XCOM 2
Sectoid (Psi Reanimation) Tweak
12 条留言
Conefed 2018 年 1 月 26 日 下午 6:01 
Funny thing is, even with this in place, the ability is still underpowered.
macelharen 2017 年 8 月 13 日 上午 1:42 
wow. talk about severely underrated.
Dęąth Viper 2017 年 5 月 16 日 上午 11:51 
Does this work for playable aliens sectoids?
dankcoffin  [作者] 2016 年 6 月 25 日 下午 4:03 
Cool, thanks for checking.
Jewels 2016 年 6 月 23 日 下午 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  [作者] 2016 年 6 月 23 日 上午 11:28 
I'm not sure what that is, so probably not.
Jewels 2016 年 6 月 23 日 上午 8:58 
does this edit the Arc of the Sectoid
dankcoffin  [作者] 2016 年 4 月 16 日 下午 4:41 
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 2016 年 4 月 16 日 下午 3:32 
Oh, that's just mean.
Juravis 2016 年 4 月 16 日 上午 9:48 
This mod is definitely not compatible with my Custom Abilities which also contains the same functionality in 3.1
a harmless kitten 2016 年 4 月 16 日 上午 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 2016 年 4 月 16 日 上午 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?