XCOM 2
Mimic Ressurection Fix [Fixed on May 12th 2016]
7 Comments
Dragon32 13 May, 2016 @ 4:34am 
Think the May 12th patch [xcom.com] fixed this:
Mimic Beacons can no longer be reanimated
RussischerZar 1 Apr, 2016 @ 4:06am 
Hi, thanks for doing this. Does this also fix the "friendly fire" warning if you're using explosives/AoE on the expired mimic beacon's location?
The BlackVision 18 Mar, 2016 @ 5:43pm 
@Yamino Yeah, seems pretty common to me too. However, I've also got a mod that adjusts how often the Sectoids use Zombie, and that definately helps. No longer means it's totally safe to ignore sectoids in their first turn. None the less, should apply this mod too to further reduce the OP Mimic Beacons (and prevent the need to nerf them even further)
altskop  [author] 17 Mar, 2016 @ 8:45pm 
I had it happen to me just once and laughed out loud when it did, that ridiculous it was.
Matikanefukukitaru 17 Mar, 2016 @ 4:07pm 
@Warbadger: While I managed to do so the first time I used a Mimic Beacon. It's pretty random, since it matters where you use it and how...but considering how Sectoids love their ressurrection skill...I'd say if you have a mimic beacon out and a living Sectoid, the probability isn't low. (actually happened for me everytime I had that scenario)
Warbadger 17 Mar, 2016 @ 1:03pm 
@Yamino To be fair, I've never encountered this little bug myself in all the hours I've played...
Matikanefukukitaru 16 Mar, 2016 @ 5:24am 
And another bugfix that had to be made by the modders. Thank you.