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KnaveOfSpades seems to have left Steam and his mods abandoned. So no issues will be fixed.
I hope it gets resolved soon.
Also compability with grimy's would be awesome, even though is easy to make it work.
Still better than the coil and laser pack.
- Add an option to count SMG's as Bullpups.
So it becomes
Conventional -> Mag and Laser -> Coil and Plasma.
I can see energy weapons having flat damage values and ignoring armor and shields, but being unable to crit (damage is applied to the surface and it "cooks" the enemy). Projectile weapons have the greater damage potential (hard to argue with a hole through the head), can crit, but can still be blocked by armor and shields.
This allows for greater load-out variety and more tactical options.
Are you basing that on the UI alone? Try this:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1281427768
@AdrenaHawk I think the price thinguie might be because this mod's prices follow LW2's, which are the same (I think) in Legendary but have way less of a difficulty discount at lower difficulties.
-Laser weapons are the preferred tech when soldiers get unequipped, regardless of tech level reached.
-Weapons in inventory sometimes upgrade to the next tech level, sometimes don't, making weapon attachments a risky choice until you get max tech.
-Lasers and Coilguns are priced way higher than Mag and Plasma weapons regardless of placement in the tree, unless you do config file editing.
-Engineering schematics and weapon inventory stay listed forever, making huge clutter in the UI, regardless of MCM options.
I don't believe so, although those existing breakthroughs do smush the tiers together a bit. These weapons do (IIRC) get affected by the e.g. pistol and rifle breakthroughs though.
In tactical play the bonus is actually present however.
I use the mod suggested below by Dragon32 and the problem still remains. Just thought I'd let others know.
Are you basing that on the UI alone? Try this:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1281427768
It's really annoying having to reequip everyone's guns just because I need to free up some utility items. I know it's this mod causing the problem because the default weapon tier the game falls back to it the laser tier, even though magnetic weapons have been unlocked.
So that's 2 bugs, I guess. 1) The unequip utility items button should NEVER affect weapons, and 2) your modded weapon tiers are being prioritized over vanilla tiers even when they are a lower tech level.
I know we can just edit the prices in the ini ourselves, but I'm not sure if we can add in a difficulty modifier as well or if that'd need to be on your end.
Are you basing that on the UI alone? Try this:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1281427768
I reported similarly at the end of March, no response from KnaveOfSpades since then. So I think this mod is provided as is with no updates or fixes in the pipeline.
a) Laser-Modification for WotC (unoffical)
b) Coil-Gun-Modification for WotC
c) Laser-Coil-Gun-Images or what it is called for WotC
completely. If they are in the list (dosen´t belong they are on / off) the big Mod here won´t work.
For the Coil Guns only Elerium and Magnetic Weapons, and for Plasma Laser, Coilguns and Elerium.
Have you modified the research requirements? Been a while but I think laser weapons research appeared for me straight after researching Modular Weapons.
Got allready all researches for the ADVENT-Troopers and the first Aliens I met, as well as for the first 3 Storyline-Requirements.
Build up the Testcentre, the MedicStation, the Laboratory, the Resistance-Ring, the first Energy-Relais as well as the Guerilla-Training Centre in the Meantime. The Workshop is underway too.
And I am playing on Commander-Level with extra difficultys enabled which the Game offers already.
I used the seperate Laser-Mod while playing XCom 2 with the 5 smaller DLC´s before DLC WotC comes out. And I have Ended XCom 2 "Standard incl. the smaller DLC´s" only with Lasers.
So I try this Mod now and begun a new Carrier with Commander-Level, more adjustments (more enemy Health, longer Timers and such) with all DLC´s enabled. Only the normal Missions and Shen last Gift (played SlG yesterday evening) were very interesting to play.
If I had the Lasers for the Mission it were much more easy to make. But I made it with Conventional Weapons (Modular-Weapons already researched), which was a very funny challange. Esp. with the special adjustmens on.