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
This Trooper wields a cannon instead of the mag rifle.
Tier 1: Demolition
Tier 2: Demolition, Light Em Up
Tier 3: Demolition, Light Em Up, Chain Shot
ADVENT Demolitionist: Click me!
This Trooper carries a lot of explosives.
Tier 1: Carries a frag grenade.
Tier 2: Carries a frag grenade and a grenade launcher.
Tier 3: Carries an alien grenade, a grenade launcher and a rocket launcher.
Im using your Sectoid Captain example. If its going to be T3, then its stats have to be increased.
Also, something that I would love to see. You know how Advent progresses, with T1 units being completely replaced by T2 and T3 ones. I think this should also be the case with the aliens.
Weak T1 aliens such as Vipers and Secoids should be completely replaced at some point of the campaign. Mutons should be replaced by centurions and centurions by elites. Normal lids should be replaced by hunterkillers, queens, abominations and kings.
Fighting defenseless Sectoids with plasma weapons in the end game doesnt feel fair for the aliens.
Regarding completely replacing the vanilla units, the spawn mechanics for non-Advent pods are a major limiter for what i will be able to allow. All followers in an alien pod are always exactly the same and since most people play with IESS or Better Pods, that makes pods ugly. I don't want pods with 5 Wyverns, for example. In the past, i allowed only vanilla aliens as followers for that reason, but i am going to re-evaluate that. For Sectoids, i can see using Soldiers and Mindbenders as followers, for example. But not Captains, Negators and Puppeteers. For Vipers, i am perfectly fine with the vanilla versions for the most part, but could imagine Boas being viable followers in the endgame. Etc etc.
Chryssalids are a special case, for them i already made the base unit in 4 tiers, so i can replace old tiers dependant on forcelevels. I don't plan on going that far for the other aliens, tiering the variants should serve much of the same purpose.
I assume the problem is in native code. Do you know what function has this bug? I suspect it may be XComAISpawnManager::SelectSpawnGroup, but I wanted to ask if you knew more.
I don't know the exact location where this behaviour is rooted.
On the trip, i was able to nearly finalize my concept for the Advent and Alien lineup, including forcelevels and leader/follower relations. I will probably post something about that in the next days.
As a final note for today, here's a pic i also shared a week ago, showing off all the different Chryssalids that will be in ABA 2.0: Click me!
On the far left, a vanilla Chryssalid for comparison.
In the middle, from left to right: Crawler, Drone, Spitter, Hunter, Bleeder, Hunterkiller
In the back, from left to right: King, Queen, Abomination
o/
The tier 2 and 3 variants will likely not be used, instead the variants will be tiered as described earlier. Kobazco gave me permission to use his Elite Viper if i feel like that's not enough.
The Vipers and Mutons are going to use the skins from the LWAP.
http://i.imgur.com/cQlZOIt.png
At the top, you see the forcelevels from 1-20 and below it which enemies spawn at which point in the game. The top lines (Captains, Advent Codex, Sectopods) are the pod leaders ("L"), the rest are the followers ("F").
As for the unit themselves, here's the document i am working from:
http://i.imgur.com/Qva787M.png
Here you can see a few things:
- Most units now have a progression of abilities from one tier to the next.
- Some units that appeared in ABA 1.x are no longer on the list. I trimmed some fat by merging units into each other. For example i merged the Riot Control and the Warden into one new Captain that has Stun weapons and a Flashbang. The heavy weapon Captain is no longer necessary now that there's a Trooper with a cannon. I decided that i only need one armored Trooper. Stuff like that.
- Yes, there's no vanilla Trooper at FL13. No idea why, it's in vanilla like that. I might close that gap :>
The last thing i have for you today is a little chart similar to the first one, but for the Chryssalids:
http://i.imgur.com/4oqHwX6.png
Fairly simple:
- The only followers are the 4 baseline Chryssalids from ABA: Crawler, Drone, Hunter, Hunterkiller
- All Chryssalids can be leaders. In addition to the base Chryssalids there's an overlapping progression of special Chryssalids, consisting of Spitter, Bleeder, King and Abomination. In the endgame, the Queen joins the nest.
http://i.imgur.com/sCfF2zA.png
Top graph shows the leader aliens, bottom one the followers.
Some notes by alien type:
Vipers: Vanilla Viper gets replaced by Elite Viper (the one by Kobazco) at FL11. Wyverns, Mambas and Boas are the variants. Boas and Mambas will also be valid as followers. It's not on the graph, but i am probably going to allow Elite Vipers as lategame followers as well.
Sectoids: The Negator, Soldier, Mindbender, Captain and Puppeteer appear as variants again. Soldiers and Mindbenders will also be enabled as followers. For the endgame, there are Prime versions. Sectoids are largely unchanged from ABA 1.x
Mutons: These are now tiered in a similar way that Advent are. Vanilla Mutons are T1, Pyro and Infector are T2, Captain and Champion are T3, and there's a Prime. The tiers are going to be reflected in their stats. Except for the Prime, they are all going to be able to show up as followers, which will be a ♥♥♥♥♥ to balance.
Berserkers: Same as in ABA 1.x, there's the vanilla Berserker, the Firestarter and the Primes for both. Vanilla Berserkers are going to be enabled as followers, but will probably be limited to Muton and Berserker leaders.
Codices: Codices are enabled as followers in vanilla, something that i disabled for ABA 1.x. For 2.0, Codice followers are back and i am going to throw in Codex ICE follower packs for good measure. Like the Sectoids, the variants themselves are the same, but their abilities will be tweaked in some key areas.
Archons: Executioners and Sentinels make fine followers for the endgame. Aside from that, they will be ported from ABA 1.x to 2.0 pretty much unchanged.
Gatekeepers: No changes from 1.x to 2.0
Andromedons: Also no changes.
Here's a mini-graph with the units that spawn without followers:
http://i.imgur.com/jvI6vIf.png
Nothing new there.
Okay, now that you have seen the lineup, here are the abilities i have planned for each unit. There are some tweaks here to the old ABA units, but not as many as for the Advents:
http://i.imgur.com/7vYg23Q.png
(I forgot the Sectoid Prime Soldier on this one... oops)
I guess aside from a few minor tweaks here and there, there are two things here that are interesting: the Mutons and the Mamba.
Mamba: The Mamba is my take on the Sniper Viper. It uses Squadsight and a Boltcaster, making good use of the aim bonus from it. It has a special ability that adds another +25 aim, but sets the damage to exactly 2 (pierces armor). The Mamba uses this ability to finish off your wounded soldiers you think you can hide in full cover and smoke.
Mutons: Now that Pyros and Infectors are Tier 2 Mutons, they get their grenade and counterattack back. Captain and Champion both have a Warcry ability that buffs the aim and will of allies. The Captain is the offensive version, using Light Em Up to dish out damage. The Champion on the other hand has a personal shield to protect himself. His ability "Defensive Tactics" is a limited version of the Mini-Ruler ability, giving him opportunities to WarCry, Shield or move when damaged. Finally, at the top of the Muton foodchain, there's the Prime who carries a cannon, uses Light Em Up and Personal Shield and is also a full Mini-Ruler.