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10 comments

  1. Spinfx
    Spinfx
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    Hmm, seems the game considers turrets separate from mechs - I hacked an Advent MEC and after a few rounds it wore off. Could you include a separate version that fixes the haywire hack for both turrets and mechs? Thanks. I haven't actually tried hacking a turret yet though so I'm not sure if the mod's supposed to affect both.
    1. MonkeyBoy24
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      With the MECs it normally states you control them for 2 turns only. Making control of other robotic units wouldn't be a 'fix' but a change or even a cheat.
    2. Mandabar
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      Yes, exactly what monkeyboy24 said. I only changed the game to match the ingame info.

      Easy enough to change yourself though in the .ini files. Just change Robot Hack from 3 to the amount of turns you wish (or zero for unlimited).
  2. FallenDeus
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    Except by default the hack isn't meant to be permanent. I mean mod the game however you want but don't call it a "bugfix" when there isnt a bug in the first place. You want the game easier, which is fine, but you aren't fixing anything. The description only says "you may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control." NO WHERE does it say it is supposed to be permanent. So don't lie and say it is a bug.
    1. Mandabar
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      It says right in the game description of the haywire protocol skill... As pictured in the first image.

      "Hacked turrets will remain under your control for the duration of the mission, while other robotic enemies can only be controlled for a short time."

      That's Vanilla Skill description. Open up your own game and read the details of the skill.

      So... yeah. Bug Fix.

      Also singleplayer game so you're entitled to play however you like.

      Enjoy! ^_^
    2. UhuruNUru
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      Doesn't mean they didn't nerf it in the later design changes, before release. The description could just as easily, be the actual bug.
      Feraxis may have simply forgot to change the text.
      If after two turns the fight hasn't moved away from the turret, it should be dead by then and if the teams moved away, permanent hacking is is useless anyway.
      Knowing the turret will be an enemy in two turns, adds to the sense of urgency required to complete missions.

      I personally prefer the two turns limit and would want the text fixed match the code. It doesn't really matter which is the actual bug and which is the intended action, this mod gives us the choice of following the text, which is better than no choice.
      If Feraxis makes the time last all mission in a future patch, I'm sure a mod will appear to reapply a 2 turn time limit, or better a mod to set the time to one of your choice, with the correct text.

      So while I agree a bug exists, neither of us know which is the actual bug, the code or the text. So claiming this fixes the bug isn't quite true, it offers one of the two possible fixes, not both.
      To fix the bug properly, give the user the choice to fix the code to match the text, or fix the text to match the code, or set a new time of their choice.
      Don't make an arbitrary decision which is correct fix, offer both fixes and let the user decide which they want.
      That's my idea of a modding bug fix anyway, when the user gets to choose from all the options available. Whatever the devs intended to start with.
    3. TheArklyte84826
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      Giving player the options is the best choice however this definetly is a fix as it removes a clear contradiction. As for balancing, I'd prefer basic ADVENT starting armor and magnetic accelerator weapons being on par or slightly better then XCOM "second tier" from the very first mission and getting upgrades to plasma and exo's later in terms of saving immersion. But can YOU survive with that, huh?:\
  3. Mcgan
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    I had completely missed that one, thanks for putting it on the Nexus
    1. Mandabar
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      My pleasure, Enjoy my Workshop shy brethren!
  4. vulchor
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    Thanks for bringing this to the Nexus!