Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've adjusted it to the following:
"Once per turn, when this merc hits a Wounded target or deals a Wound , everyone in the squad gains 2 AP at the start of the next turn.
Once per turn, when this merc is hit and has or takes a Wound , everyone in the squad loses 2 AP at the start of the next turn.
Whichever effect happens last negates the other.
"This merc also gains +20% Chance to Hit while Hidden . This effect is reduced by 5% for every ally within 7 spaces ."
Scout Sniper
"Once per turn, upon scoring a long-distance kill , gain 4 AP and Free Move ."
- A counterpart to Big Guns Never Tire, this Perk is for those lightweight, high-mobility sniper types.
Hype Train
"Every time this merc deals a Wound , everyone in the squad gains 1 AP per Wound at the start of the next turn.
Every time they take a Wound , everyone in the squad loses 1 AP per Wound at the start of the next turn."
- This is a silly Perk I threw together because I really didn't know what to do for the merc (as she was really pretty great out of the box).
As per my usual, I definitely did not test these thoroughly enough before releasing and I'm always open to comments and suggestions. So if you notice something weird happening, or have ideas on how to improve the existing Perks in this collection, let me know!
```function OnCalcDamageAndEffects(self, target, attacker, attack_target, action, weapon, attack_args, hit, data)
if target == attack_target then
<<<blah blah conditions>>>
if attack_args.target_grazing_hit == false then
attack_args.target_grazing_hit = true```
But I can't say for sure without trying it out.
Let me know how you feel about the speed of "Pineapple Grenade" generation (should be 1 every 3 days). I tried it at 24h and 48h and I felt like I ended up with an overwhelming stockpile of grenades after not very long. :P
keep being you and have a wonderful day, will look forward to your work and how things unfold :P
I didn't see any issues with it doing damage to enemies or objects. Do you have any other mods installed that alter explosives? All of the ones in this mod are bespoke but maybe something that affects explosives globally?
Big Guns Never Tire is for all you anti-materiel experts out there: when wielding a Heavy Sniper Rifle, mercs with this Perk retain half of their Free Move, gain 15% bonus Chance to Hit, and use 50% less AP to fire. Obviously this isn't very useful if your merc doesn't start out with a weapon like the Barret M82 or Tons of Guns' NTW-20, but there it is!
Big shoutout to rato for helping me with the AP reduction bit!
Wolf Pack Blueliner grants a merc 25% resistance to incoming damage . Additionally, any ally standing within 6 spaces of the Blueliner also gains 50% resistance to incoming damage -- but the other 50% is passed to the Blueliner.
This is something my friends and I came up with to serve as a "tanking" Perk, which synergizes very well with Combat Surgery. In the base mod, it actually replaces "Improvised Armor," so that Perk will no longer be supported in this mod.
IMPORTANT: Wolf Pack Blueliner is NOT set up to be used on multiple mercs. Because it has a very complicated system of checks to keep the 'aura' system going, introducing a second "holder" causes a lot of problems with the Perk's decision-making. Don't put it on more than one merc at a time!
Now I have to admit, I (almost) harassed your colleague "key" for him to create a Merc with a special perk that would allow the squad to rest as if there were a Bar, but in full wilderness sectors, far from any civilized place. Do you think you may create such a Blue Perk ?
Aaaaand it's in! I figured some of the other perks are rather powerful, and don't come with drawbacks like Mechanized Infantry does, so adding Tired and Exhausted to the list can do little harm (especially because Tired/Exhausted aren't something you encounter constantly). :D
But what's also logic, a Robot/Android is tireless.
Look at Schwarzi in Terminator 2 or Summer Glau/Cameron in the Sarah Conor chronicles ?
They never rest !
Just one question about the Mechnized Infantry.
An android shouldn't be also immune to tiredness ?
A WILD NEW PERK APPEARS: Mechanized Infantry, which makes any merc with it an android who is immune to Blinded, Bleeding, Choking, Dazed, Smoked, and Suppressed. A locked item is added to their inventory called 'Power Core,' which takes damage when they take damage. When the Power Core takes enough damage, the merc will suffer increasing penalties to their combat actions (Moderate, Severe, Critical). These can only be removed by repairing the Power Core using the 'Repair Items' satellite operation.
I literally made this Perk today (thanks, again and again and again, to rato/HG_Feanor/Toni/etc), so it's had no time for testing or balancing but I'M RELEASING IT ANYWAYS. \o/ Seriously though, if you have any issues with it please post them here!
Thanks again