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Like the Combat Protocol and other electricity attacks (like from the Patchwork class)
All is good :)
All other aspects work re: extra damage from electrical attacks.
https://pastebin.com/XytcxEBw
You can see their immunities from CharTemplate.ImmuneTypes.AddItem('Status Effect');
That's because there isn't a proper animation or code for it. So just like the Setopod the Spectre skips its turns until it not hacked anymore.
I hope it is not too much to ask, is it possible to make the commander available sooner? It is kinda wasted because he/she only appears in one mission only.
Just say the commander needs to have some practice runs before the final big mission.
I asked Deadput (who also has a new outfit for the commander) few days ago, but he is not familiar with script.
All you have to do is download it and replace the one in your Steam\steamapps\workshop\content\268500\1431740015\Script folder (this mod's directory) with the new .u file. It'll automatically apply changes when you use the mod, so long as the new .u file isn't changed in any way (for example, if the mod updates or you un-subscribe and re-subscribe).
Spectres are now vulnerable to Justice, just like the Codex is. No need to avoid this mod if you were worried about that issue anymore.
As for problem one, the issue also occurs with Templars who use Ghost when they're mind controlled, so I'd leave that in the category of gameplay anomalies instead of actual bugs.
With problem three, I'm not too worried about AI inconsistencies like targeting. Given time, it's probable that the Spectre will shoot the Shadowbind units after other XCOM operatives are killed. It's not like an enemy unit to ignore opposition forever.
First when the specter is unhacked the unit created by shadowbind isn't killed or reverted to enemy control.
Second if you have a shadowbound copy on the field when you try to extract it counts as needing to be extracted, but it can't be extracted thus you can't end the mission.
Third the specter itself won't shoot the unit when unhacked. It might also affect other unit, but not sure since the only time I have done this only the specter was left, and it stayed in vanish mode.
Just asking in case there are something happen in the futrue that at least I can guess where would be the error might be.
Oh, I fairly understand this wont be your thing to take on with. But if this can be deat with, I would be overjoied:
As the time I installed The ABA then The MOCX initiative and World War L to match up the power curve of moded XCOM. They popped up confliction which is so call : X2Action_MoveClimbWall.
The modder of World War L that with ABA is ignorable which is ture to be nothing.However, The MOCX initiative seems NOT, along with ABA both installed, EVERYTIME MOCX squad in the AO, the game start to paused like two second with every action and likely getting worse as this fight prolonged. I already sent the message to The MOCX initiative modder for help, then there is no respond so far. I am forced to turned off MOCX initiative mod for now. If there is any chance to let this LW EXALT style mod back,I would love to give it a shot.
With the help of the Alternative Mod Launcher, that should be easy enough to place. Just double click on the number in the order column.
This time it isnt a bug from your mod or something, just for LW2 perk: full override to hack robotic spectre whose this mod turned them into. There is no hacking screen which leaving it unable to hacking them via this skill.
I believe this is caused by lacking of reward/hacking chance/failing consequenses setting.Your mod works fine with regular haywire protocal.
If I want to add those lines to support the perk full override with this mod, what should I do?
It is one of the most useful UI mods that currently exist for WOTC in the Steam workshop.
Now, any chance you could re-make the exact same mod, except for Codex (Cyberus) and Venator? (mod enemy from LEB's Lategame Enemies)