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playable advent mod: details, feedback


davidlallen

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I really need to get to the bottom of this armor glitch. I have seen a number of screenshots also posted in the steam workshop thread. But, I have spent several hours trying to get this to occur, and I have not been able to see it.

 

One person reported that it happened to a badly damaged mec in the mission return screen. I tried that by using console commands to kill all the ai's in a mission and then damage the mec to 1 HP ("damageunit 15"). I did not get any armor glitch when the mission returned.

 

A few people have reported that when their armor upgrades, the aliens get the upgraded (human) armor. I have tried this with the console command "givetech poweredarmor" and I was not able to see the alien armor change. (After I also paid for the proving ground project to equip the armor, obviously.)

 

In any case, all the alien armors should be present in the locker (when you click on armor in the loadout screen), so it should be easy to re-equip.

 

Can anybody confirm that the alien armors *were* present in the locker before the glitch happened, and after that the armors were no longer present in the locker?

I can confirm that the armor was in the locker beforehand, and is now missing. Strangely, it was triggered by upgrading my Viper's Mag rifle to a plasma rifle, Not upgrading the armor. When I originally upgraded the armor, It was not automatically applied to her, and because she was using her base beam rifle, she was not affected when conventional rifles upgraded to mag rifles.

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PepprmintButler sent a save file for me to look at. I see two aliens with armor, and two without armor, and only one kind of alien armor in the locker. So there are two problems. First, how is the armor getting removed from the locker? And second, how is the armor getting removed from the soldier's loadout? For the second question, this is less important, and may be due to armor upgrades. Although my aliens do not lose their armor when I upgrade armor, so it could be a mod conflict or something.

 

The first problem is fatal, because it prevents you from simply re-equipping when needed. I have added a workaround console command while I continue to try to debug this. The new command is "givealienarmor", which puts an infinite supply of all the alien armors into the locker. I suppose everybody knows how to use console commands on their keyboard; use -allowconsole in the launcher and use the backslash key (on American keyboards) to get the console prompt.

 

I am not sure the best way to distribute this workaround, to ensure if it even works. Let's try this. Here is a script file:

 

http://jendaveallen.com/Temp/PlayableAdvent.u

 

In your mod directory, either from workshop or nexus, you should have a version of this file already under the script directory. Replace the file on disk with the above new file (while the game is not running). Then, start the game, load your save, and try the console command "givealienarmor". Then look in the loadout screen and see if the armor types are there. If so, re-equip the proper one and everybody should be happy.

 

I'll try to figure out why this is actually happening, but this may get your game going again. Let me know what you find.

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So, was looking at .uc files for various abilities and found this in the Berserker's devastating blow section

 

ActionPointCost = new class'X2AbilityCost_ActionPoints';
ActionPointCost.iNumPoints = 1;
ActionPointCost.bConsumeAllPoints = true;
Template.AbilityCosts.AddItem(ActionPointCost);
I think changing ActionPointCost.iNumPoints = 1 to = 0 will allow the berserker punch to work with run and gun, so you may want to consider adding that to your ability pile when you get a chance.
Also, added the poison back to the PA chryssalid and tried a quick tactical game, cocoon spawned player owned zombies, so I don't think that's an issue going forward. I would personally like for you guys to add them back in (the save bug is a nonissue here for aware players, as there are plenty of other chances to save rather than the three turns in which a cocoon exists), but I can understand why you wouldn't. Incidentally, I imagine this bug is due to the .uc files you guys used all being prepatch, any idea if Firaxis plans on updating those files?
Edited by koopakidshyguy
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I can see a problem with that, if no cooldown is added.

Exactly, with a cooldown, it would essentially be a poor man's run and gun. Could call it "Tactical Blow" or something, maybe even let well positioned Berserkers punch twice every once in a while.

 

That being said,when I used run and gun with the berserker, devastating blow didn't work, but throwing grenades did, so the problem must be some kind of difference between the two abilities, I think it's tied to the fact that it's a melee ability, so something like a self-directed psi-inspire would probably work better.

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I have been using the MEC extensively now for the last few days. Awesome new animations (including actually taking the rope and being pulled up during evac). I particularly like the 'coming off the dropship' (end mission reward time)....you got the MEC to appear to walk the last few feet and then shut down (very nice touch).

 

Cheers!

