XCOM 2
[WOTC] The Hive
Viser 11-20 af 57 forekomster
< 1  2  3  4  5  6 >
Opdatering: 17. maj 2020 kl. 15:38

Small update to the Hive Queen Armor special weapon/item slot. Small addition that was added to the community highlander. Hope this fixes any issues anyone was having with different vest and ammo slots mods. It MAY break your current soldier who is wearing the armor as the slot has been renamed/reworked. So if you have the wings or cannon equipped, it may now be locked. If you have any issues, let me know, ill give you the AddItem drop commands to get you a new Armor and items. But you may need a new game start.

Opdatering: 4. maj 2020 kl. 23:03

Quick update to fix an issue where i had tuned off code to test other code a while back and once again, forgot to reactivate the original code. Anyhow, grenades and flame thrower targeting was allowing Chameleons and drones to be seen while hidden. Thats been fixed. ALSO started the groundwork for a new inventory item ill be adding later.

Opdatering: 30. apr. 2020 kl. 16:44

The Chameleon had a chance to attack or scamper 25/75% and the drone attack or scamper 50/50% when revealed with scanning. Some people felt they were attacking too much so i changed it to Attack/Scamper/SkipMove

to 10/45/45 for the Chameleon and 25/40/35 for the Drone

Opdatering: 26. mar. 2020 kl. 16:17

Fixed a stupid error on my part in the last update. In my testing I lowered the Queens Force Level to spawn in the game so I could get her to spawn earlier and test her properly. ONLY... Im dumb and forgot to put her Force Level back to where it should be. So a lot of you were for sure seeing her way too early and I AM SO SORRY!!! Im mean but really, not that mean.

Opdatering: 26. mar. 2020 kl. 16:16

Opdatering: 24. mar. 2020 kl. 20:51

ok so... completely redid the Queen's AI. Got rid of a few things, simplified some others. She still does everything as she did before but just with a bit less AI code. I tested this with ABAI, Podless, Yellow Alert, Diverse Alien Pods and Pod Size by ForceLevel. Tested in different combinations that made sense to use together and in all combinations, she called in Hive, Healed herself, moved, moved to attack and retreated when needed.

Opdatering: 15. mar. 2020 kl. 20:36

attempted fix in the Hive Queen's AI and ability for multiple actions per turn. Seems maybe an issue on my side was that the game did not like here having more than 3 actions a turn (as she had 4). I dropped it back to 3 and she seems to be acting and reacting normal now. I tested it out a bit and shes calling for help, calling for escape, moving to claw attack and just moving in general now. If any of you have save games where shes active or will be soon, please load those saves and do some testing on your end and give me your findings... please?

Opdatering: 10. mar. 2020 kl. 20:05

2 small updates.

1... One of the rippers was still set to its old reveal attack AI. Sorry I missed that, has been fixed. Now all rippers have a 50/50 chance to use Chryssalid reveal AI which will force them to run into melee range(but not attack) or fall back. BUT if they fall back on reveal, be ready because the next turn they get to act, they will rush you.

2... made the detection range to reveal hidden Chameleons and Drones, 3 tiles out from 2. While I understand 3 tiles probably still does not seem like a big area to most. But when its 3 tiles around a target, that is quite a big target area that if you move into, they can be revealed.

Opdatering: 29. feb. 2020 kl. 17:28

ok so... a few changes here.

1. Rippers should no longer attack or get a free attack on reveal and should not go after VIPs that have not been triggered. This goes for Advent controlled Rippers, I'm hoping this fix will stop the 3rd party faction (Feral Hive Rippers) from doing the same but we shall see.

2. Infectors now have a small chance on reveal that instead of just a base scamper, they may go after a Civilian within range instead. The Infector's whole reason for being is to go after easy pray to "infect" them. So they now may do this on reveal if there are Civilians around.

3. Drone and Chameleons now have a 2 tile detection radius that IF YOU move into that area or though it (like when hidden faceless are on the map) you'll trigger the Drone or Chameleon to come out of hiding. If a drone surfaces it will have a 40% chance to try to attack a target in the area and a 60% chance it will just try and scamper away because you found it. If you trigger a Chameleon to reveal itself, it will have a 25% chance to attack a target in the area and a 75% chance to scamper away because you revealed it. If you trigger either of them with any form of scanning, the Attack/Scamper AI will also kick in. They will not just stand there on reveal.

4. The detection radius for them to reveal is set at 3.0 meters (2 tiles) Is configurable in the INI.

Keep in mind that these reveals are in place to give you another way to find them IF YOU DO NOT have any form of scanning to reveal them. On their turn, if they are burrowed or invisible and move to attack, they will not be detected and will still attack just as they did before this update. So still keep those blade storm rangers ad templars close and use that covering fire if you have it. Remember, you can still stop a Chameleon from vanishing if you hit it with fire or acid to burn it. Also now that you can trigger them to reveal themselves on your turn, if you have a good idea where one is... run a fast soldier with dodge or blade storm though that area and keep a few others on Overwatch. As soon as they come out of hiding, you can now overwatch them ;)

while burrowed or invisible, you can still do damage to them with explosives as well. We are working on one more added way to find hidden enemies and that might come in the next update. For now, good luck!

Opdatering: 29. feb. 2020 kl. 17:28