XCOM 2
Necromancer Class
Ekscom  [developer] 20 Feb, 2016 @ 4:05am
Bug reports
Please post bug reports here so they are easier to track. I appreciate the feedback.
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Showing 1-15 of 37 comments
Demonhunter198 20 Feb, 2016 @ 7:46am 
if your on a mission when you need to evac the zombie cant forcing a reload
Rappers 23 Feb, 2016 @ 9:50am 
I had the same problem, can't evac the zombie on my ironman playthrough so had to revert way back, really hope this gets fixed soon
Ekscom  [developer] 23 Feb, 2016 @ 10:22am 
Oh man! That's horrible! I'll work on the zombies asap. At least a self-destruct button on them.
ImNotReal 28 Feb, 2016 @ 4:04pm 
Trained Central as a necro. Now hes just a floating torso and head with no arms or legs.
Ekscom  [developer] 28 Feb, 2016 @ 4:51pm 
I'm pretty sure that's not related to the mod. Can you give me more details? Does this happen with all characters you train as Necros?
Managed to raise a viper using a squaddie and it became some kinda living abomination with a tail reaching into the sky.
Ekscom  [developer] 1 Mar, 2016 @ 10:38pm 
I was going to remove the alien raise. It's broken. I can guess why Firaxis didn't bother fixing it too. It won't work unless they put in a lot of work on it. It needs professional attention.
Last edited by Ekscom; 1 Mar, 2016 @ 10:38pm
Neongenesis 9 Mar, 2016 @ 3:36pm 
When a member takes like 1-4 dmg after he was shielded by the necro he still gets wounded after the mission which is kinda dumb is it possible to fix it?. Also using Poison end the turn of my necros
Ekscom  [developer] 9 Mar, 2016 @ 4:26pm 
I don't have a way of fixing the "wounded" oversight. It's Firaxis' fault. It's the same if you get better armor +6HP, get hit for 1 and bam, wounded. One way to fix that is to give +4 armor instead of +4 life.
I nerfed the Poison. It was a guaranteed 2 damage, -30 aim, -4 move. Way, way OP. Now it's just 1 damage next turn (original poison rules), and ends your turn.
Thanks for the report though. I appreciate it, as I want to know how people play.
JFBailen 9 Mar, 2016 @ 11:59pm 
on my previous necromancer i equiped another gun and there is no way for him to get the arcon staff
Ekscom  [developer] 10 Mar, 2016 @ 6:55am 
JFBailen: I'll work on that.
James Howlette 13 Mar, 2016 @ 6:30pm 
The new staff doen't seem to show up in my game at all. I do have a mod that adds other weapons (the SMG mod). Not sure if that could be causing some type of conflict.
8feet 26 Mar, 2016 @ 5:07pm 
My necromancer uses "Corpse Explosion" on his raised zombie(Sectoid)
and caused one of my squad mate to panic because of the zombie's death.
Skel 29 Mar, 2016 @ 5:16pm 
This one is a bit odd so i hope you can follow.

(NOTES: I was using multiple mods, the enemy who killed it was an enemy from the better advent mod)

So a modded sectoid killed a zombie on a terror site mission (human civilian). Said modded secotoid was at 2 hp by this point and overwatched. I was laughing saying "Ha, i could careless if this zombie dies!", ran him up to the sectoid and had the zombie killed instantly. The game froze, the most notable thing about this freezing is that the zombie didn't have a name. "___ was killed!" except that the "___" part didn't exist, it just said "was killed". Then i got booted out of the game.
Catch_XXII 29 Mar, 2016 @ 9:12pm 
Eldritch Shot says that I don't have enough ammo even though I've added the +2 to an assault rifle
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