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I have to de-install the mod as this renders the whole sniper-class unplayable in endgame. :/
You are a scoundrel and I wish you a VERY VERY BAD day Sir!
Second, the teleport distance on hit is far too long. When I hit the warrior on my turn, it teleported far north-east well outside of my range. So I focused on the other enemies in that pod. When it was the alien turn, that particular warrior went even further north and began to slaughter civilians with a 100% chance to hit according to the flyover text. And I have buffed up the civilians' defence in my game to compensate for the larger pod sizes I'm running. Berserkers have a 50% chance to hit the civilians for example.
Rather unfortunate, since I love your other mods. And the models for these guys are top notch. Gameplay is just terrible. I ran across my first warrior when my guys were still using un-modded conventional weapons. Just one of the warriors ended up knocking out my entire team and failing the mission.
Both Archons are really obnoxious. I dislike teleport-on-hit, since it makes it almost impossible to use tactics against such enemies. If his teleport range were shorter, things would be more interesting. Him be able to inflict huge crits and stuns is too much.
The Shaman is OP in terms of defense, health, and dodge. There is no strategy other than "blow him away with powerful weapons, and get rekt if you don't have the tech level for them."
I agree with @Knightmare047 . Reaction moves (like bladestorm) are not well-implemented and bug-inducing.
I give up on playing with mods that frustrate and anger me. I like tough enemies, but things go too far when I dread enemies because they are too strong for the force level.
This mod is not fun, and I would avoid it because it's not very fair and adds little depth to the tactical gameplay. It only really makes sense if you play with a lot of mods that amp your weapons up.
The Archon Warrior when approaching one of my units with a Bladestorm/Retribution ability has both of their 'bladestorms' activating and the game pauses for a long while before finally registering whether their attacks hit along with the units' reaction to the attacks. The Archon Warrior also seems to fly to a random location at first, and then gets 'rubber-banded' to another.
There is nothing we can do about that... sorry
The Mod itself is making TLP more "immersive" in it's story as a gap between Xcom 1 and 2, part of this process is removing Aliens that Xcom shouldn't have encountered yet.
For Blast in the Past I need to create a "grunt" Alien type so that it's not overwhelming for Xcom since the mod will be making them stick with conventional gear the entire time.
I added the following line but it still does not show in the item description:
[ArmorBreakthroughsIncreaseArmor.X2Item_SerpentSuit]
SERPENT_SUIT_+ARMOR_TYPE_BREAKTHROUGH_BONUS=1
What am I missing?
And do I have to add the commands for each armor individually?
Thanks for clarifing, though i feel like if you overwatch and hit them while they are trying to attack they should be forced to teleport away before they get a chance to attack.
Perhaps this is just the case for me but i would very much appreciate if you could fix that bug or if not tell me where in the files i could find to either disable them as reinforment entirely or change or even remove the bladestorm effect on them, cause getting that checky hit in for free doesnt seem fair.
They show up before normal Archons though
It's just I need standard Archon autopsy for another mod to function.
Btw, do either of these guys use blazing pinions? Because I would need to plan for that:)
Yeah that is the one that I switched to and it seems to be working just fine. Thank for the note! GO TEAM CX!