![]() No overrides, should have no incompabilities. Problems? Follow this guide first! it may solve your problems (applies to all mods) WARNING: As any XCOM 2 mods do, saving a game with a mod enabled will cause the save game only work if and only if the mod is enabled, since this mod replaces behaviours that only affect current session, there should be no problem disabling this mod, if you want to disable it, you will need I only tested with haywire protocol, due to the lack of lamp posts in my environment that allows me to test, and you can’t skullmine in tactical quick starts, I can’t really test normal hacks in a while, please report if the problems still occur (and what you did to cause it). ![]() NOTE: This only affect new instance of skull mine feedback damage, so if you already have someone suffering the feedback damage before activating this mod, they will still take damage for each hack until the next mission. This mod fixes that so the feedback damage only occur once. Currently, there’s a bug with skullmine feedback that causes the unit affected by the feedback to take damage EVERY TIME a hack occurs, no matter who performs the hack or whether the hack succeed or failed. Just a suggestion, because I'm pretty sure sectoids are tougher than mutons now. After all, seems like sectoid soldiers would be FAR more valuable now than some mass produced chronites / blue dudes ( i forget their name) and I'd figure if sectoid soldiers were more dangerous than chronites, they would save them for raids, terror missions, defense of high value ships / missions, or something of more importance than mutilation of cows. If this stays the case, perhaps chronites should instead be the primary first wave, possibly even ships with mix races, like a bunch of chronite soldiers, sectoid staff, and sectoid leader. Now it feels comparable to a chrysalid / snake ship. Just capturing one is a huge task, and almost everyone I've talked to sees them as a pretty big hurtle because of how tanky they are.Īll in all it really radically changes old balance, where taking a small sectoid ufo was a challenge, but nothing big. I almost wonder if it might be better to segregate sectoid soldiers from sectoid security guards, and have much weaker shields on security guards. Fixed crashes related to the Cyberdreadnaught. ![]() ![]() Fixed a crash on Cyberweb Centurion recovery. Fixed some problems with corpse recovery. Fixed armor transformation mess (thanks to Dioxine). An Avatar is created when a Skulljack is used on a Codex, which can only be done once.Killing this Avatar reduces the progress of the Avatar Project. Constant animation on Shadowbats (by Ivan Dogovich). Avatars are encountered just twice in the XCOM 2s single player campaign, and cannot be encountered outside of these scenarios. Cyberweb Manufacturing Plant mission is more common. A little less chance for Crop Circles and Cattle Mutilation missions. Added some alternative ways to find a Durathread Manufacturing. Buffed accuracy on Floaters and Mutons. Decreased Precision Plasma accuracy and increased TU costs. Units should now respect weapon range better. Rebalanced Psi-Amps and other standard psionic items. Removed Mind Control option from the Psiclone. Completely rebuilt Gauss (now called Mass Drivers) and Railgun (now called Gauss) weapons' tech trees, since now they are derived from Reptoids. New facilities: Improved Laboratory, Advanced Laboratory. New items: Skulljack (same as Psiclone, but with Mind Control), Shogg Blade, Storm Rose. New missions: Reptoid Fringe Settlement, Reptoid Assassination Squad, Croc Raid, X-Com Slander (Shared Alloy Ammo). ![]() New units: Croc Cadet, Giant Beetle Bombardier. ![]()
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