Search found 65 matches

by Captain Trek
Thu Jun 14, 2018 4:36 am
Forum: Working Mods
Topic: [Squad] Sentient Weapons v1.1.1 (Snow-bots)
Replies: 3
Views: 5153

Re: [Squad] Sentient Weapons v1.0.1 (Snow-bots)

This mod doesn't seem to want to work. I tried uninstalling and re-installing with the latest version of the mod loader and it made no difference.

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by Captain Trek
Wed May 02, 2018 8:13 am
Forum: Working Mods
Topic: [Enemies] More Bosses v1.4.3
Replies: 25
Views: 21493

Re: [Enemies] More Bosses

Mission balance lives and dies on how many building-threatening hostiles you have to deal with on any given turn, so if the Blobber Leader battle has fewer spawns than normal, I for one am entirely willing to give it a try. I'll install this and let you guys know how it goes. Might be a while though...
by Captain Trek
Wed May 02, 2018 8:05 am
Forum: Working Mods
Topic: [Pilot] Ice Queen
Replies: 2
Views: 5511

Re: [Pilot] Ice Queen

Having experimented with this pilot, I've come to the conclusion that she functions surprisingly well. At first I thought her ability would be _incredibly_ overpowered, but whilst it definitely is exceptionally useful in certain situations, Harold still beats her out in my opinion, which instead put...
by Captain Trek
Sat Apr 28, 2018 5:52 pm
Forum: Working Mods
Topic: [Squad] Freezing Inferno
Replies: 16
Views: 15693

Re: [Squad] Freezing Inferno

Wow. I'm actually really impressed by how far you've come, Neo. You've gone to an exceptional amount of effort refining this squad and at this point it just feels "right". Now, obviously the biggest changes since my last review were in reducing the Frostfire Mech's movement and correspondi...
by Captain Trek
Fri Apr 27, 2018 6:28 am
Forum: Working Mods
Topic: [Squad] Riptide
Replies: 6
Views: 6445

Re: [Squad] Riptide

This squad feels balanced and nice to play, and is easily the closest in feeling to the eight "vanilla" squads of any mod squad so far. Its weapons are potent without being overbearing (especially as part of using them to their fullest possible potential involves damaging yourself in the p...
by Captain Trek
Fri Apr 27, 2018 5:57 am
Forum: Working Mods
Topic: [Squad] BioResearchers
Replies: 6
Views: 7207

Re: [Squad] BioResearchers

Okay, let's see... This is a very unique and interesting squad, with a curious, eccentric suite of weapons that work quite well together both thematically and in terms of gameplay. In an odd way, they're almost the opposite of the pre-rebalance Archive Armors, as they start off quite strong (as mind...
by Captain Trek
Mon Apr 23, 2018 5:16 am
Forum: Working Mods
Topic: [Mission] Lost Missions
Replies: 6
Views: 10712

Re: [Mission] Lost Missions

https://i.imgur.com/UVCGv4b.png Clearly what's happening here is that this mission is a 2-star objective, but the game is then randomly choosing a "side" objective to add to it, which could be either a 1-grid objective or a 1-star objective. Thing is, I really don't think any missions sho...
by Captain Trek
Fri Apr 20, 2018 11:06 am
Forum: Working Mods
Topic: [Squad] Collateral
Replies: 7
Views: 7664

Re: [Squad] Collateral

Another issue - the +1 damage upgrade on the Charging Shot doesn't do anything.
by Captain Trek
Thu Apr 19, 2018 11:38 am
Forum: Working Mods
Topic: [Squad] Collateral
Replies: 7
Views: 7664

Re: [Squad] Collateral

There's a rather odd bug with this squad where if you take the Enhancing Mech into the test room, you can increase its damage as much as you want and it won't reset when you go into the next mission (whereas completing a mission does reset it).
by Captain Trek
Thu Apr 19, 2018 11:24 am
Forum: Working Mods
Topic: [Squad] BioResearchers
Replies: 6
Views: 7207

Re: [Squad] BioResearchers

Excellent. I'll try the squad again once bugfixing is complete.