Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Added that mod to my usual bunch and, while it took noticeably longer, it still loaded fine.
I spend a few hours reading the mod files, but its kinda hard to find the bug without knowing what lines changed in the update, so i could at least pinpoint the impacted parts.
If anyone happens to still have the previous version, it would be much appreciated
I’m experiencing the same issue. The game was running fine until yesterday, but now it gets stuck in an infinite loading screen and won’t launch. The only things I updated in the meantime were one class mod and this mod.
@Snowmakererereoioiu
There's a changelog with the alternative launcher. Its not the best but here's the description:
Update: 20 Apr @ 2:00pm
Spoonism, No Mercy: now require the triggering ability to have damaging effects.
ManaTeleport, ManaGrapple: now ignored by overwatch.
Mana Focus Abilities can now be created via config.
Goring Blade, Beso Toxico: now always apply 2 stacks of agony. (used to be one stack if they already had the effect)
Mass Sleep: AOE size scales with Psi Offense.
Fixed MoveSilently not being created.
Added 25 new abilities.
It broke compatibility with "Templar Mage and Revised Caster Gauntlets" in Christopher Odd's Season 9 collection.
I could fiddle around a hotfix, if I could see the changelog. Anyone happens to know if there is a public repository where I could check the changes?
Please, can you explain what this means and how the abilities can be created via config!
Thanks again for all your help! :)
same place XComMZPerkPack.ini is.
Can you tell me where I can find XComClassData.ini ? Sorry, I'm really bad at computer stuff! xD
It's about what kind of hitcalc they use. Psychic have a Psi Offense vs Will Stat Contest (like some vanilla psi abilities). Kinesis work similarly to shooting at something, but use some fancy math to use Psi Offense instead of Aim.
@LonewolfX17
you can add pretty much any ability you want to that (although some may not work if a class with the wrong sort of gear gets them). However, they also need to appear either on some class's ability tree or in the ExtraCrossClassAbilities array in XComClassData.ini (which also controls which inventory slot the ability will be assigned to when it shows up as a cross-class skill)
ScriptLog: XAaA debug | (ignore the above, trying to track an issue where our mod kills Mitzruti's Perk Pack on some setups)
Did it conflict with a MOD?
However, there was no issue before the February update.
Not sure about its sister abilities "Pincer Movement" and "No Mercy" at the moment.
I saw in the mods list that there are mods for use with melee weapons, however, these mods do not appear in the Trainingcenter pool... is there a limitation or something similar that I don't understand?
So in this case, it is very important to know if there is a requirement or not.
Also a perk which give bonus aim can be an active perk or a passive perk. In some cases the passive nature of the perk is mentioned, but it is not clear for every perk.
Therefore i hope there will be a detailed list.
Did you look at the Discussion?
The list should include informations like active or passive perk, the designated slot and if there are requirements. Sometimes the word passive is written in the readme.txt , but i think not all other perks are active. Also sometimes requirements are mentioned, but it stay not clear for me.
For a short number of perks i can prepare such a list by myself, but for this great number of perks it will be very difficult to extract the informations from the source code or trying out all the perks.
Many of the included perks seem very interesting for me. But it will be hard to use them without these detailed informations.
If the author or someone else have prepared a detailed list it will very helpful.
Because the items show up when you click the slot, so the game definitely recognizes that they should be equipable in the specialty slots.
But when I try to equip them it auto-unequips. IDK
As far as i can tell, those all should work already?
the grenade one allows any grenade that isn't a rocket.
the heal one is just checking that the itemcat is heal, which the healbomb and restorative mist have by default.
unless something else is interfering?
@LonewolfX17
the config is present, so they should be automagically enabled if you have the GeneMod mod.
Or are these hard-coded? If so, can you add them when you have time?
when the mission is completed i get excellent even though it was a flawless mission.
I see a comment by jrikacz i think its talking about the same thing. However my soldier doesnt get wounded. it just says so in the end screen but he is not injured per say, can go to next mission no problem.
Its an issue because i use the flawless missions give rewards kinda mods
Does "MZFinalBlow - direct attacks on low hp enemys automatically crit" this Perk means with direct attacks Melee Attacks?
(they're technically just abilities internally)