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This mod does not alter the stats of the original Alien Ruler clones or their reactions, nor do I plan to make this mod affect either.
The amount of SITREPs you have available to roll will greatly affect how often you see Clones.
There are also many mods that dramatically can shift the threat posed by this mod without compromising the difficulty of the clones themselves.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2157967646 Allows Clones to start fighting ADVENT before you see them.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1531883724 Allows you to leave some missions without killing the Clone if it is not mission relevant.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1601260788 Raider Faction Bases will make Clones typically in one region of the map making it more or less likely to encounter depending on where a mission is.
I am not opposed to adjusting Clones in a separate mod.
This mod has potential, but as it is now, it's just not fun. I hope you will update it, because I love the alien rulers, and I love playing around with new Raider mods.
Comment 3/3
The clones do not leave. They fight for the full duration of their HP bar every time. And by the point, where a normal ruler would leave, the fight with these guys is only halfway over, and you will have spent all your limited delaying tools.
Ordinarily you could even argue, that you could prepare for this by practically building your playthrough around preparing for this sitrep, by crafting a fuckton of mimic beacons, and rushing a heavy with rupture, but the Viper in particular spawns in so crazy early that you may literally not have had the chance to research or build anything of note yet, leaving you with weapons doing about 4 damage on average per turn, against an enemy that has 69 health, and who usually hits back with 3-4 damage every time it gets hit.
Comment 2/3
I like a difficult gameplay addition as much as the next guy, but there is a difference between "Difficult" and "Stupidly unfair"
I really don't think you thought the logistics out having bosses with absurd amounts of health, supporting allies AND ruler reactions, appearing even earlier in the campaign than the original rulers, with functionally twice as much health.
The fact that the clones don't dip and leave the battlefield, like the OG rulers, is what really tips the balance into the unfun. With a regular ruler you could just barely keep them at bay, exhausting all your tools like free onetime actions, frost bombs and stasis to the point where you can juuuust barely hold out from getting your squad wiped until you get the ruler to about half health, and it runs away.
Comment 1/3
However, if you use Mods that add new maps especially smaller ones it will likely cause an error that would make it appear that this mod is not working because the script of Strategic cannot find a proper location and removes the spawns.
Easier to just say it isn't compatible with Strategic Spawning so I don't get false bug reports as it is two other mods causing the issue to occur and not an issue with my own mod.