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Thanks again for the great work :)
I'm asking because the new version cut out the Psionics changes. So everything should work just like in vanilla there.
If you are in fact using this version here, you can find a thread about the psi changes pinned in the discussion tab: https://steamcommunity.com/workshop/filedetails/discussion/1156798529/1489992080508935882/
Tbh, it's been long enough (2 years! Jesus.) that i am no longer sure if what's described in that thread is the current status in the mod, but it should be close enough.
One problem though, i am in the mid point of my campaign, and i realized that despite researching sectoid autopsy, priest autopsy and psionics i cant build psi amps, and there is no documentation for the psi overhaul in the archive.
were those elements removed?
thanks in advance :)
The ingame documentation in the XCOM Archives (which you can reach from the Commander's Quarters) has more details.
How does shields work in the updated version?
I just started a new campaign - the only mods I added was this and the 2 required mods - MissingModPack and ChangePromotionScreen. I noticced that at the beggining of the mission, all my troops start out with 2 extra orangish health bars on top of their normal heal bar. when they get hit, it says "2 shields" and the shields can't be healed up. Is that how y our design works in the new version and just curious about the thought process behind it.
The names you are looking for are SidearmFragments, TechFragments, LightWeaponFragments, HeavyWeaponFragments, Tier2UpgradeComponents, Tier3UpgradeComponents
It should be available in the Proving Grounds after doing the Muton Autopsy, i think.
This is a thing that exists, though: Custom Weapons Support by zamster. I do not know how current it is or what the limitations are.
Also, there might be mods around for that kind of thing? Again, not sure because it's just never been of interest to me.
Thank you for your mods, l look forward to the rest of my campaign.
On that note, i assume you have the correct version of the mod installed? I'm asking because this page is for the old, pre-TLE version. Not that it should matter for that loadout bug you are experiencing, but just making sure ;)
I expect no further updates, but your weapon loadout allows any weapon to be selected (and fails where not valid leaving empty hands) rather than having the class restricted fade on it as per vanilla/LW2
Yes, the distribution of upgrade slots is intentional. Snipers and cannons get a lot of innate bonuses which is why i reduced their upgrades by one. On the other hand, assault rifles get an extra one to make them more customizable.
Once you upgrade to tier 2 weapons, cannons and snipers will also be able to be modded.
Is this by design, or have l broken it somehow?
By the way, l understand you are departing the xcom mod scene, and am working my way through your twitch campaign atm. I wish you all the best for the future!
https://steamcommunity.com/sharedfiles/filedetails/?id=1335226018 .
If you want to edit the perk lists, you can find them in the ClassData.ini of the class.
There are a lot of things that can be hacked in the game for non-Specialists, like mission objectives, van doors, cell doors. And with Infiltrator you are pretty much guaranteed to get one of the bonuses from it. Getting an extra month of double fast scanning or a chunk of intel here and there quickly adds up.
And then there's the Skulljack :)
Agents, who have Infiltrator as a class perk, are especially worthwhile Infiltrators. Their GTS perk gives them extra skulljack charges. Doing those brainhacks with 150 hack score means more intel and less feedback damage. Pretty great, actually.