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(I normally never ask the "dead" question, but Landgreen should get it)
Because the grenade you get is OP.
He's all black. I could have sworn he was fine the first time I saw him.
Any idea how to fix?
I would argue that if you have LW2 with this mod that getting the needed demolisher corpses would be nearly impossible because you need more corpses than you are likely ever to get. Getting corpses in LW2 is way more difficult and with all addtional enemy types in LW2 competeing for attention you may see only 1 demolisher every dozen missions. I played nearly 50 missions in LW2 and only had 5 demolishers show up but only 1 was from a mission type that recovered corpses. 1 corpse for every 50 missions ain't gonna cut it.
BUT even without LW2 installed the research needs 6 corpses and that's still too high. I no longer have LW2 installed but I've played a lot of missions and I'm nearly at the end of the game and I still do not have enough corpses to do the research let alone actually make the grenade.
CorpseDemoMuton
Is it possible to mod the number required for an autopsy?
What does that mean? I need to get six before I can autopsy a demolisher, which is ridiculous any of the other aliens need but 1 to autopsy.
I'm sure the odds of this happening are like that of a shiny Pokemon appearing, but come on now. Do they have an elevated chance to dodge support grenades or something? I froze the next one just fine!
Researching their corpses allows you to create the Pyrogen Grenade.
Thx!
[CorpseDemoMuton X2ItemTemplate]
BriefSummary="[...] to the more common Mutons, these Mutons specialize [...]"
[PyrogenGrenade X2GrenadeTemplate]
TacticalText="[...]This gives these grenades an innately more volatile mix within them.[...]"
[AutopsyDemoMuton X2TechTemplate]
Summary="[...]They seem to have several chemical burns on their faces, most likely as a result of experimenting with different explosive chemicals."
LongDescription="[...]Their skin is a putrid yellow that is a result of several chemicals that the Demolisher has experimented with to create more volatile mixes in their explosives. Their burn marks[...]"
I'd also say "Tribal" doesn't need to be capitalised as it's not a proper noun.
pls make some upgrade or autopsy that is required for this grenade to be available
@TpynogeJI Oh wow thats amazing! Thanks for making it so more people can use my mods :D
I created the Russian localization for modification.
https://drive.google.com/open?id=0BzZ-lpEK-b15cEd5M0hFUEtUUTA
==========
For Russians:
Сделал перевод для модификации. Делал для себя, так что прошу сильно не ругаться.
https://drive.google.com/open?id=0BzZ-lpEK-b15cEd5M0hFUEtUUTA
Остальные мои переводы и мини видеогайд по их установке можно найти тут:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=656239225
I guess the Demo Muton autopsy is locked behind the Muton autopsy on purpose, but after I unlocked it it said it requires 0 corpses. It'd be nice if all this stuff was exposed & available to edit in a config file, including the cost of building the grenade (it costs twice what a prox mine does). It does work as intended once the autopsy is completed, adding the pyrogen grenade to buildable items in engineering. I've also noticed the Demo Mutons seem to have some AI issues, and sometimes they'll just double move and do nothing, even if there's a clear shot.
- You can get Pyrogen grenade as a Proving Grounds project (I got it first, just before I did the Demo Muton autopsy)
- You can still get the 'FireBombD' that the Fire Demo Mutons use as a Proving Ground project as well.
- When using the Pyrogen grenades themselves, the effects of the Fire DoT & the Poison DoT seem to be calculated from the same base health - so for example, it'll do 2 poison damage, then it'll heal the enemy for 2 damage before it applies 2 fire damage.
Got this from Expiremental Grenades in the Proving Grounds. Before even meeting a Muton Demolisher.
Possible Bug or maybe a conflict with another mod?