XCOM 2
Celatid Alien LW2(No longer supported)
MrShadow  [developer] 27 Mar, 2017 @ 6:53pm
BUG REPORTS HERE!
Please post all bug reports here!
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Showing 1-15 of 24 comments
Arkhangel 30 Apr, 2017 @ 3:51am 
Magnetic Scimitar isn't showing up for me, and I've autopsied Lancers. not sure if that's what the unlock is, so just checking. Could also just be a bug, given I'm not seeing stuff for buildable hunter weapons showing up either, it is entirely possible the two are screwing with each other. odd thing is i can make Tier 1 Scimitars still, just nothing else.
MrShadow  [developer] 30 Apr, 2017 @ 4:53am 
No idea why your hunter weapons are not showing but this mod is working as intended. Tier 1 Scimitar is unlocked with Hybrid Sword Tech after the Celatid Autopsy. The tier 2 Scimitar upgrade is unlocked with Muton Autopsy (not lancer) so the player doesn't end up unlocking the first 2 tiers too quickly. And tier 3 Scimitar upgrade is unlocked with the Archon Autopsy.
Arkhangel 30 Apr, 2017 @ 12:53pm 
ah, ty, that's why it hasn't shown up yet then. thought it might be in with Lancers like the rest of the tier 2 melee. though it's actually entirely possibly this one's somehow piggy backing the other. anyways, will let you know if i come across anything else, just in case it does turn out to be one.
Phantom 17 May, 2017 @ 3:16pm 
maybe only balancing but i have the turret research avaiable although i never encountered a celatid mk3 with turret, because i am early in the game. I get it with the sword research together after celatid autopsy.
MrShadow  [developer] 17 May, 2017 @ 3:38pm 
Yes that's not a big. You get the hybrid Sword research and the hybrid turret research after Autopsy of any Celatid.
Anatorax 29 May, 2017 @ 11:59am 
There is something wonky with damage calculation. I started a new campaign and encountered a small Celatid in my first mission. It hit my rebel for 2 damage, but at the end of turn she still had 4/4 health. Same with hitting my soldiers - they came back wounded, but their health bars didn't show damage from Celatid. To be more precise their health went down and the back up within 1 second at the same time when "burning from acid"/"stopped burning from acid" messages showed. I have Numerical Health Values mod, but nothing else that would mess with info displays etc.
MrShadow  [developer] 29 May, 2017 @ 12:31pm 
Sounds like you have a mod that is messing with your game. His is the first I've ever heard of this and doubt it's this mod causing the issue. Was playing last night and had no issues. Also, you should not have any Celatids spawning in the first mission at all. They don't start spawning that early. Have you tried messing with any config files in this mod? Or do you have other mods like ABA or the like when plying with this mod?
MrShadow  [developer] 29 May, 2017 @ 12:34pm 
Also in LW, even if a soldier has 4 health, he still has 2 ablative armor on because of the vest they start with. Are you sure that's not what was hit and taken away, and leaving your actual health?
Anatorax 29 May, 2017 @ 2:52pm 
Hi, thanks for quick reply. I have LW2 v1.4, ABA Guest enemies and ABA for LW2 (there are apparently two of these mods) and the rest are cosmetics and QoL.

I am also aware of the ablative armor. That was like the first mission after Gatecrasher. I'll keep an eye for this bug and will let you know if I encounter it again.
MrShadow  [developer] 29 May, 2017 @ 4:31pm 
I think you're conflict is because you are using LW2 guest enemies which I believe has the Vanilla Celatid added to it and you are subbed to the Celatid LW2 mod. So the 2 Celatid additions might be conflicting.
Dukenukem117 7 Jun, 2017 @ 11:15am 
I'm having a problem where I can't end a mission with the turret because it cant evac it. I can only let the aliens kill it, which counts as a soldier loss and reduces mission rating. Sometimes it ends the mission properly but multiple times now it hasn't.
MrShadow  [developer] 7 Jun, 2017 @ 3:19pm 
Issue should be fixed. Please try and let me know
Chirumiru ShiRoz 10 Jun, 2017 @ 12:55pm 
I think this mod may finally breaks my Ironman Run, I have the same issue as fatlazyhomer, I cannot end the mission because celatid turret cannot evac. there is no more aliens, there is no way to kill this celatid, so I am effectively stuck in this mission forever.

PLEASE do tell me there is a way I can get out of this without having to restart my entire ♥♥♥♥♥♥♥ run.
MrShadow  [developer] 10 Jun, 2017 @ 1:52pm 
Originally posted by Chirumiru ShiRoz:
I think this mod may finally breaks my Ironman Run, I have the same issue as fatlazyhomer, I cannot end the mission because celatid turret cannot evac. there is no more aliens, there is no way to kill this celatid, so I am effectively stuck in this mission forever.

PLEASE do tell me there is a way I can get out of this without having to restart my entire ♥♥♥♥♥♥♥ run.


did you read the change notes and do as i suggested? also when you load the game and you are at the mod menu where you can pick what mods you will be using for that game. ALWAYS click LW2 first if playting a LW game and then pick any othe mods after that as the first mod you pick and after is the mod order it will load the mods. If you pics some mods and then pick LW2 on that list later, some of those mods before LW2 may not work right. No idea why you guys are having this issue as Im playing right now and its woking completly fine for me.
teh1archon 10 Jun, 2017 @ 11:58pm 
So I've started a new LW2 (1.4) run with this mod and I've noticed that these aliens never drop carry-able corpses. Which is strange since my previous run (LW 1.2) didn't have this problem. I thought that maybe I need to finishe the Faceless autopsy first because of the lore but I still can't pick'em up and I make sure that I kill them softly with guns or in melee but not exploding them.

Any ideas? Am I missing something?
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