XCOM 2
[OLD] Spectrum: Complete - Yellow Release v4.06
Yzaxtol - Mike  [developer] 3 Mar, 2016 @ 3:58pm
Requests
If you have any requests on what you would like me to add next, please feel free to post them here. I will read all requests but cannot guarantee that it will be implementd.
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Showing 1-15 of 74 comments
Viri 4 Mar, 2016 @ 1:10pm 
Fatigue
Yzaxtol - Mike  [developer] 4 Mar, 2016 @ 2:08pm 
Unfortunately that will be alot of programming to renable Fatigue from Long War, it will probably be a long-term goal while I research how to do it.
Viri 4 Mar, 2016 @ 2:32pm 
its possible to make some stuff simular to long war ? Producing one weapon ? Or making mimic beacon disapear after mission ? for example for mimic beacon mk1 have 3 hp mk2 5 hp(...) upgrating using faceless and when used player have to produce new one after mission. Still greate mod :) Also how about hacker would be pistol gremlin type of class. No main weapon just pistol.
Last edited by Viri; 4 Mar, 2016 @ 2:35pm
Yzaxtol - Mike  [developer] 4 Mar, 2016 @ 3:01pm 
I think the primary weapons defines the soldier's animations and postures, but I'll investigate making a pure Gunslinger class at some point, unfortunately the code for secondary weapons is really tough to dig into, I was originally planning on removing classes but changing secondary weapons was way too intense for my first mod.
Viri 4 Mar, 2016 @ 9:53pm 
i would replace that "canon" model with normal LMG from modern time... cmon that minigun looks silly ;p but when i use this mod i cant equip remodel version from other mod :/ also it would be greate to change class of soliders by sacraficing 50% of his expirience
Last edited by Viri; 4 Mar, 2016 @ 11:49pm
Yzaxtol - Mike  [developer] 5 Mar, 2016 @ 12:09am 
Yeh, to actually make changes to weapons I was forced to make new weapons and references so cannon and sniper rifle mods won't work
MooToo 12 Mar, 2016 @ 3:23am 
it seems that if any of my soldiers take damage in a mission, and are then healed to full health during the mission, they still come up as wounded/gravely wounded at the end of that mission, even though they're a full health?
Yzaxtol - Mike  [developer] 12 Mar, 2016 @ 4:18am 
Yes that is how the base game works. I'd suggest downloading "It's just a scratch" as it will prevent wounds based on bonus health from equipment from causing soldiers to be wounded.

It is something I hope to implement in my mod in a later release.
MooToo 12 Mar, 2016 @ 4:34am 
ah ok didn't know that
pkillthetoy 12 Mar, 2016 @ 5:53pm 
The 8 new classes don't seem to have GTS upgrades. Do they share existing GTS upgrades, or are those coming later?

Yzaxtol - Mike  [developer] 13 Mar, 2016 @ 12:58am 
They are coming later, I am happy with the amount of extra classes but not with their diversity so along with newly designed abilities they should each receive ots buffs.
dcdee10 13 Mar, 2016 @ 12:50pm 
ideas
1.make a class similar to the gun blade, using a primary sword and pistol
2.make xp visible, like in long war
3.harder aliens provide more xp
4.gts tactic to make soldiers gain more ranks
5.after awc purchase, add option that can be toggled on each soldier for needing to gain double xp to rank up, but gain both skills
6.as already mentioned, fatigue. also, with awc fatigue time is halfed
7.extra type of cannon, higher mobility penalty, but more damage, clip size and squadsight
8.primary pistols-usable by anyone
9.hunter has trap laying abilities
10.rookies can randomly turn into type of psi op in EU/EW, but keep the change that it's their only set of skills. they should stay on one rank for two level ups so they can still get both skills. earn xp quicker after psi lab built. no gts. have same skills as normal psi op, and ranks are progressive, so no "void rift is my second skill"
11.make three more new classes: officer - gunslinger/morale leader(psi op support skills), cowboy - gambler(luck based)/sheriff(more reliable) and medic - support(gremlin aid, some psi op support skills and things like covering fire)/medic(reliable healer)
officer: primary pistol and psi amp
cowboy: shotgun and pistol
medic: assault rifle and gremlin(psi abilities now channeled through gremlin)
use current workshop variants to help you
12.new type of shotgun, two shots, no expanded mag upgrades, more damage and mobility boost
this list was two long, and only numbered as the ideas came into my head, sorry:steamfacepalm::steamsad:
dcdee10 14 Mar, 2016 @ 12:20pm 
for 9, you could add a new class if too hard to recode
MrShadow 14 Mar, 2016 @ 3:24pm 
I have a few small requests if I may?

1. Love the idea of the smaller Mec. And being the Heavy Mec already in the game is supposed to be HEAVY, any way you could make it a bit larger than the standard white mech? That way all 3 Mecs very in size?

2. Can you make all 3 tier of advent troops actually look somewhat different in color?
Example tier 1 advent soldiers could stay as they are, tier 2 could have maybe white accents on the armor instead of the red, and tier 3 soldiers could have blue or some other accent color?

And do something like this for the shield bearers, lancers and captains?
MrShadow 14 Mar, 2016 @ 3:40pm 
Also, would love to see an Advent Medic class that has its own drone like our gremlins. Make it a pure combat medic for advent. And maybe a new Mec based Tech unit that repairs Mecs or can revert hacked Mecs back if we hack them?
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