Fix keyboard navigation order issue in the armory with mod-added entries (AWC, Officer abilities) being skipped over. Courtesy of robojumper and the Community Highlander project. Port fix to allow mod-added menu items to respond to keyboard activation. Dead/Captured Psi units will not show eligible for Psi level up Fall back effect (used by Flush, Roust and Fall Back) will no longer trigger on stunned units They may still target friendlies after being enraged. Berserkers should no longer attack friendly units while in yellow alert on datatap missions. Alerted units will now be alerted to the location where explosives detonated instead of the location of the unit that threw/launched/placed them. Added a listener to the TransferMec effect that breaks MindControl when the only remaining units are mind-controlled units that cannot evac. Full Override Permanent now does not break MindControl on source unit death or leaving play (e.g. Ensures they still drop a corpse if you manage to kill them before they transform. Add faceless base loot (corpse) to the faceless civilian & rebel character templates. Attempted fix for bug causing failed facility sabotage missions to still destroy the facility Fix bug causing Invasion missions to sometimes be considered a failure if the spike is destroyed after all aliens are defeated. Requires a new campaign to avoid the bug. Fix bug causing the DLC mission sites to spawn more than once in a campaign. Attempted fix for the "squad stuck on mission" bug when infiltrating an about-to-expire mission. Fix base game bug with PCS items disappearing from soldiers. Except armored zeds and Juggs.ĬLEO Heavy Sniper - Scope, extremely tight aim (same as with CLEO Accelerator barrel mod) and 2 shots to kill any Jugg.- Fix a bug causing newly-hired units to rapidly level up, especially mid/late game black market purchases. Since almost all CLEO weapons are essentially shotguns, it takes 1 shot from Battle Rifle to kill a zed, even when shot at the body. Full clip is enough to drop Blood Jugg on the knees in Dread difficulty.ġ5 round mag, scope. 150 round mag, scope, 3 fire modes, any barrel mod except choke.ĥ round clip, single (semi-auto) or full-auto. But no barrel mods.Ħ0 round mag, scope, silencer, 3 fire modes.įor OP gun - Eternal Guard's Infinite Rage. Looks cute, 45 round mag, has scope and can have silencer.įor bigger mag - Masterwork Assault Rifle. Also good against Juggs and Blood Juggs.Ī bit better than normal 870 Sawed-Off for a sidearm. In Full Auto, my best Plague Heart killer. But no scope.įor scope: P220-45 Elite but that has 10 round mag.ġ0 round clip, scope, silencer and lever-action (never brakes).ġ2 round clip, scope, silencer and lever-action.ģ0 round mag, scope, 3 fire modes, choke. Sighted Mk3 or Micro Dot PPK are also good ones.ģ0 round mag, scope, silencer, fast reload.ġ5 round mag, scope, silencer, fast reload.ĥ0 round mag, scope, silencer, fast reload.Ģ5 round mag, silencer, fast reload. Only downside is somewhat long reload (even with Gunsling).ġ0 round clip, scope, silencer. Great against everyting, except armored zeds, Juggs and Blood Juggs. Here are my preferences of weapons which all have single shot (some may have more):ĥ0 round mag, scope for zoom and with advanced silencer, the best zed head popper, especially with Gunsling (aim snap to head).
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