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
as a SQUADDIE, this mod adds a 100% guaranteed Mind Control and an 100% instant death ability. No randomness, no Psi Amp requirement, just 100% success on mind control or instant death.
the next ability i got from the Operator tree gives an ability that deals 12-18 damage with a melee weapon... but it did NOT seem to take my equipped melee weapon into consideration, so I think it would "work" even if you didn't have one equipped. Regardless, that's enough damage to one-shot many endgame enemies... gained within the first 20 minutes.
The "become invisible with melee kill" (the main reason I downloaded this mod) only works with the abilities from this mod.
This seems like a "neat" gimmick mod if you want a single godlike character to solo the whole game... but this isn't what I was looking for.
Most of them seem to add a ranged weapon and melee weapons and psi-amps... does that mean that the "active sounding" abilities use the primary weapon slot, and use either ranged or melee weapons, depending on what is appropriate to the skill? Or is the melee weapon expected to be in the secondary slot? If so, where does the psi-amp go?
I guess I can spend the next 5 hours testing all of this stuff out... but it would be really helpful just to get a description I could read through in 5 minutes.
The super soldiers also require some perks to choose that ability, but everyone even without the perk is able to see those abilities, just not able to choose them because those abilities said 'require blahblah perk'. The gift is unable to see if the perk isn't taken, I guess this makes this issue.
I still haven't tried if taking gifted by the tide first, then retraining it, then retaking the perk again will work. Just an issue found accidentally when I retrain soldiers.
Now as to the temporary fix, what I did was go to THIS mod's configuration and change some things in the .ini which I will post in a discussion for this mod.