XCOM 2
Spooky Scary Sectopods
7 Comments
Jachymka 9 Feb @ 12:16pm 
Best mod ever made im afraid
Mac Dog64 14 Dec, 2024 @ 12:48pm 
@ReshiKillim I get ye, no worries.
ReshiKillim  [author] 13 Dec, 2024 @ 11:11pm 
@Mac Dog64 Game systems are not setup to handle vehicles, resulting in too much effort for incremental results. It's just unfortunately not worth the amount of effort it requires.
Mac Dog64 10 Dec, 2024 @ 1:28pm 
@ReshiKillim: Great mod, out of curiosity, do you know if you could carry on the torch for some of Iridar's mods if he's okay with it? I saw this amazing Piliotable MECH that would be so cool for both XCOM and Advent to have in the battlefield. I only ask because you clearly have modding talent. I wasn't sure if your Reqium mod had OG Mechtoids in it either, loving the OG enemies coming back to the game:)

https://www.youtube.com/watch?v=tjHbK8mefWo
표백된고양이 9 Dec, 2024 @ 8:40pm 
Nice. I think this mod nicely work with engines of the requiem dark event.
Lanford 9 Dec, 2024 @ 8:26am 
So, if I understanding this correctly, it is like...

There are three soldiers in Wrath Cannon AoE then, I move one of them out of the AoE, the other two soldiers that still in the AoE will get doot.

If I decide to not move anyone at all, they will get doot at the alien next turn just like normal, right?
MrMister 9 Dec, 2024 @ 2:27am 
>or doot once a XCOM unit finishes moving

Actually moving, like non-CF OW?