FlyingHigh10000000 Posted October 30, 2012 Share Posted October 30, 2012 So anyone that has played the original X-Com knows that if you're going to kill a zombie, you'd best have at least two guys, or one guy with a lot of TU left aiming at the thing, because even if you kill it right after the body "turns" it just sheds its zombie "skin" and becomes a very angry Chryssalid. It seems like this might have been in the new game at one point, what with references to "Juvenile Chryssalid"(Can't remember for the life of me where that reference is, but I know I saw it.) somewhere in the scripts or maybe one of the inis. Perhaps there's a way to re-enable that bit of code, so that zombies are less of a "priority enemy" to prevent them from "turning" but rather something to keep an eye on and prepare to shoot to pieces with multiple units, because they're going to explode into a new Chryssalid regardless. Link to comment Share on other sites More sharing options...
XCalm Posted October 31, 2012 Share Posted October 31, 2012 I agree. Chryssalids in this edition of X-Com are a concern, but they are not an absolute nightmare like they were in the first game. This would fix that. Link to comment Share on other sites More sharing options...
Recommended Posts