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
Also it's ridiculously OP spawning a berserker at LCpl.
OP and ... not interesting. There are no interesting choices to be made. Just... smash. Smash. Smash. Every turn.
I know it would be alot of work but u could just make, Xeno Zoologist 2.0 :3
Like some modded Variants of Berserkers i seen , for example One called "Titan" As a brigadier, there was some Armored Variants and so on:) Could make for very epic Class (not that it isnt alrdy) :D
Which stat does it scale with? if i wanted to change the scaling , as i run the game with custom configs ^^
Like if it could scale from Level of the Supercomputer or something :O Would be really good.
More xp leveling specific cans be found here
https://www.reddit.com/r/Xcom/comments/eutkny/xcom2_detailed_soldier_xp_and_leveling_post/?rdt=37764
[XenoZoologist_MonsterMash.X2TemplateHelper_XZ]
+MutuallyExclusiveAbilities = (Abilities=(XZSpawnChryssalid, XZSpawnMuton))
+MutuallyExclusiveAbilities = (Abilities=(XZSpawnChryssalid, XZSpawnFaceless))
+MutuallyExclusiveAbilities = (Abilities=(XZSpawnFaceless, XZSpawnMuton))
and a way to pick abilities of the same rank you should be able to do what your asking. Do note this widely breaks the balance of the class.
Pre-Existing Characters may have to be rebuilt in order for the change to take affect on them.
Mind telling me what research needs to be done for those?
My only grips are that it give you access to chryssalids and Berserkers too soon in a campaign, you'll be summoning them before you even face them as enemies and that summoning has no visual effects.
Maybe for the mod to make more sense you should turn the second cell of the Psi lab into the place where you get this unit and train it there or make it a Berserker autopsy reward since is the stronger unit it summon.
wish i could do it but have 0 knowledge about modding.
ty for your work!
Why not putting the summon animation from the warlock when you spawn a unit? They look to spawn out of thin air .
Also that mod is not compatible with the recruitment interrogation mod that allow you to recruit viper with base classe , if one of the viper learn that class , the game crash.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2889586221
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2632853751