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>three animes girls walk out of bushes and kills them before they can react
>mission failed
Of course, when you kill them, their corpses will drop. But... it's been too long since I stopped updating this mod. I'll check it out.
only happens when them, other reinforcements works fine, any clue someone?
so i did it my self. I want you to add this file to the mod.
https://drive.google.com/file/d/1_4JdK72q8E5vTb6A2tBhrqGtGmyPj1NZ/view?usp=sharing
Because 100% crit chance with +8 crit dam is a bit rough.
Altho keep in mind that you will might feel bad for shooting young girls.
I seriously doubt this will get implemented but would it be possible to keep the former enemy magical girls after a successful persuasion and carrying them to evac or atleast get some skill points for returning them home alive (as if you can't keep em why not say they returned home?)
i literraly had to dogpile the bitches with all my 8 rookies, the reaper and the spark, and then BEAT THEM TO DEATH
ONE AFTER ANOTHER
IT TOOK 10 TURNS
this mod just gave me an image of a bunch of angry soldiers beating up a little girl for 5 minutes straight while an angry robot approvingly watches in the background, then moving up to murder the other girl which cowered nearby after getting hit by 12+ flashbangs and a lucky punch that stunned her, nice
up to a great start xcom
how the hell do i disable this damned ability?! and how the hell do i kill those two now?!
Have to uninstall this mod :(
Thanks for the quick reply!
1. I am really happy that you were already looking into this problem. Since I find this mod one of my top 5 alien mods so far, and seeing how often I have encountered them on my last run (I remember them spawning 11 of them on one of the defense missions), I would really love to see this issue resolved as soon as possible.
2. I see. If you can adjust the speed of Puella Magi, then I personally feel a bit faster speed aof Spectre should be also alright. I would personally want to see more stable opponents.
Thanks again for your response and hard work!
The biggest reason for this issue is that Advent Puella Magi is too 'FAST'. I wanted her to have a
human appearance but fly fast enough to compare to Archon. She has succeeded in implementing it, but in return the problems you mention are often happening with me...
Leaving out of the map, corpses digging underground... This problem is mostly encountered by modders trying to implement'fast and passive air flight'. Maybe we should get them to move at normal speed.
|Thanks for the bug report. In fact, the bug you mentioned was a very difficult issue for me to fix.
1. Bloodstain effect problem
I don't like it either. In fact, this problem stems from the fact that Advent Puella Magi is an enemy, but a bleeding unit. Granting bleeding ailments to Enemy units succeeded, but from that point on, the problem you mentioned occurred. It was difficult to solve once, and there was no problem in terms of the game system, so I had to move on...
To solve this problem, I am periodically undergoing trial and error...
Hey,
First off, thanks for creating this interesting new enemies that I was able to try on my last run.
Though I have couple of questions about the Puella Magis (faires).
* These questions would make more sense if you look at the image I have linked you below.
1. When I kill these fairies, they do not bleed . However, when they are re-animated and get killed again, they do bleed.
Hence, I am wondering if you intentionally make them not to bleed after death or is this a bug?
I personally want them to bleed upon their death. It does not make sense for them to not bleed since they splatter blood on the wall when they survive my attack with 1 hp, but doesn't bleed after death.
< Img Link >
Why no blood? - https://imgur.com/a/pYe1bIN
< Img Link >
Movement Error? - https://imgur.com/a/cNsVY34
Defying Physics - https://imgur.com/a/aGtkvPI
Again, Thanks for this great mod. Challenged me quite a lot since I also use Overwhelming enemies mod making several of these fairies to generate on almost every missions.
Sorry for coming back late. For a long time, I've been thinking about ways to make their skills more unique. -In particular, to reproduce the'psi skill that can give damage' that does not require a PSI amp.
I will be back with the new class mode as time permits.
Just wondering any progress?
This is a trace of the update pending production.
In fact, I tried to add an option that works with GeneMods, but it didn't go as smoothly as I thought.....
Anyway, this is dead code that doesn't work now.
designing a complete rework class based on the latest Canon, 'Magia Records'. In fact, this Advent Puella Magi is close to a preview of new Puella Magi Class update.
So ... wait a little longer! for testing some experimental features.
I couldn't upload the entire code due to capacity issues, but anyway, if you delete "CommanderReinforcementsLeaders" and "CommanderReinforcementsFollowers" of + SpawnDistributionLists in XComEncounterLists.ini, the problem will be solved.
I have configured it for internal testing purposes. If you don't want the situation, Delete the details below in the XComEncounterLists.ini file.
+SpawnDistributionLists=(ListID="CommanderReinforcementsLeaders", \\
SpawnDistribution[0]=(Template="AdventPuellaMagi_M2", MinForceLevel=4,
)
+SpawnDistributionLists=(ListID="CommanderReinforcementsFollowers", \\
SpawnDistribution[0]=(Template="AdventPuellaMagi_M1", MinForceLevel=1, MaxForceLevel=6, MaxCharactersPerGroup=4, SpawnWeight=17), \\
)
There was an overall detail update.
1. Add Gadgets to 'convince' Advent Puella Magi.
On the battlefield, your soldier can regain her infantry status through a close Advent Puella Magi and will stat confrontation. (Successful, she becomes unconscious or becomes a friend)
2. Added special medi-kit to prevent Advent Puella Magi's bleeding or to instantly revive soldiers
+GeneMods="GM_IRI_RabbitGenes"
+GeneMods="GM_IRI_RabbitSerpentine"
what is this?