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1) It works when activated during 1st phase (before gate).
2) It works as described. Chosen is healed faster. Significantly more units are spawned.
3) The main problem: level ends immediatelly after chosen death. Even if more enemies exist.
For maximum challenge you have to kill Chosen last. Focusing it and killing it first invalidated the challenge.
LETS FUCKING GOOOOOOOO!!!!!!!!!!!
*Stares at this mod*
*Cackles*
My men may die. But they shall line their graves with the enemy, before they rest.
Nothing I can do on my end ¯\_(ツ)_/¯
From my experience it was always 1 leader and 3 followers yes.
Done. Rookie and Veteran are now with the same parameters as Commander 👍
Good luck Commander.
So thank you for this wonderful mod. Thanks to it, I am now very close to being able to fully replicate LW1 in Xcom 2 format :)
It made zero sense for the chosen to fight you solo in their own base, especially since they see you coming long before you reach the bossfight chamber.
This makes the chosen strongholds into what they should always have been, a chance to eliminate a nemesis, but a HIGHLY risky chance that you aren't sure you should really take.
These missions should not be something that you just do because you can, it should be something that has a very real chance to fail and you should fear them.
Kinda like base assaults in LW1. After doing the mandatory one for the story objective, you CAN do more, but you're not sure you really SHOULD, because they are so high risk.
There are many types of players. I've always kept the Chosen for last because I like having them appear on mission, and the game tend to be way easier once you have the Chosen weapons.
But I know some players like to quickly assault the strongholds to get rid of them. For that reason I strongly suggest people to edit the ini file to their liking.
This is why this mod is there for in the first place. Giving the player the way to change those specific settings without having to modify his game files.
And I only make this feedback because I believe in my heart your mod should be quais-mandatory without individual config settings, so it is balanced considering the overarching possibilities of your hardcore audience (who will play Legend heavily modded). Because the idea of raising the stakes in the Chosen Chamber is special.
Thanks, I hope I could convince you.
*Estabilish a last reinforcement call when the Sarcophagus is destroyed. Obviously I couldn't test this but I think 4 units is fine, so that if any stragglers were left you don't get cruelly overwhelmed and punished for wanting to kill the sarcophagus soon. The number 4 is good because the Chosen will summon reinforcements by itself, which will be at least 2 more units in the field at its first action.
*Raise the maximum reinforcements to 18, making it 3 full reinforcements rounds if the player can't destroy the Sarcophagus in time.
The main point I think needs to be adressed is to make it viable for a fun experience in a first Stronghold raid with Magnetic/Plated teching, while at the same time making even very late game compositions be funneled (not forced) to fight the Chosen at least 3 times (top tier compositions usually have insane Alpha Striking capabilities and thus defeat the purpose of having it be a drawn out battle, because no one wants to risk soldiers in meaningless firefights).
To that effect, I PROPOSE to you:
So if you can't Alpha Strike or safely reduce the reinforcements numbers, you will get overwhelmed by the Chosen first return (such mods make the Chosen mroe agressive, with better weaponry and some new traits like Poison/Acid/Fire/Daze rounds for example) and the subsequent reinforcements that will follow.
This above is the chokepoint for sub-Plasma tech, which makes the first Stronghold raid an unpleasant experience.
You see, there are 4 pod summon location possibilities which will trigger immediately after killing the Chosen (especially if you Alpha Strike it, with the Chosen coming back to the fray in a 1 turn interval (takes action in second turn though, but WILL reveal concealed units as soon as it appears if it has All-seeing). The Chosen also summons more reinforcements naturally if not immeadiately Alpha Striked.
Difficulty: Legend
Important Mods: A Better Advent (+ A Stronger Advent), Bio Division 2.0, Advent PsiOps (Wraith Commandos), Armored Berserker, Omega Berserker, All Enemies Plus (lifts all critter restrictions on reinforcements and mission parameters outside of Golden Path), Chosen Weapons Fix, More Chosen Traits, Hero Classes Rebalanced (no Templar Bladestorm).
Testings show that unless you deploy a team of Majors+ to cheese Grenadier Salvo and Ranger Reaper Bladestorm Implacable, the mod interacts badly with compounding difficulty/new creatures mods. Badly not because it is super hard, but because it is super RNG dependant, with odds you can't honestly prepare for outside of the very late game.
9 new enemies was super hard too handle but not impossible and 6 was not a threat. I decided to go for 8.
Those values are still easily configurable to your liking as it is said in the Configuration section.
Playing on Legend and 4 Archons spawned in one side and 1 Viper Prime and 3 Sectoids in the other.
Totally unbalanced :(
Changes:
Legend
- Down Chosen will recover 49% of his health instead of 34 before.
- Once a Chosen is down it will spawn 2 pods of four enemies instead of 2 pods of one
- The max reinforcement units present on the map have been raised from 8 to 16 (good luck haha)
Commander
- Down Chosen will recover 33% of his health instead of 25 before.
- Once a Chosen is down it will spawn 2 pods of three enemies instead of 2 pods of one
- The max reinforcement units present on the map have been raised from 6 to 10
More people will try out your mod if you give us a better description.