XCOM 2
[OLD] Spectrum: Complete - Yellow Release v4.06
Yzaxtol - Mike  [developer] 24 Mar, 2016 @ 7:00am
Seperating the Mod
Please list below what features you would like being seperated into a new Mod.
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Showing 1-15 of 21 comments
Deadput 24 Mar, 2016 @ 8:46am 
Probably a good idea t oseperate the enemies into a seperate mod for those who want to expand thier enemy roster but to keep the game from being heavily overhauled.

And maybe a seperate mod with only the new classes for those who want morse.
MrShadow 24 Mar, 2016 @ 10:16am 
I second this please. I like the game as is but will always want new interesting enemies to fight. So I too would like a enemies only mod if possible.
Weebos 24 Mar, 2016 @ 11:06am 
Classes and Enemies are always good to separate out, but make sure they don't have the same name as some existing ones (for example there is already an Advent Commander).
Yzaxtol - Mike  [developer] 25 Mar, 2016 @ 4:19am 
As soon as I've released Orange I'll be splitting it up into seperate mods.

Do you think a mod for each new group would be best:

E.g. Pyro Platoon, Toxic Troopers, Psi Squad and Additional Advent?
SOPHIA 25 Mar, 2016 @ 7:18am 
I think that may be a good idea. That or just put em all into one for those who would pefer that. I dunno how enemie mods work that well and I'm pretty sure I get a ton of light mecs from your mod all the time in defending or destorying missions. But I do have a crap-ton of mods so that's my fault I assume
Yzaxtol - Mike  [developer] 25 Mar, 2016 @ 8:15am 
That's part of the half designed Themed missions that was released in Red, Orange will have 5 types of MECS with an extra 1 or 2 upgraded versions.

I'll put up first a large pack that will provide the themed missions and then later just the most compliant basic troops that will spawn randomly like everything else.
van_nova 9 Apr, 2016 @ 8:38pm 
Set up a list of Seperating the Mod like how you list in the Summary
"Summary: New Combat System, Themed Missions, New Enemies, Loot Revamp, New Tech, New Classes, Armor Overhaul"

And yes I know somemay need to be tied together like "Themed Missions & New Enemies"(Seeing how the new themes use ur new enemies.Its an idea.
For me when it come down to a short list I would have to say. New classes & New Themed/Enemies then the rest of the mod as a core set up. I my self have a Commando Class & Medic Class I like, & don't really want a long list of classes to choose from.
Propagating 10 Apr, 2016 @ 12:52am 
Would love to see just the new tech, weapons, and armor as their own mods. Really looking for mods that have more weapon and armor tiers.
Neko Fergie 11 Apr, 2016 @ 4:09am 
For me, I'm interested in new soldier classes and new tech and new weapons BUT I would prefer that the default weapons and armor remain mostly untouched. What I mean is I don't want default weapons, like the grenade, to have thier damage altered. I guess I'm saying I like to mod new stuff into my games while not altering or removing the default weapons and armor in case I want to use those. Did I make sense there?
Last edited by Neko Fergie; 11 Apr, 2016 @ 4:13am
Yzaxtol - Mike  [developer] 11 Apr, 2016 @ 4:44am 
@fergie34711Yes you did,

My first minor mod will be a newer version of the Laser and Plasma weapons that are 100% extra and conflict free.

Then it will be the defensive armors but without the mobility balancing.

Most my classes are pretty boring so I'll probably skip those and just release the Codebreaker as an extra class.

The enemies if released will simply be placed in the random spawn generation without themes, to reduce conflicts,their equipment and loot will be scaled back to vanilla levels.

The Combat System is unfortunately inseperable from the main mod.
Last edited by Yzaxtol - Mike; 11 Apr, 2016 @ 4:50am
Neko Fergie 11 Apr, 2016 @ 7:22am 
Originally posted by Yzaxtol:
@fergie34711Yes you did,

My first minor mod will be a newer version of the Laser and Plasma weapons that are 100% extra and conflict free.

Then it will be the defensive armors but without the mobility balancing.

Most my classes are pretty boring so I'll probably skip those and just release the Codebreaker as an extra class.

The enemies if released will simply be placed in the random spawn generation without themes, to reduce conflicts,their equipment and loot will be scaled back to vanilla levels.

The Combat System is unfortunately inseperable from the main mod.
Ahh, ok. Got it. Sounds good to me. I always love new weapons and tech. Now that I've looked through all these mods I will need to be aware of conflicting mods. I stupidly forgot about that even though almost every mod page mentions compatibility concerns.
RAPTOR 11 Apr, 2016 @ 11:49pm 
Hey great job on all the custom classes. I would love to see those in a dedicated mod.
Just looking at them, alloy weapons. They look really cool. If possible it would be neat to see them work with Grimy's loot.
Phantom 5 Jun, 2016 @ 3:09pm 
I would really like it if the enemies are in a seperate mod so i can combine it with a better advent mod. also i like the idea of advent weapons which can be lootet.
Yzaxtol - Mike  [developer] 5 Jun, 2016 @ 3:18pm 
that already exists, it's called Spectrum Enemies Only and is compatible with A Better Advent : All Enemies
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