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I had to use EndBattle XcomWins 1...very immersion breaking.
I'm assuming this mission is a lot more manageable when more is unlocked, but oh lord.
I do like how the enemies follow The Lost rule though where if you kill something you refund your action.
Is there a way to reduce the regeneration on the Plague Nodes? I looked in the .ini files and couldn't find anything relating to it, though maybe I missed it.
Also, unsure if this is a bug or intentional, but the Culprit does not respect Shadow concealment on Reapers. Damn near almost lost my Reaper just by running past the Culprit, but I know for a fact that I didn't enter the shown detection radius.
And lastly, I'll also mention what a couple of others have: the resistance soldiers only seem to target the plague nodes. They will fire on those things even as the Chrysalids are litterally in their faces ripping them up.
Great variety and a lot of fun! Nice to have different missions that feel quite different!
I did not survive.
It is not just a visual bug. I had some other mod that messed with civilians (or rookies) which was messing with the regular terror missions, so I yanked them all. I know it's one of these but I don't know which: Civilians revamped, don't pull that trigger, only haven assaults, raiders and resistance strategic spawning, rw realistic civilian rescue, versatile rookies, a better militia, improved advent resistance soldiers for chosen retaliation, no rookie & soldier prizes, rookie eager to impress GTS perk, rookies get free shield vests, silence the witnesses, war crimes, xcom civilian defense wotc. I know that's a long list but if I figure out which is the problem, I'll report back.
Are they unrescuable or just without the circles round them? I seem to remember reading about the circles disappearing for some people (maybe in one of the Long War mods), but that was just a visual bug.