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报告翻译问题
"way too weak"!?!
I completely disagree, I think this is the only mod-added autopsy I keep. I find pretty much everything else I've seen OP, moddy, or both.
Question: Is there a way in the ini files to make the Rift Beacon permanent?
+SitrepProperties=(ValidMissionList="LEBStandard", MinForceLevel=20, MaxForceLevel=20, Chance=50,
Black-Ice Rounds, which prevent a normal Codex from cloning on damage, only apply that debuff to the cloned Codex.
The Proficiency Ability "Armed Intervention" is an overwatch ability triggered on hostile actions that disorients enemies. With a normal Codex using Psi Bomb, it would start Psi Bomb, become disoriented (making the action illegal), and then be refunded the action and take a new action. On Venators using Feedback, what happens is the game hangs indefinitely after the disorientation. No amount of time ends the hang, console commands like "skipai" and "killclosestunittocursor" do not register.
I've set a one turn delay to reinforcements appearing, as I use Yellow Alert Gameplay, using this mod's .ini
That's as close as I've managed.
Anyway, anyone has ideas on how to fix the first thing at least?
You basically just let advent get too strong. You could change MinForceLevel to 19 for all of them in xcomencounterlists.ini, and change MaxSpawnCount in XComEncounters.ini to 1 across the board, which should I think limit it to 1 per mission.