numbers would look about right with what I've seen...
Not sure if that's what it is, but a good theory. Does make the ability.. less than stellar to use if true.
Thanks for troubleshooting. I'm trying to run a mission after work weekly for a while so let me know if I can help narrow anything down.
I've seen sources that state units can only lose 33% of their will in a mission, but I haven't experienced this myself, there is a chance that due to the bonus being a statbonus, it still applies the negative even past the will-loss cap. (If a unit has 50 base will and they lost the +25 bonus, it might simply apply those losses past the cap, will need to test if this is true though).
I'll do some testing on my own to see if I can replicate the issue, but unless a solution is found, unfortunately there isn't much I can do.
None of the units I took were tired, for example, and after the mission, 4 units were shaken.
Is it possible the ability overrides the normal 'max will lost / mission from revealing units' somehow post mission?
None of the units were poisoned or mind controlled or otherwise subject to fiercer will penalties than standard that would cause them to go from normal will (not sure if max, but definitely above tired) straight to shaken.
I don't believe I run any other mods that influence how will recovery would work (other than maybe some of the Requiem enemies because God knows how some of those work).
If you lost 3 will in tactical, even though you'll still have +22 bonus left, it still applies the -3 out of tactical, making your unit lose Will. This should by why your Will for your units are tanking after tacticals.
In short, any Will loss earned in the mission is still applied to the character out of mission (even if you have the bonus still), but immediate effects it might have in the mission wont apply. Will affects Mind Control (both sending and receiving), panic checks, and Bleedout chance.
For now, the button can just remain unclicked ;)
Honestly, using Psionics Ex Machina, it's a "do you want to deal with shaken units after the mission to get another cast of something" button this way, I guess - where the answer to that question is 'no' *most* times... Until moving two squares into cover reveals 2 pods of enemies with your second to last unit...
Nice class btw!
There should be RESTOCK_COST ^ :D
TLDR: You aren't missing anything, I'm dumb and never noticed that note on Chimera Squad Icons Requirement.
In short: You should be fine without it since it doesn't appear to require it (and thus has been removed from requirements)