XCOM 2
Sectoid (Psi Reanimation) Tweak
12 kommentarer
Conefed 26. jan. 2018 kl. 18:01 
Funny thing is, even with this in place, the ability is still underpowered.
macelharen 13. aug. 2017 kl. 1:42 
wow. talk about severely underrated.
Dęąth Viper 16. maj 2017 kl. 11:51 
Does this work for playable aliens sectoids?
dankcoffin  [ophavsmand] 25. juni 2016 kl. 16:03 
Cool, thanks for checking.
Jewels 23. juni 2016 kl. 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  [ophavsmand] 23. juni 2016 kl. 11:28 
I'm not sure what that is, so probably not.
Jewels 23. juni 2016 kl. 8:58 
does this edit the Arc of the Sectoid
dankcoffin  [ophavsmand] 16. apr. 2016 kl. 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. apr. 2016 kl. 15:32 
Oh, that's just mean.
Juravis 16. apr. 2016 kl. 9:48 
This mod is definitely not compatible with my Custom Abilities which also contains the same functionality in 3.1
a harmless kitten 16. apr. 2016 kl. 9:00 
Any thought on making it a 1AP action, so they can reanimate and attack/move but not all 3? Or is the AI not smart enough to take advantage of that?
Zigg Price 16. apr. 2016 kl. 8:43 
If using the Psi Reanimation mod to add the Psi Reanimation skill to the Xcom roster, would this mod make that a free action, as well?