XCOM 2
A Requiem For Man: The Requiem Legion
Hayaji 1 Oct, 2023 @ 3:18am
Any way to disable some abilities?
Hey, I would've asked in the comments but for whatever reason there's no box for me to type into . Anyways, although I really love the mod, I'd like to disable some of the alien's abilities as they just seem way too overpowered for my taste. Namely the Hinter. Not only does it have 30 HP, 35 dodge and teleports everytime after it takes damage, but it's Void prison is basically a guaranteed kill on my troops as even with powered armor, if I don't kill the hinter within one turn, it will kill the soldier because it deals 6 damage each turn (even worse is if the prison is used on enemy's turn when they activate, that's 12 damage right off the bat and the soldier is also disabled). I have already tweaked the Hinter's stats, but since the duration of the void prison is hardcoded to 2 turns minimum, I'd like to disable it completely. Is it possible through config alone?
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Showing 1-6 of 6 comments
Reaver 2 Sep, 2024 @ 9:54pm 
Genuine recommendation is use equipment that can stop units and debuff in general. Could be something vanilla, could be a modded class that specializes in shutting down enemies, just something. Because a lot of Requiem units you don't want to give the opportunity to attack anyways on top of their Reactions. If Hinter is a problem you're going to find yourself modifying quite a few units.
Last edited by Reaver; 2 Sep, 2024 @ 9:55pm
Hayaji 3 Sep, 2024 @ 5:58am 
IIRC there isn't anything that could disable the abilities (for example flashbang doesn't work on it) apart from outright killing the enemy. Which, once again, is extremely hard to do in one turn because of the teleportation and dodge. I didn't really have a problem with other enemies. They're extremely brutal in terms of firepower but they aren't as unfair imo.
Reaver 3 Sep, 2024 @ 11:50am 
Originally posted by Hayaji:
IIRC there isn't anything that could disable the abilities (for example flashbang doesn't work on it) apart from outright killing the enemy. Which, once again, is extremely hard to do in one turn because of the teleportation and dodge. I didn't really have a problem with other enemies. They're extremely brutal in terms of firepower but they aren't as unfair imo.
Feel free to yell at me if I get this wrong that said I don't really have a way to check immunities but fire, stun, or frost should work. Would recommend downloading UFOpedia and check them for yourself since I don't have any existing campaigns at that point. Depending on your mods you could have many more due to new items, ailments, or class abilities.
Last edited by Reaver; 3 Sep, 2024 @ 12:21pm
Hayaji 4 Sep, 2024 @ 5:11am 
I haven't played the game for some months, but i really think the hinter was immune to frost/fire, and *definitely* stun. I didn't run any xcom friendly mods apart from the requiem armory so that might be part of the problem (The fact I didn't want to lower difficulty from L/I is another thing xD)
Reaver 4 Sep, 2024 @ 8:08am 
Originally posted by Hayaji:
I haven't played the game for some months, but i really think the hinter was immune to frost/fire, and *definitely* stun. I didn't run any xcom friendly mods apart from the requiem armory so that might be part of the problem (The fact I didn't want to lower difficulty from L/I is another thing xD)
Ah absolutely part of the problem, should at least run F1 so you can check enemy stuff, that or UFOpedia and Beastiary. Those give you an actual way of checking enemy immunities and stats. Especially important because it's not like there's any Wiki for this and many mods.
Last edited by Reaver; 4 Sep, 2024 @ 8:09am
Hayaji 4 Sep, 2024 @ 10:04am 
Oh I am running F1, Thats how I know theyre immune to daze/flashbang. by xcom friendly I meant stuff like new classes and weapons etc.
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