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Author Topic: Chrysallids from Zombies  (Read 4731 times)

Offline SIMON BAILIE

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Chrysallids from Zombies
« on: August 19, 2015, 08:05:37 pm »
I wasn't sure there until I tested in debug mode what way Chrysallids are when they emerge from a Zombie corpse. Per picture OPXC seems to have changed from vanilla in the respect that these Chrysallid's stats are based upon your difficulty setting rather than the base stats. Will teach me for playing on Superhuman I suppose. One final point does incendiary rounds not stop these Chrysallids from emerging in OPXC as in battle mode I killed a Zombie with nothing but AC-IN rounds from an autocannon but the Chrysallid still emerged. Apologies if this has been discussed elsewhere in the forum.

Offline Ridаn

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Re: Chrysallids from Zombies
« Reply #1 on: August 19, 2015, 08:17:11 pm »
I wasn't sure there until I tested in debug mode what way Chrysallids are when they emerge from a Zombie corpse. Per picture OPXC seems to have changed from vanilla in the respect that these Chrysallid's stats are based upon your difficulty setting rather than the base stats. Will teach me for playing on Superhuman I suppose. One final point does incendiary rounds not stop these Chrysallids from emerging in OPXC as in battle mode I killed a Zombie with nothing but AC-IN rounds from an autocannon but the Chrysallid still emerged. Apologies if this has been discussed elsewhere in the forum.

I think Chrysallids not spawning from Incendiary damage kills was one of many Incendiary damage bugs (like hits with inc. damage not counting for skill improvement or scoring kills), it sure worked as a feature, but it was a bug nontheless. I`m not really sure if developers should try to reproduce that bug/feature for openXcom - this situation just doesnt come up often. Vanilla Incendiary damage is really low and options for delivering it are very limited.

edit: and if anyone argues that it is absolutely required for mod support - take a look at openXcom Extended - there is a option to overkill anyone and destroy the corpse in process, denying any Chrysallid-like creature its spawning. Or at least I think it works this way.
« Last Edit: August 19, 2015, 08:21:15 pm by Ridаn »

Offline SIMON BAILIE

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Re: Chrysallids from Zombies
« Reply #2 on: August 19, 2015, 08:27:19 pm »
Thanks Ridan for the clarification, it's just atm I'm starting a snakeman terror mission in v0.93 of hardmode and wanted some intelligence in advance. I suppose I'll have to spread out as quickly as possible and if there's a choice between shooting a Chryssalid or anything else, Chryssalid have just become public enemy number 1, if they weren't that before.

Offline Yankes

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Re: Chrysallids from Zombies
« Reply #3 on: August 19, 2015, 08:59:50 pm »
edit: and if anyone argues that it is absolutely required for mod support - take a look at openXcom Extended - there is a option to overkill anyone and destroy the corpse in process, denying any Chrysallid-like creature its spawning. Or at least I think it works this way.
yup, but overkill is based on killing damage. It would work better with plasma rifle than standard incendiary weapons.

Offline hellrazor

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Re: Chrysallids from Zombies
« Reply #4 on: August 20, 2015, 10:57:41 am »
Thanks Ridan for the clarification, it's just atm I'm starting a snakeman terror mission in v0.93 of hardmode and wanted some intelligence in advance. I suppose I'll have to spread out as quickly as possible and if there's a choice between shooting a Chryssalid or anything else, Chryssalid have just become public enemy number 1, if they weren't that before.

I advise useing Elerium Rockets ;)
Heavy Laser/Auto is also excellent.
Incase you get swarmed use some Scatter Laser.

And remember the ultimate Chryssalid defense!

Spoiler:
Move up to level 1 i a building of your choice.
Destroy the STAIRS.
HF sniping Chryssalids.

Btw SIMON, let me know how Chryssalids act with the higher agression setting.
I tested it obviously before releasing and found it satisfactory ;)
« Last Edit: August 20, 2015, 10:59:32 am by hellrazor »