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The perk that reduces the damage taken by a Leviathan Mechtoid when it is under the effect of Holy Warrior also applies to damage dealt to that mechtoid by an XCOM soldier that are under the effect of Holy Warrior.
For example, if an XCOM soldier is under the effect Holy Warrior from a Playable ADVENT Priest it causes that soldier's damage to Leviathan Mechtoids to be greatly reduced.
I enjoy the mod a lot, and it adds challenge that I felt was missing from the mid and late game, but I take issue with the Corrosion mechanic. I don't personally mind mechanics like this as long as they can be removed by some kind of other in game mechanic (covert actions, Infirmary, etc.)
Is there something in the config file I can change, or a console command to remove Corrosion from a unit?
Is it safe to install mid playthrough?
Also, is this safe to install mid-playthrough? I'm currently having way too easy of a time in the mid/lategame
But. I don't like some enemies. Question: how to remove them? In the configs? Which lines are responsible for spawning?
As for the corpses being the special ones and not normal muton corpses, the Requiem Armory mod has a definition for AHWMutonMagna_BaseLoot that gives a CorpseMuton, which is the OG muton right? Am I misreading this?
Looks like you found Requiem Armory. By the way, the corpses are not Muton corpses, they are special Fantassin corpses.
Found out that the Requiem Armory mod has the definition that gives a corpse:
+LootTables = ( TableName = "AHWMutonMagna_BaseLoot", \\
Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseMuton", RollGroup=1), \\
Loots[1]=(Chance=95,MinCount=3,MaxCount=7,TemplateName="ARFMRequiemEssence", RollGroup=2), \\
Loots[2]=(Chance=5,MinCount=1,MaxCount=1,TemplateName="EleriumCore", RollGroup=2))
Was the corpse drop forgotten from stainless dreams mod? Anyway, sorry for spamming the comments rather than making a thread. Didn't know I would end up posting 3 comments
; FANTASSIN
+LootTables = ( TableName = "AHWMutonMagna_BaseLoot", \\
Loots[0]=(Chance=100,MinCount=5,MaxCount=5,TemplateName="Supplies", RollGroup=1), \\
Loots[1]=(Chance=100,MinCount=3,MaxCount=6,TemplateName="EleriumDust", RollGroup=2), \\
Loots[2]=(Chance=5,MinCount=1,MaxCount=1,TemplateName="EleriumCore", RollGroup=3))
However: this loot table definition is not available under this mod. it is actually from another mod which is Stainless Dreams https://steamcommunity.com/workshop/filedetails/?id=3267041806
Seems like an oversight? The mod I am writing this comment on does not define a X2LootTableManager anywhere
Loot.ForceLevel=0;
Loot.LootTableName='Muton_BaseLoot';
CharTemplate.Loot.LootReferences.AddItem(Loot);
And the AHWMutonMagna's template has this:
Loot.ForceLevel=0;
Loot.LootTableName='AHWMutonMagna_BaseLoot';
CharTemplate.Loot.LootReferences.AddItem(Loot);
I don't exactly know if this BaseLoot is the loot that gives the corpse, but at the end of my mission I received all the corpses from the mission, except this special Muton. Is that a bug or intended?
making Sabotage facilities empty
When using the phalanx class mod with the ability intimidate and encounter a requiem enemy with endless hate, it softlocks until the phalanx soldier is dead because the initimidate and the endless hate loop when standing besides each other.
Just a heads up for everyone that uses both those mods.
As I'm playing a nonlowtc game, the difference is so damn obvious. I'm gathering resources for t3 gear and only now am I seeing the legion in large numbers.
In other words, great mod