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Finished a C/I playthrough with MECs and Vipers. I was curious as to how they would hold up very early game so I consoled myself two of each right after gatecrasher.

I have to commend you guys for the work, it's shaping up to something really cool. The animation and cosmetics work is very neat, looking forward to more.

MEC

Very very powerful early game, although that's sort of irrelevant considering you shouldn't be able to get them then anyway. With the built-leveled thing though, they'll probably appear at Lieutenant-ish level. That's already 3 points of armor and a whole lot of HP plus regeneration, aka invincible. I think that's a bit of a problem.
I've been running my MECs point on all missions, soaking up whatever fire was coming at my team (which was admittedly not that much, this being an ironman run I was playing fairly safe in general although not with the MEC specifically ; they did end pretty much every mission with the "most shot at" award). At no point in the game did one of them ever dip below half their life, and if they did get somewhat close they quickly healed back up. I'd argue their HP total and maybe the amount of regeneration they get could do with being toned down.

As for offense, I was surprised to see the upgraded weapon pop up with Gauss rather than plasma. They didn't really feel behind at that point, and it made them extremely potent even though I was using almost purely defensive trees. 8 min damage is a very sweet spot to reliably get rid of Sneks, advanced Advent, MECs (with AP rounds which I ran most of the time). They performed consistently well into late game with this, and that's with attachments not working. I feel their offense might be a tad too good from the perspective of a defensive/support role when that gets sorted out. At least the timing seems a bit off.
The micro missiles upgrade is quite powerful too, although I think the timing is right on that one. It's on par with a couple of Volatile Mix grenadier plasmas, although the AoE is smaller. I think I would like endgame micro missiles to be something different than more damage though. As I mentioned before, I'd like to see a large AoE, high env damage, low/mid actual damage, maybe higher ammo count version for late game that would cement the MEC as a support role. Could be added as an alternative to the existing upgrade rather than replace it, options are always good.

 

As for abilities :

- Shieldwall : even mod-buffed, I never used it. Not once have I found a situation in which it would have been relevant. It's flavorful and consistent and animated and all, but gameplay wise it's a waste of a slot :sad:

- Overvolt is also much more situational that I expected it to be ; I have not used that a single time either.

- Damage control, as mentioned earlier, is possibly a bit too good especially when there's already Regenerate.

- I think Suppression should probably be somewhere in there. It's a native thing the opponent MECs do after all, and it's consistent with the general role

- I think there's room for one more "defining" active skill, one that would be more relevant than Shieldwall or Overvolt. I was initially thinking Battle Scanners, but I'm not sure how good that would be. A Heavy Weapon would be great (either a slot for one you can unlock or a specific one you get as a skill, like "Lieutenant : Flamethrower OR Rocket Launcher" or something to that effect, that works with just ini tweaking).

 

Viper

 

Not as OP early game as I expected them to be. Tongue pull accuracy is extremely low as shipped. I gave it a flat +20 aim and still it missed quite often - even late game with an Aim PCS. I think that's a fair change to make, maybe even 25. situations in which this is useful are scarce enough to reward them highly ; if you had a good shot on the target, you'd shoot at it instead of tongue it, so it needs to have a decent chance of pulling a target in solid cover.

As for spit, for some reason my Vipers didn't actually have the ability at all. Not sure what happened there, I just sort of went "meh" and ignored that but that should probably be looked into (David, you can probably find that in the save file I sent you earlier). That bug aside, it should be relevant, especially with the boost available at so low level (probably guaranteed to have it by the time you can recruit one with the pre-leveling). Again, I think an Acid version for late game would be good. Up until early plasma I had one viper on my team quite often, but it got phased out pretty hard after that ; the expected fall in usefulness is real and armor hate is a good role to fill that void.

I found myself multiple times with the viper going out of binding an enemy with 1AP instead of 2. UI shows 2, but I only have a yellow move and functionally 1AP. I distinctly remember getting 2AP in the same situations with earlier versions (3AP with Implacable and killing the bound unit at the beginning of the turn). Was there a conscious choice to change that ? I kinda liked how it was before better.

I think their HP/defenses are in a good place, no qualms about that.

