發現一個詭異的事情……戰鬥中受重傷到剩1HP的隊員……被專家奶起來之後,結算的時候居然是輕傷5天而已…… ...
伤病结算好像是随机的
碰到过1点HP重伤休息1周还是2周来着的。后来读了个档变成3天。 LichEnd 发表于 2017-2-23 23:17
伤病结算好像是随机的
碰到过1点HP重伤休息1周还是2周来着的。后来读了个档变成3天。 ...
太詭異了……只能說,體質各異233
剛才又試了一下奶起來,總體說來奶起來還是比較好,不像原版只要過關不再受傷奶也沒用了……
More Technical Rockets
我一直在等人做这个MOD,是RM这个作者做的。他刚做完EXALT就做这个,真是太勤快了。已经为LW2贡献了easy war, 游击队job系列mod真是辛苦他了。虽然毫不意外非常的BUG,但只要花时间修改文本就能做好。不过带多3枚火箭确实太可怕了呢。 喷子炮试了下确实op 一发就一整面墙没了,拆迁效果好顶赞。不懂燃烧子弹为什么会是目前出众的武器之一,能不能点燃完全看脸啊 本帖最后由 M82 于 2017-2-27 12:11 编辑
火焰子弹是没火焰榴弹NB,并且火焰子弹要精英异变酱尸体才能造,很难量产。火焰榴弹的爆炸伤害极高,能烧几回合不能干任何事的DEBUFF非常恶心。已经确定是1.03平衡补丁里要吃刀子的玩意。喷子炮、火焰榴弹和灵能的榴弹引爆是确定1.03版要挨刀的。榴弹兵估计还要继续砍才行,火焰榴弹/炸弹,电浆手雷,道具栏手雷+1太无脑了。
暗影行动出了LW2的8兵种版,虽然4个新兵种几乎没有原创技能,但看起来好像很好玩。4个新兵种中有一位侦察兵,隐匿+观察员的技能组合,当然完全没有新技能了。这侦查兵一扫对忍者这SB名字怨念和无能刀,前期只能做观测手的狙击手的怨念。以后上侦查去玩MGS就可以了,忍者再见。除了新兵种外,还有整套暗影行动的AWC技能库。手.枪现在加入了马格南(也译麦林)和乘胜追击(被动,手.枪击杀回1行动点),攻防有一堆暗影行动的NB技能可随机。
我赶紧做了个铁男给暗影行动的新兵种用。
LW 1.2 来了,各种完善
1.2 (Feb. 26, 2017)Bugfixes
- Fix bug in base XCOM 2 relating to mind control. When releasing mind control effect wore off, any active ticking effects (including stun) were still registered to tick only on the mind-controlling player's turn, instead of the new (original) player's turn. This resulted in weird side effects in particular for units that were stunned while mind-controlled. Added new code to X2Effect_MindControl.OnEffectRemove to unregister the old listeners and re-register new listeners for any active ticking effects of the appropriate type.
- Regional network tower hack will no longer stun any soldier unit (for modders: this means any unit with a charactertemplate with bIsSoldier = true)
- Fixed two urban maps that were not allowing soldiers to jump low obstacles or break through windows, and we're placing people to rescue in bad locations.
- Added new AWC melee abilities to Disallowed AWC abilities list so rebels don't get them
- Crit is now clamped to 0 to 100; Dodge is now capped at 100; Negative dodge now acts like positive crit, allowing only a single tier upgrade. This should prevent edge cases where excessively high dodge or high/low crit scores had unintended impacts on the to-hit calculations.
- Fixed Mind Merge so it lasts through alien turn
- Fixed Kubikiri so it accounts for alien armor when applying damage, and gave it some extra crit damage to make sure stuff gets dead
- Bronzeman setting on Ironman Mode (with ini change) now works
- Corrected bad G-vehicle schedule for alert 16
- AWC cross-training restrictions reconfigured to exclusively use perk triggers (rather than currently bugged class restrictions). SHould see a lot more options open up for training.
- Set Psi Zombies and Avatars to be immune to arc throwers and concussion rockets per their vanilla immunity to stun effects and to cure bugs related to missing stun animations
- Fixed alert levels for Extract_D10_5_LW (was causing a relatively easy schedule to sometimes pop at high alert levels)
- Vipers will no longer attempt to bind units being suppressed, which caused weird behavior.
