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I think faction soldiers also get only that much AP, but without mods, you only have a few faction soldiers, so it is not hard to get them more combat intelligence by covert missions or just use XCom ability points because you only have to use them on a few guys. But when nearly all soldiers need XCom AP or high combat intelligence, then it feels wrong for me.
In my current game (highest rank soldiers are only captains at the moment) I have only one operative (out of 15) who has more than 1 ability in a rank (and she is Gifted). Faction soldiers are the same. My Psions (3 at the moment with combat intelligence Standard, Standard, Above Average) as a comparison have nearly 2 abilities per rank and I don't really remember using that much more AP on them (but even if I did that, it is somehow really strange, that I seem to have taken that much more abilities on Psions).
Perhaps I'll increase the AP per level up in my next game or see if I can somehow increase the amount of XCom AP that I get. Just wanted to post my observations on this matter and it would be interesting to know, if other people have similar observations.
This mod is probably and most definitely a net buff to XCOM. I'm not really interested in tweaking enemy behavior beyond what other people have already done - By default, I highly recommend this to be played with DerBK's ABA to make it more fair.
HoB: It's been reduced to 2 ammo, the tooltip is just lying. I'm eventually going to try to clean up all the tooltips, but that's pretty low on the priority list. Beyond that, I'm interested in hearing whether or not all non-assault rifle weapon classes have enough uniqueness to be worth researching with the current state of HoB.
Combat intelligence - I'll probably increase the amount of extra AP gained by a little, but it's supposed to play very much like the faction heroes, where you have just enough to buy one ability with Standard intelligence. I very much like the AP management portion, so it was intended to make AP a much more valuable resource - you could make superhumans, but how many?
I've been really lazy and hardcoding a lot of perk stats. I'll try and make them configurable in the next couple patches.
Was this intentional, or a side effect of how the mod treats weapons in general?
https://drive.google.com/open?id=0B6sdUI14YQbvMDJ0cC1VUkdCYjg
P.s.:One question, how to translate? the description far from reality
Aptitude Blades: Sword and knife attacks deal an extra 2 damage (in fact 1)
HeavyOrdnance gives 1 HE grenade, not 2.
HailOfBullets use 2 ammo, in description 4.
Buckshot, reduces accuracy by 20 (15 description)%, but increases critical damage by 20 (50)%.
and many others...
Anyway great job.
"Defender" bonus to retaliation missions
"Sabuetuer" bonus against black sites etc...
On another note, I was wondering if there were any plans to tinker with weapon mods, like how there are mods out there to change repeaters into silencers and whatnot. I'd be interested in seeing your take on attachment rebalance.
On a similar tangent, would there be any plans or potential to have compatibility with Grimy's Loot Mod? Admittedly it *mostly* works as is, but your changes to how GREMLINs work renders most of those attachments unuseable, and I think there may be a small handful of other perk-based attachments that assume the perks come from your class, not the weapon.
Thereeeeee definitely is, since I've already started tinkering with GREMLIN mods. I think I made the GREMLIN modules literally hours before Grimy's Loot mod was rereleased for WoTC and I haven't had the time to integrate.
@Ziodyne, actual russian localization: https://drive.google.com/open?id=0B6sdUI14YQbvOUNWdENWWE81NUE
in archive both of you class mods, this and psi-ops.
and seems to be, some perks doesn't work:
Hardy, Sprinter, Flexible - does nothing.