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playable advent mod: details, feedback


davidlallen

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David, is that the kind of writing you want? Mission prompts, briefing and objectives? I'll get started tomorrow if that's the case ^^

Yes, that is what I meant. But again, I have a couple of other projects I would take on first, before that one, so no promises.

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By the way, in my current game I have found the perfect use for brainwashed Mutons after their battlefield utility begins to decline: I make them wear the highly explosive "commander's vest" from the commander's vest mod and turn them into suicide bombers. :D :D :D

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"Test" of new version requested!

 

If any of you download from nexus, can you please try going to the nexus download page and downloading the new version I put there just now? I have updated posts #1-3 with the details. But, when I download what I uploaded, I can't get the mod to show up. It shows in the launcher list and I select it, but none of the projects are available. When I build it locally, and use that one, it works correctly; but swapping out to the nexus one causes the mod to not function. Clearly people have used the nexus version before, and this is built the same way. So, possibly something about my build environment is interfering, or else I am just missing something stupid. Any help would be appreciated.

 

The same version should be available on steam sometime this evening.

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I'll do it tomorrow - it's 1:30am here and I'm going to bed.

By the way, I came up with a few abilities that we might add to the defector Gatekeeper, in addition to the vanilla ones.

 

Come back to me - removes any negative mental state such as panic or disorientation.

 

Eldritch horror - the reverse of solace. As an enemy gets closer to the gatekeeper, it starts suffering from penalties and debuffs.

 

Voice in the darkness - EU style three-turn mind control.

 

We are as one - area of effect mind merge with allies, granting several buffs. If the gatekeeper is destroyed, the allies suffer a portion of damage, like in Long War.

 

Psi Reanimate - bring back fallen squadmates as zombies.

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I'm curious how the Aim perk synergizes with the MEC since they cannot hunker down. How does that affect the MEC? If its a cosmetic perk I understand, just curious.

 

Amazing job on the mod, happily playing with a MEC xD. Its time to test the other aliens now.

Edited by wiredgutter
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Good question. To be honest I have focused more on writing the custom abilities, and so far less on playtesting. After thinking about your comment, it seems pretty likely that Aim is not so useful. I do want to make sure all the abilities are useful. Based on the tree in the current mod, or based on the details in post #2, what do you suggest?

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