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Hm, that sounds like a bug unfortunately.
Hm, potentially - but at this time only leveraging the existing ability as is
Should be there
Yeah, it’s a side effect of the animation working for the shield-charge ability. It’s tied to the shieldbearer’s animset, so we get some other parts of the shieldbearer’s flair mixed in. A known immersion discrepancy, but preferred over canning the unique shield ability/animation.
Yep, exactly - thanks Novash
You can change the settings for this inside the "XCom_Customize_This_Mod.ini"
Look for where it says:
isInfinite = "No"
or:
Repeatable="No"
Change either of those settings to "Yes" and you can have more than one of each armor
Before the game decided that it wouldn't run. The changes I made worked. Though I also had to edit its stats to make it on par with other Plated armors.
Hm, noted. I'm sorry you are experiencing that; I haven't been able to replicate.
Hm. Potentially, I would expect more bug reports for that if it was widespread unfortunately. I've heard verifying cache may help with similar issues.
It is the same ability the shieldbearer enemys use, so it does not recharge and works as a one-time use. Ability customization is not supported in the configuration at this time.
@Jose
You may be interested in Honey's Heavy Weapons . The armors are developed independently intentionally for approachable customization, troubleshooting, and development. No plans to combine at this time.
Sounds good to me
If I did it correctly it should show up after I finished plated armor is researched. I replaced "ADVENTArmorResearch" with "PlatedArmor" Going to take a day or more because I'm still early in my latest run and the game likes to skimp on the scientists.
Go for it, it will work as long as you include appropriate techs!
Actually messing around with the +RequiredTech= values right now. It might glitch the game or not work at all.
True - by the time you encounter the shield bearer, the player should be close to Tier 2 armor which has its own benefits. With this said, the shield bearer's energy shield is innate and appropriate to this armor's theme. You are welcome to remove the ability in the customization-config provided if preferred.
@Delicious Exotic Butters
Thank you; As long as there's more armors to make, I'm happy to continue - purifier is likely up next. Helmets will not be included intentionally as many custom characters on the workshop use the helmet-slot as the head (i.e. aliens, etc). Introducing the helmet as part of the armor set leads to many unintended conflicts. Let me know if there's a particular thing you're looking to see going forward.
:) enjoy
@Kiruka
Candidly, the 'Heavy Defenses' ability is a cosmetic passive. However, to keep the theming consistent with other armors (i.e. stunlancer's "Composite Materials") and to use Nemesis' wonderful icons, I've included the narrative ability. With this said, The armor-bonus itself is indeed from a separate stat boost. You are welcome to remove the ability in the customization-config provided.