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It will be made public in just a moment. This is the same update that is on the Nexus, except with a broken Berserker (details are in the description).
Though I agree, it really needs a video.
Anyway, you were asking for suggestions on how to manage the skill trees for the various aliens, and you mentioned possibly adding the Beserkers as playable options. What if instead of having both the Muton and the Beserker as playable units (and having to come up with two skill trees for them) why not make the Beserker one of the Muton's skill lines, in essence combining the two alien types? This might be a little difficult coding-wise, but maybe you have it so that the game would lock out one side of the ability tree with "Tactics" and the other with "Brutality".
Picking the Brutality line will lock out the Tactics tree, but will make the Muton into a ferocious melee combatant, with increased health and other Beserker abilities, like enrage.
Lorewise it would make sense since Beserkers are just 'roided' up Mutons anyway. XCOM could just be implementing their own form of combat drugs and enhancements to turn the Muton soldiers under their command into bloodthirsty killing machines.
there is spawn bug when i play with advent unit.
this is not sure but i think it has problem on council mission
https://steamhost.cn/steamcommunity_com/profiles/76561198083874347/screenshot/308866595059525570
A rookie will get to a squadie on their first kill, but I've just had my squadie sharpshooter go through two missions getting a kill on a sectoid on the first one and then an advent trooper on the second one and he's gotten no level up off of it.
We could definitely use somebody with animation skills to work on a few things. The game designers clearly weren't thinking of having these aliens do things like drop from ropes out of the skyranger.
you did a amazing work :P
But there some problems with the crysalids :/ first , the baby chrysalyds didn't work :'( (but you say it ^^ ) and sometimes the model of the chrysalid just freeze, and after few minutes in game (the model freeze, do the animation for move , then freeze again) my game chrashed :/
anyway, ty for your job, and continue do your best !
I was wondering if I could include automated sentry guns in my fight agains the alien oppressors lol
My question is do I have to start an new game as those things I mentioned are an obvious break in the game, or are they not fully implemented yet in this version of the modification?
I am loving the mod so far and thank you to everyone involved in the making of one of the better gameplay mods I have encountered for XCOM 2
http://forums.nexusmods.com/index.php?/topic/3879390-playable-advent-mod-details-feedback/?p=35354290
Do I need the 0.6 AND the 0.5 version of the mod? Is there a step I am missing in how to recuit the aliens? Any advice would be most apreciated.
Did I miss a step somewhere?
Thanks for the help.