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And it just didn't end because there was one civilian left under my control and I had to wait another 30 minutes for chryssalid turns to resolve in running her across the map. She extracted while there were npcs left alive and the map continued into enemy turns.
I know its two years since last update by now but can a check be put in place for when everything is done?
I had to use EndBattle XcomWins 1...very immersion breaking.
I'm assuming this mission is a lot more manageable when more is unlocked, but oh lord.
I do like how the enemies follow The Lost rule though where if you kill something you refund your action.
Is there a way to reduce the regeneration on the Plague Nodes? I looked in the .ini files and couldn't find anything relating to it, though maybe I missed it.
Also, unsure if this is a bug or intentional, but the Culprit does not respect Shadow concealment on Reapers. Damn near almost lost my Reaper just by running past the Culprit, but I know for a fact that I didn't enter the shown detection radius.
And lastly, I'll also mention what a couple of others have: the resistance soldiers only seem to target the plague nodes. They will fire on those things even as the Chrysalids are litterally in their faces ripping them up.
Great variety and a lot of fun! Nice to have different missions that feel quite different!
I did not survive.
It is not just a visual bug. I had some other mod that messed with civilians (or rookies) which was messing with the regular terror missions, so I yanked them all. I know it's one of these but I don't know which: Civilians revamped, don't pull that trigger, only haven assaults, raiders and resistance strategic spawning, rw realistic civilian rescue, versatile rookies, a better militia, improved advent resistance soldiers for chosen retaliation, no rookie & soldier prizes, rookie eager to impress GTS perk, rookies get free shield vests, silence the witnesses, war crimes, xcom civilian defense wotc. I know that's a long list but if I figure out which is the problem, I'll report back.
Are they unrescuable or just without the circles round them? I seem to remember reading about the circles disappearing for some people (maybe in one of the Long War mods), but that was just a visual bug.
To anyone reading this, don't install this until you're late in the campaign. This mission is basically a guaranteed loss if you get it early or God forbid as your first terror/retaliation mission.
Overall Score: 3.5
Playing with the Hive and Feral Hive on top may crash the game and cause the save file reopened also crashes. It often happens during the "reflex turn". Only geoscape save file before mission start works again.
Tested with EU Shiv mod, will causes crash the next turn after the chrysallids attack a shiv unit.
Playing on Covert Infil, 2nd retaliation without any fire weapon
I'm running this with The Hive, though, so it may be conflicting.
Enemy turns end up taking forever, the civilians spend their time running towards the chryssalids, the spawning of civilian pods makes it frustrating as they'll appear seemingly out of nowhere. Not to mention by the time I got to my first pod of civilians I already had 3 dead ones off screen and if you do have a gestation bubble odds are you'll spend a turn or two killing it, when it ends up being more worthwhile to ignore it since it has overinflated health/armour even if you do have a fire weapon.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1961980059
and
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2068573223
Mission wouldn't clear despite getting all 12 civilians out. So what happened was that I played the mission, beat it, extracted my units... but it still went on with the resistance forces and aliens fighting each other.
My guess is that it's a conflict with a sitrep. The sitreps I had going at the time were:
- One that limits the squad to three units
- Resistance contacts on the field, effectively creating civilians on the field that a character would go up to and they'd give xcom an item (usually supplies)
- Resistance forces on the field <-NPC resistance members fighting alongside xcom
My guess is that it was the 2nd one that caused the issue because, normal behavior would despawn those NPCs, but in the plague mission, they stayed on the field and counted as civilian targets.
There is a workaround though:
I just used the console command
endbattle xcomwins
To force the mission to end.
At least for T1 weapons. T2 I expect will be a bit better.
Plague Nodules are already extra weak to fire, and a burning Nodule is unable to spawn Chryssalids. Acid also does extra damage to Nodules, both Fire and Acid Weapons have a 300% Damage Bonus against Nodules.
Plague Nodule HP is incredibly easy to configure if you wish to change it. Simply open the mod's XComGameData_CharacterStats in the Alternate Mod Launcher, and set the AHWPlagueHive 's RandomizedBaseStats to whatever numbers you wish.
Otherwise, the mission is working as intended.
Here's my feedback for what I'd change:
1 - Push back the possible start time for this mission. It should not be triggering early game, IDC what others say. It's just not possible to complete early-game, not without a huge amount of luck.
2 - Change some stuff about the plague nodes. Reduce their HP, make them extra weak to fire, or prevent a carrier spawning with EVERY WAVE (seriously, maybe it's random and I just got unlucky, but I had a node carrier spawning with every new civvy group, so it got out of hand too quickly)
3 - The civilians are moving to slow, and often in the wrong directions before you control them, making the situation much slower than it needs to be. If possible, maybe have them move slowly towards Xcom or the general direction of the extraction zone (maybe just blue movement range, then hunker) or even just away from the plague nodes.
On the flipside if you get bad luck with being able to clear the plague nodes early you will get overran and is effectively a guaranteed fail.
Personally i think the civilian count needed to be escorted should be halved.
If you end up doing a follow up or a "part 2", I would love to see something along the lines of a swarm of Chrysalids that behave like The Lost, low health high body count sort of thing.
So, in closing, not trying to be a downer and hate on the mod. I love this mod. So I'm hoping this comes across as constructive rather than just being hateful. Open to being corrected or discussing further.
But after killing him, the mission carried on as normal. So can I ask what the point of the Plaguebearer is? On one hand, I know it would make the mission SUPER boring if you killed the Plaguebearer and the rest of the mission stopped. It would just turn into an instance of find the bad guy and kill him, almost like the Advent General mission. On the other hand, it almost felt unsatisfying to kill him and the plague continued to be an issue. I obviously have very little mod knowledge, and this mission is definitely fun (if for no other reason, the deviation from the norm), but I feel like there's something more here to be uncovered.
In the absolute worst case scenario, where some other mod is preventing the spawning, you can try spawning the Rescues using the Console Command to spawn it onto the XCOM Team: Dropunit FriendlyVIPCivilian 0 1
I've never personally used IronLordByron's ROO, and I'm not sure where I would begin trying to fix that issue, but most likely something isn't working quite right in that mod, as shooting a pistol should consume action points, unless for some reason it's set up as a free action
Which mod is giving the vip's pistols from? o.o
This time around, I admit I had less fun, but I took A LOT of fire. And I have mods in place that give me access to early fire, like the Alchemist class, Burner class, and Savage Items has early fire rounds that just reduce damage of the shot. With the few chryssalids that did spawn having around <4 hp, I walked over the mission. That said, I get that I overprepared because I was expecting insanity again. So the unbalanced is in XCOMs favor, but it's entirely my fault. I noticed that the nodules have a chance to spawn on being shot, which is a good change.
And while I did trumped it with my spark Pioneer on the first retaliation mission (on Veteran) I kinda liked it ^^;;
it did get boring burning the plaque nodes at the same place it was alright especially when the Faceless showed up
I would say from my experience to add some more advent/ hidden faceless or re-add the chosen but that was because I destroyed the mission with the Pioneer so I'm not sure ^^;;