XCOM 2
Sectoid (Psi Reanimation) Tweak
12 Comments
Conefed 26 Jan, 2018 @ 6:01pm 
Funny thing is, even with this in place, the ability is still underpowered.
macelharen 13 Aug, 2017 @ 1:42am 
wow. talk about severely underrated.
Dęąth Viper 16 May, 2017 @ 11:51am 
Does this work for playable aliens sectoids?
dankcoffin  [author] 25 Jun, 2016 @ 4:03pm 
Cool, thanks for checking.
Vortex ♀ Pixalation 23 Jun, 2016 @ 12:27pm 
It doesn't, good I tested myself before you responded, and Arc is the unit's Archetype, I wanted to know if it was compatible with my mod, turns out it is :)
dankcoffin  [author] 23 Jun, 2016 @ 11:28am 
I'm not sure what that is, so probably not.
Vortex ♀ Pixalation 23 Jun, 2016 @ 8:58am 
does this edit the Arc of the Sectoid
dankcoffin  [author] 16 Apr, 2016 @ 4:41pm 
I considered making it a 1 AP action, along with Mindspin, but I don't think that the Sectoid would be able to get a shot off on the first turn. It would likely move first, then do one of those two, so there would not be much difference from vanilla IMO.
Nasarog 16 Apr, 2016 @ 3:32pm 
Oh, that's just mean.
Juravis 16 Apr, 2016 @ 9:48am 
This mod is definitely not compatible with my Custom Abilities which also contains the same functionality in 3.1
a harmless kitten 16 Apr, 2016 @ 9:00am 
Any thought on making it a 1AP action, so they can reanimate and attack/move but not all 3? Or is the AI not smart enough to take advantage of that?
Zigg Price 16 Apr, 2016 @ 8:43am 
If using the Psi Reanimation mod to add the Psi Reanimation skill to the Xcom roster, would this mod make that a free action, as well?