XCOM 2
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Sectoid (Psi Reanimation) Tweak
   
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208.230 KB
16.4.2016 klo 0.01
17.4.2016 klo 18.30
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Sectoid (Psi Reanimation) Tweak

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This mod changes the Sectoid's Psi-Reanimation ability to be a free action.

This means that a Sectoid can reanimate a soldier and make an attack on the same turn, ultimately making them a little more dangerous on the first turn that you meet them, rather than safely ignored.

If you are looking for a more nuanced solution, check out Sadbot's Smarter Sectoid mod:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=622133088

User ADVENT Avenger noted that this mod is not compatible with their Customize All Abilities mod:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=652994881

12 kommenttia
Conefed 26.1.2018 klo 18.01 
Funny thing is, even with this in place, the ability is still underpowered.
macelharen 13.8.2017 klo 1.42 
wow. talk about severely underrated.
Dęąth Viper 16.5.2017 klo 11.51 
Does this work for playable aliens sectoids?
dankcoffin  [tekijä] 25.6.2016 klo 16.03 
Cool, thanks for checking.
Jewels 23.6.2016 klo 12.27 
It doesn't, good I tested myself before you responded, and Arc is the unit's Archetype, I wanted to know if it was compatible with my mod, turns out it is :)
dankcoffin  [tekijä] 23.6.2016 klo 11.28 
I'm not sure what that is, so probably not.
Jewels 23.6.2016 klo 8.58 
does this edit the Arc of the Sectoid
dankcoffin  [tekijä] 16.4.2016 klo 16.41 
I considered making it a 1 AP action, along with Mindspin, but I don't think that the Sectoid would be able to get a shot off on the first turn. It would likely move first, then do one of those two, so there would not be much difference from vanilla IMO.
Nasarog 16.4.2016 klo 15.32 
Oh, that's just mean.
Juravis 16.4.2016 klo 9.48 
This mod is definitely not compatible with my Custom Abilities which also contains the same functionality in 3.1