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I firmly believe that no mod-enemy should be stronger than Avatars or Chosen (Ethereals being the only exception). So I welcome the Legate nerf. Still challenging, but not nearly as OP as before. Amazing job!
Insult to injury, he had ~6 hp by the end of the turn. Healed 6, then got another 11 or so when 2 more aliens showed up. The Electrician class does well against it.. arc blaster attacks do more damage than plasma cannons and vektor rifles. One insane beast... but finally got it down in near the end of the 2nd turn. Haven't encountered one of these in a large pod activation yet.. like say, holed up with a base general. I don't even want to imagine that scenario...
Legates can show up on Very Light (12 enemy) Ambush Troop Column missions.
The 'The Crucible Of Light' ability reduces all damage taken by 90% so Legates have 500 effective HP. With the bugged 'A Fissive Orison' ability Legates are effectively immortal in LWOTC unless you stack an insane Master Sergeant squad that can do 500 HP damage in a single turn or can crit literally every shot since crit damage bypasses the damage reduction effect. This is an average of 50 damage per soldier minus crit damage in a full 10-soldier squad. In a single turn.
Armor pierce is useless as a way to overcome the damage reduction. The 'bonus' caps out at 3 armor pierce which for a plasma rifle means it 'only' has its damage reduced by 63%.
The previous version of the Legate was a fun and engaging enemy but the new one is an immediate kill on sight with a console command.
Legates can take a Magna's Supremacy action even while stunned. The Legate does not perform any animations when this happens and will appear in the 'stunned' pose. The 'Stunned' flyover showing how many turns the Legate is stunned for is also wrong if more than one source of stun is stacked. After applying a non-damaging stun the flyover showed 8 actions of stun left while the F1 UI showed 6. The F1 UI was the correct value.
The Legate perk 'A Fissive Orison' causes all damage received during the enemy turn to be healed at the beginning of the unit's turn. This also applies to the MEC Trooper or SPARK using a Syu'Quez Dominance Cannon. The unit is effectively immortal unless killed in a single turn.
Now I'm running the mod with LWOTC and it feels like its abilities are bug. My shinobi got instant kill out of nowhere even though they were still in concealment. All soldier's armor and health just vanish when running into it. And just like you said, weapon just does like 1 -2 damage.
I finally resort to using console command KillAllAIs and somehow that still couldn't kill it.
It also appears that they cannot be stunned, because I've tried countless times across missions and not a single attempt has worked.
To be fair this might be an issue with resistance forces activating pods.
And big thanks for all your hard work, amazing mods
But the weird thing is that it was my Templar who had the holy warrior effect from my own advent priest (Petrock playable advent) and it seems somehow the game was thinking that the Heavy Mechtoid had the holy warrior effect when it didn't.
So to clarify: My own priest used holy warrior on my templar and now the templar's damage was reduced to almost nothing against the heavy mechtoid.
"Moved the Legate's All For Her Cause Ability to be exclusive to Hard Mode, and made the radius of the ability configurable, due to issues of mod <> mod interactions."
I believe Reshi mentioned several months ago that the Legate 1HP ability now has an ini file setting to turn it off if it is necessary.