aliens

Author Topic: Kronos 913 mod 2.0  (Read 10487 times)

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #90 on: September 10, 2023, 11:27:30 pm »
I tried the idea of adding an alien tankman to the Sectopod. I abandoned the idea for two reasons:
1. It is impossible to draw the remains of a sectopod normally
2. The tanker always spawns in the top cell, so when shooting at the sectopod with automatic fire, you need to aim at the top cell - if the sectopod is destroyed earlier, the remaining shots can immediately kill the tanker.

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #91 on: September 14, 2023, 01:34:34 am »
-The accuracy of weapons of armored tanks has been slightly reduced (Because the shooting accuracy of a soldier is higher than the shooting accuracy of a tank)
-Added reward for completing missions alone
-Added a tank with an Mg-42 machine gun
-Mutons received a melee attack
-New article in Ufopedia about mutons
-Added a new bonus to soldiers for using a melee attack of a muton under control

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #92 on: September 17, 2023, 12:53:51 am »
- "Muton puppeteer" has been replaced with a "puppeteer": any implanted alien weapon counts (applies to all terrorists), but more kills are needed for bonuses)
-The space in the warehouse occupied by alien alloys and Eleria has been reduced by 5 times (for the late stage of the game, when there is an abundance of trophies)
-Changed requirements for the "tanker" skill