- Mind Control abilities can no longer target stunned units.
- Fixed a bug that was preventing stabilized/bleeding out soldier recovery and timed loot recovery on Supply Convoy defense
- Fixed a bug that was allowing stabilized/bleeding out soldier recovery and timed loot recovery on Recruiting Raid
- Fix issue where wounded Sparks could infiltrate more than one mission at a time.
- Disallowed on-mission sparks from being selectable for healing in Engineering.
- More explicit controls to prevent Sparks from being eligible for AWC training.
- Fix CTD issue when pressing up/down arrow in AWC Ability UI
- Added missing 'StockSupport' attachments for Coil Cannon.
- Geoscape hotlink will no longer be available in UIPersonnel and Promotion screens when in SquadSelect. This fixes the ability to back out of the Avenger Defense mission and freeze the campaign.
- Handle destroyed evac zone or evac spawn location on Haven Defense. Zone or spawner will relocate to a new location on destruction.
- Add arrow to evac zone/spawner on Haven Defense.
- Flamethrowers given +1 range to get it back to intended 1.0 levels
- Unarmed rebels get 4 hp like their armed counterparts. Fixes issue with NCE killing 1-hp rebels and makes them not drop dead from poison.
- Fixed 2nd tier Focus PCS not providing enough will
- Attempted Fix to Mec Micromissiles and Poison Spit targeting places with no visibility from anyone on alien side
- Fixed bad config preventing Proximity Mines project from being available
- Fixed bad config preventing Incendiary bombs from being buildable
- Rebels on mission and appropriate haven advisers are now killed or captured when the mission expires.
- Switched one of the two Rapid Deployment perks in AWC Defense level 2 to level 3
- Fixed issue in which identical Override hack rewards would show up on the same hack attempt
- Fixed bad schedule: Guerilla_D17_1_LW, was defined as Guerilla_D17_D1_LW, leading to rare missions with way too few bad guys
- Added utility category for Neurowhips in all loc
- Prevented Serial and Traverse Fire and Serial and Hit and Run from appearing on same soldier via AWC due to reported bugginess
- Added Single activity in world restriction to Foothold so you don't get hit with 16 UFOs at once.
- X2Effect_TemporaryItem will now ignore "SmallItemWeight" ability. Things that give free items should no longer cause mobility penalties (e.g. Flashbanger, Smoker perks).
- Fixed Default Doom reduction on Legend for killing Codex / Avatar were still set to generous vanilla scores; reduced to be in line with other diffs (1 for Codex / 3 for Avatar)
- Iron Skin should no longer show triggering at mission start
- Rebels will only get lasers/mags if you've researched the appropriate techs as well as the existing triggering techs. So a mag rush that skips lasers will prevent rebels from getting lasers.
- Fixed bad config LARGE_INTEL_CACHE_REWARD in LW_Overhaul.ini
- Fixed bad text in Lethal dark event for all languages
- Fixed KOR Incendiary Bomb project display name loc
- "Find a Lead" now capitalized in mission objective in all cases
Gameplay / Balancing
- Added Sedate Ability to medikits; will allow you to render unconscious any adjacent human ally who is panicking, stunned or disoriented. This allows them to be carried out of combat. Uses 1 action, does not end turn, has two charges.
- Added Berserker corpse requirement back to Combat Stims
- Increased Gatekeeper Will
- Lost Towers and Alien Nest should pop earlier now (available when you get a POI after ~75-80 days)
- You can take 12 soldiers on invasion missions.
- Added a defend pod job for the 5th pod on a big assault-type mission
- You may now evac to escape from regional network tower missions
- Hail of Bullets now requires 5 ammo. Removed Hail of Bullets from allowed Rebel abilities.
- Danger Zone now only adds 1 tile to Area Suppression Radius instead of 2
- Increased resarch time and/or reduced application chance for several tactical dark events
- Worked on Psi Tree to 1) add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled and 3) reduce training time overall. This is an issue we'll continue gathering feedback on and may make further changes for 1.3.
- PsiAmp_MG costs reduced, requires Codex research and Codex corpse, provides +10 to psi offense instead of +15, updated all locs
- PsiAmp_BM costs reduced, requires Gatekeeper research / Gatekeepr corpse, provides +20 to psi offense instead of +30, updated all locs
- Delayed first chance of Avenger Defense dark event based on DifficultySetting. Hunter UFO will cap at 14 days flight time.