As for weapons, I still sorta think shotguns would be relevant on them, but I can see how you would want the class not to be a repeat of the Ranger. Although I personally think that's not actually much of an issue ; being a Viper, plus the tongue and the spit is enough uniqueness, and the frontline-shotgun-flank role is a major one. I think there's room for ranger + viper in that space. In vanilla, most of my teams have multiple rangers anyway !

 

Abilities :

- Molt sounds cool but is pretty much useless. :sad:

- Slither is cool

- Run and gun at colonel is weak, so is shadowstep at major (not even a consideration against rapid fire and untouchable)

- I'm not sure I like the overwatch theme on them. It's universally useful, but thematically meh, and not very exciting

 

Muton

 

Made one without cheating it out, never used it. His weapon is guaranteed to be obsolete by the time you get them and he doesn't have any abilities that would warrant taking him anyway, even if you get him as a Lieutenant or something. I would buff his base weapon and maybe give it an upgrade too.

As mentioned before, a buff/debuff role would probably fit him well. I'll not go over that again, it's in this thread.

I think a strong melee theme is nice too, I would like to see Reaper at the bottom of the tree.

Execute is unusable unless/until we get a semi-reliable way to stun enemies. Might as well give it as a base ability or a set together with something else.

 

Bonus notes :

The Legion voice pack (from Mass Effect) is fantastic on the MECs.

Wrex or Urdnot Grunt, still form ME, are great Muton voices.

There's nothing as obviously on-point for the Viper I know of, but either Tali'zorah or EDI (if your headcannon for their voice is a BMI with voice synthesizer) fit nicely too.

Edited by PepprmintButler
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Thanks so much for this detailed feedback. This really helps us stay pointed in the right direction.

 

I've been running my MECs point on all missions, soaking up whatever fire was coming at my team ... I'd argue their HP total and maybe the amount of regeneration they get could do with being toned down. ... I feel their offense might be a tad too good from the perspective of a defensive/support role when that gets sorted out.

 

Sounds like the role is working well. From the earlier feedback, I was afraid their offense was too low. I have gotten weapon attachments to work, at least mostly. Maybe I will decrease the tier 2 cannon damage a little, but I think I will leave the armor and HP where it is until I get a little more feedback.

 

I think I would like endgame micro missiles to be something different than more damage though. As I mentioned before, I'd like to see a large AoE, high env damage, low/mid actual damage, maybe higher ammo count version

 

The tier 2 micromissile actually has really high environment damage. I will see if I can increase the AOE range a little, but I am not sure I can.


Shieldwall : even mod-buffed, I never used it. ... Overvolt is also much more situational that I expected it to be. ... Suppression should probably be somewhere in there. ... I think there's room for one more "defining" active skill, one that would be more relevant than Shieldwall or Overvolt.

 

I can add suppression easily. A few people have suggested granting the heavy weapon slot from WAR armor at a high level in the artillery tree; let me see if that will work. I also have a good lead on one more ability to attract damage; in another thread I described about "draw fire", and it has occurred to me that this can be done by self-applying the advent captain "mark" effect. I will try out some of these changes in the next version.

 

Viper ... Tongue pull accuracy is extremely low as shipped. I gave it a flat +20 aim and still it missed quite often ... As for spit, for some reason my Vipers didn't actually have the ability at all ... I think an Acid version for late game would be good

 

I'll give the aim bump to tongue pull. For spit, it's very sad that it did not work for you at all. I think some of the configuration options will make it pretty powerful; in particular, the ini file gives a configurable bump to mobility and aim. By setting these high, you can get a full paralyze. I tried acid, but it didn't work (hung the game), and having both a poison cloud and acid cloud may not be easy to get.

 

I found myself multiple times with the viper going out of binding an enemy with 1AP instead of 2. ... Was there a conscious choice to change that?

 

No, there was no intentional change. I didn't think you were supposed to have 2 after a bind. I'll try to investigate.

 

Molt sounds cool but is pretty much useless ... Run and gun at colonel is weak, so is shadowstep at major ... I'm not sure I like the overwatch theme on them ... thematically meh, and not very exciting

 

I was struggling to find abilities that are useful, but don't duplicate ranger. Any suggestions?

 

I think we need a full do-over on the muton and berserker, but I want to get Chryssalid going first. I like the idea of burrow overwatch and inflicting panic, plus a focus on melee damage. In both EU/EW and 2, chryssalids were pretty scary, and I want to try getting that effect.

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