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So if anyone is interested in bringing this to WOTC, shoot me a PM. I personally would love to see this on WOTC.
Heresy
If anyone is interested in making a wotc version, feel free to go ahead.
@luis.mendez6 An Elite Corrupt Avatar would be too brutal wouldn't it?
Plus, the sustain +self-razing thing was a nice touch... nice to have a zombie that is actually threatening. Particularly if it kills it’s allies by accident and creates a chrysslid cocoon as a result.
You should add “psions with fortress,” “Sparks” and “Restoration” to the list of counters. The former two don’t care about all the venom that makes this guy dangerous, the Sparks don’t care about his psychic powers either and restoration can completely undo his efforts!
I'm glad that happend to you, sounds like exactly what I need. Was going to ask how this plays out with LW2 and everything seems to be well n good :P
thx :D
A lot of aspects of this enemy can be modified including its spawn count. If you think its Sectoid Spawns are too much and unbalanced, you can actually modify it under XComMission. Find 'CorruptSectoid' under encounter ID and modify its MaxSpawnCount from 3 to 1 for example if you think just 1 sectoid is hard enough to deal with. You can also change the CORRUPT_PORTAL_LOCAL_COOLDOWN and GLOBAL_COOLDOWN in XComCorruptAvatar to for example 99 if you just want it to summon once for the entire mission (Even if there are multiple CA). Note that global cooldowns don't apply in Legend difficulty (If my memory serves me right)
The filename for this mod is 702143276. Just mess with it until you find a good balance of difficulty. I hope this helps :D
A mission with Extremely Light resistance (meaning an incredibly low amount of enemy units) went to complete hell because a Corrupt Avatar showed up. His mind control was managable since he could only control 1 rookie I had with me, but his ability to spawn a shitload of enemies behind your lines is just too much.
If this was some kind of ruler enemy, fine. But if he can show up on multiple occasions in a single playthrough (thus dooming any squad that ISN'T entirely compromized of fully-trained soldiers that might run into him), that's just too far.
"Pure virtual function being called while application was running (GisRunning == 1)." (then game crashes)
this only happens if i leave alive the "reanimated version of the corrupt avatar" (not regular one) and on his turn it happens...
pd: i just go killing it in one round to avoid this lol (kinda hard) not sure if anyone else can replicate since i have a lot of mods...
I tested the bug and got one conclusion. Only Phantom Claw skill broke the game. :-D
Otherwise the game was not broken at all.
I think that 'Teleport-Zombie-punch' seems to cause the game crash.
If you can get it to work. Great :D I will love to see it.
I can fix this error personally by turning this into a 'PsiReanimation' icon, but are you willing to revive this cool skill?
AnimaCorruption. The skill you have left as a kind of Easter Egg. :-) The icon of this skill has now collapsed.
`CREATE_X2ABILITY_TEMPLATE(Template, 'AnimaCorruption');
Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_AlwaysShow;
Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_psipanic"; //<= yes. that's it!
Template.AbilitySourceName = 'eAbilitySource_Psionic';
Template.ShotHUDPriority = class'UIUtilities_Tactical'.const.CLASS_COLONEL_PRIORITY;
Template.bShowActivation = true;
Template.Hostility = eHostility_Offensive;
I am trying to create a new PSI class mode - a series focused on AOS attacks using PSI emitters as primary weapons. In other words. A class that uses the skills used in Corrupt Avatar in your mod.
I'm embarrassed, but can you give me permission?
If you do not like it, I'll get it off the steam workshop immediately.
(In that case, this mod will be satisfactory for me to enjoy alone.)