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations.
- Removed Codex teleport from list of allowed yellow alert abilities
- Gave Rookie Spark +5 aim to match Rookie diff soldier bonus
- Increased Scout detection range
QOL
- Added version number to credits scroller
- Set up mission brief that appears in geoscape and squadselect with some parameters of current mission, like turn counters, type of evac, whether corpses are gathered, etc.
- Added average scatter display (updates in real time) for rocket/blaster launcher targeting.
- Added new NavHelp button "Strip All Weapon Upgrades" to UIArmory_Loadout, UISquadSelect and the Upgrades UI.
- Added explainer text for all languages for rocket scatter, how to build a radio relay, the liberation progress pips, green/yellow alert mechanics
- Added hint that liberation moves you toward unlocking aliens true purpose
Modding
- Remove 'const' from plot and parcel definition arrays in XComParcelManager. Allows easier mod access to add new objective kinds to existing plots. 本帖最后由 M82 于 2017-2-27 17:25 编辑
之前1.1的awc技能禁表出bug,导致新兵awc少了很多技能。修正后配合暗影行动有很多有趣组合。唯一不好的是手.枪现在变成9技能,要9选7。容易出现三连和对峙被乘胜追击和马哥男挤走的情况。虽然乘胜追击很强就是了,马格♂也buff了手.枪本身就是。影护加马哥♂,+20%命中大大的有,配上its high noon的声效mod效果更佳。 。。。我怎么连化身都没看到
LW是不是不推主线完全没压力的
我只要不停做护送和破坏任务,很轻松啊……
都解放2个大洲了,7个工程师,有几个都要满级了
DLC也没出, 化身也没出,敌人刚刚出来进化的黑色蛇人而已 北狗神拳 发表于 2017-2-27 17:08
。。。我怎么连化身都没看到
LW是不是不推主线完全没压力的
化身就和原来一样还是要推主线才会出的,头颅接入器插军官,插原典……
但是不推的话,某一天突然发现有一个化身计划,那个进展速度就很吓人,黑暗事件也会一个接一个
DLC出不出很玄学,前面纠结过了,控制台调出来吧orz 本帖最后由 M82 于 2017-2-27 17:29 编辑
只要你觉得可以拖主线就拖,只打有尸体的任务练级和攒钱换装备。打到不能拖或者觉得可以迅速通关就推掉最后两个任务。 konev 发表于 2017-2-27 17:22
化身就和原来一样还是要推主线才会出的,头颅接入器插军官,插原典……
但是不推的话,某一天突然发现有 ...
主要是很缺钱,不过已经出磁力武器了
现在就算去硬推也不吃力了 1.2 好像给灵能特工设了等级限制,好像不能全部技能都学到了,还是需要的经验变多了?话说高级灵能增幅器现在提前到拿了原典脑就能研究了,但如果你的进度已经拿完原典脑的话,增幅器的研究就不会弹出来.. 好像一共就只能学9个技能吧。初始是4个1级灵能4选3,然后后面6个级别给你学。1.2就是让你少见到太高级的技能浪费时间睡觉。 问下,有没有合金装备的人物模板MOD? MGS有一套渗透服一套军装的,但没有人物模型直接导入,因此很难看,也不建议装。
Extract Corpses这个搬运尸体+道尔顿回收系统的MOD,一直备受LW2玩家推广。大家可以试试,以后什么任务都能回收尸体了,挑自己喜欢的尸体回收吧。
……………………这也太高科技了吧= = 下周周四还是周五的PAX展公布DLC,希望是资料片程度的DLC,能给力点让LW2和MOD更多素材玩。
EXALT的LW2版mod算是做完了,在解放第一块区域后,会触发三个任务摧毁他们总部。然后解锁制造芯片素材的技术。以后可以不断制造最高级的插件,他还加了很逆天的全身掩体就隐形的插件。这mod难度不算低,可以搞。
这不是必然的吗。新dlc如果是之前那样一场任务了事,那lw2应该很快能兼容。 本帖最后由 M82 于 2017-6-8 22:40 编辑
资料片E3公布。第二张图,图文无关,同人画。 LW2打最低难度就是了,不过攻略流程有不少东西都要自己总结。LW2不看帖子会走很多弯路的。
最近在跟Shadow Ops作者在测试平衡性,也聊到资料片这次E3出了,大家都在等着。 宣传片出了。3个新BOSS“天选者”,3个互相对抗的抵抗军派系(擅长狙击和游击战的毛子潜行者,重甲大炮的变种人叛军,使用灵能的圣殿武士),疲劳机制,队员羁绊机制,还有在入侵时被外星生化武器变成污染区和僵尸巢的新地带。
https://cdn.2kgames.com/web/xcom.com/images/overview/xxvy3598yt/x2woc_screen_...
