XCOM: Enemy Unknown

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"Recon" Second Wave option not working? (2 comments)

  1. spikyhair
    spikyhair
    • member
    • 0 kudos
    First of all - thank you very much to all involved for a much-needed overhaul. Late to the party, but really like what I've experienced so far.

    However, one issue came up, and something that put me off the unmodified game itself - the meld canisters being on a timer.

    I was hoping turning on the "Recon" option from Second Wave would help at least alleviate the problem a bit, but for some reason even with that on and despite the description of the option nothing changes.

    Also, there is no "disappear" countdown provided - is this an intentional change of the mod? This is a brand new clean installation on a computer without any legacy files. No issues aside from this one, and it's a big personal annoyance.

    Thank you!
    1. szmind
      szmind
      • supporter
      • 30 kudos
      The counter is removed in LW and this is intentional. Though I think you can recognize somewhat that shutdown is imminent listening to the pulse sound - which gets quicker the closer it is to the shutdown. Also - the timers in LW are quite well scaled with distance between the canister and landing zone. E.g. for those very far you can have like 20 turns to reach them. Moreover the amount of Meld is scaled as well - so that if you are doing poor (perhaps due to bad luck) and skip missions, or do not detect or manage to shoot down UFOs you will soon see collecting 18-20 per canister. It is a sign that aliens have gathered more resources and the extra Meld is suppposed to help you catch up :)