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It's a cool event, but it never going away feels bad. It ruins some classes and gimps probably several soldiers in any campaign. It'd be cool if there was an activity chain to take it out, but at least we have a console command.
At least that was yesterday,idk if today update fix that or smth cause the changelog don't say much
But anyway,I got one of them "Knock" which give me psi abilities,which is neat,but have a "bugged" one,it seem to just be missing localization
Its the 4th abilitie,the beam one (giving a pic too just in case) (https://imgur.com/pqn6Ytd)
Well, while I'd still rather be able to disable that one specific ability or have it have one counter at least (and maybe it has one that I'm just not good enough to figure out, IDK), as I stand by my previous comment, I'm sure I can find some way to manage.
Thanks for the info it wasn't removed!
Thank you very much, back to enjoying the modlist!
I wanted to say that playing with your mods (including 'that Perilous Yearning') has been an amazing experience so far, and I've been tremendously enjoying my game using the long war 2 + tedjam collection you made.
In all of that however I've recently come up to one status that I find... frustrating to fight against, as it really feels neither fair nor fun in the way that it seems to work on my side right now, and that being the "BASHAR" upgrade for mutons. With it reducing all damage done to 1 no matter the source... it makes every encounter tedious when there is one with it, and (to me at least), impossible if there are more than 1.
So I wanted to ask if there was a way to remove that buff and if so where it would be? I couldn't find it in the INI files but I might have been blind.
In any case, thank you very much for your mods!
Embraced Endings is enabled, yes. Is the dark event permament? I don't see it listed on the dark events UI
Like,an enemy summon more enemies? Bam they get shields
Reinforcements? Bam,shields
I'm doing a "rescue operative" in subway and the mission straight up become unplayable since it drop reinforcement every turn (8 enemies) and they ALL get a shield
Gonna remove that sitrep for now,but I hope it get changed to just enemies on the map when mission start,theres hard,and bs like that lmao.
However, that has absolutely nothing to do at all with the That Perilous Yearning second wave option at all.
If you're asking about the That Perilous Yearning second wave option, none of the information relevant to this second wave option is present in another mod. And, the second wave option is deliberately marked with a warning suggesting to Not Enable It , as it modifies the vast majority of pre-existing mechanics in the game, and introduces a vast assortment of new mechanics and modifications as well.
If someone enables it despite the warning label and does not enjoy the result, that's on them. There ain't no whistle blowing, it's entirely their own fault.
The mod author says that there's some information inside another, NOT linked mod that's a third of a gig! That's a LOT of googling/downloading/drive space/testing a to just say: 'all it does is add about 50 mutators that you get to choose between. Sort of like dark events? Don't know, but if it does, I guess I'll blow the whistle.
I also tried in console DeactivateDarkEvent DarkEventNameGRANDEMBARGO, but still nothing. Please help
Especially for a Merciless Alteration, a Gentle Requiem, Embraced Endings and That Perilous Yearning?
As for how to disable a dark event- Use the RemoveDarkEvent console command
TPY is so fantastic that I'm surprised it's not being sold as like a 'core feature' of this mod
This setting is in the XComARFM_DE_Config.ini file.
I updated the values to 50 for conventional, and 80 for mag, then changed the text higher than XX to LESS than XX .