本帖最后由 M82 于 2017-6-13 12:39 编辑也有1代的卧底系统,派士兵,工程,科学家出去搜集资源,或者把资源送给三个放抗军阵营那获得好感度。好感度高后,能对反抗军阵营下命令。
https://cdn.2kgames.com/web/xcom.com/images/overview/xxvy3598yt/x2woc_screen_strategylayer.jpg
天选者这3个BOSS,一次只会出现一个,随着游戏进程升级和获得技能。他们喜欢绑架你的士兵,最终目的是绑架玩家。玩家最高级士兵会被他们打晕然后传送回家SM。绑架后会SM出你旗舰位置,发动奇袭来抓你。天选者有一个怼XCOm的情报槽,通过绑架士兵等方式涨。涨漫可能就会直接入侵我方母舰。
队员有羁绊系统,有3个等级。
https://cdn.2kgames.com/web/xcom.com/images/overview/xxvy3598yt/x2woc_screen_greatercustom.jpg
新的VR训练场消费要消费点数来学技能。点数是按小队出战的表现来获得。好像训练技能点数就是羁绊系统获得的。
这三个反抗军兵种都是英雄兵种,能力更强。死神能进入暗影模式,擅长隐匿渗透,外奸阵营-游击士能一回合发动多种攻击技能(譬如勾绳把敌人拉过来揍),圣殿武士就是蓄怒槽放大招的货。他们在战斗中完成特定的指令来获得技能槽,蓄满后能发动各种特色技能。估计这三个兵种是蓄力系,存满能量,死神开暗影模式,在隐形状态下连杀,外奸则是武器必杀技连发,武僧是紫色大招。
所以这作时间线是主线前后? 羁绊系统……可以魔改出gal么
——发送自S1 Pluto 3.0.6 羁绊系统 时间同步的,只是追加了新要素而已。3个BOSS追杀你,3个阵营让你去攻略,3个新杂兵,1个僵尸。新的废弃都市场景。 队友一起出战可以加关系,关系高了可以解锁合击技,基友负伤会爆种,基友死了会黑化,仔细想想挺带感的 疲惫,火纹羁绊、挖个雷个性MOD很早就有人做了。这次疲惫,羁绊都被官方做进去也是666。现在就看Long War2做不做,他们直接在自己论坛说无可奉告,又来这一套。 任务结束后的升级画面能不能强化下,受伤的战友互相扶一把不过分吧 天选者是长者制造出来三只最牛逼,最好打的生物。长者这二货给他们下的命令是,你们三个谁先把指挥官绑回家,这地球就送你了。因为这个命令,三个天选者是分开行动的,坑爹了……因为目标是绑架玩家,他们会不断收集情报,锁定复仇者战舰位置来抓你,战场上不会优先把XCOM干死,而是打晕现场拷问,或者一个传送门扔回自己老巢慢慢拷问。每个天选者都有一个情报槽,估计就是通过拷问和绑架提升。提升满了,估计玩家就GG了。
天选者的装备,服装和技能随着游戏进度提升,估计也是用科技水平这个数值吧。Force Level是游戏隐藏数值,从1升到20,不同数值出现不同等级的敌人。比如15~20是出现两腿萝卜和球球的区间。 本帖最后由 M82 于 2017-6-13 21:35 编辑
rubicon 发表于 2017-6-13 11:55
任务结束后的升级画面能不能强化下,受伤的战友互相扶一把不过分吧
任务结束后,会有一个摆pose拍集体照的操作。估计是用来代替下飞机走回来这个动作。pose可以自己换。
哦,好像不是战斗后,只是一个独立的海报选项,让你弄海报贴出去而已。