Also wonder ancient abominations do apart from stay and not move. I found no effect created by them... Or they only spotters?
They should shoot. They have the hybrid's weapon. They also have psionics. I really need to give them something more unique.
Alos, I'll take a look at the feet for the Carcharodon's ufopaedia artwork.
Updated to 0.953
V0.953
-Added hybrid grenades
-Reduced Human Elerium Lamp cost and manufacturing time and increased its sell price
-Fixed a tile issue on one of the scout UFOs
-Alien plasma cannon should not be usable until much later. Fixed this bug
-Fixed soldiers not screaming upon dying
-Lowered storage size of UAV rockets
-Thought about it for a while and I think I'm doing it. I removed the Lightning from the research list. It is just filler and I don't see any reason why someone would use it. Might add it later if I rework it.
-Updated abomination artwork and ufopeadia entries
--- posts merge ---Updated to 0.954
Changelog
V0.954
-Added an upgraded minigun with alternate ammo types
-Added an assault cannon. This combined with the minigun should flesh out the heavy weapons for tier 2
-Lowered cost of minigun
-Updated Hybrid autopsy UFOPaedia artwork
-Updated Overlord UFOPaedia artwork for both normal entry and autopsy
-Updated Carcharadon UFOPaedia artwork to fix feet
-Reduced cost and sell price of all Tech Rounds
-Reorganized and reordered a bunch of UFOPaedia stuff. Ditched XCOM Technology category and merged it with CODEX Technology
-Deleted a couple of useless UFOPaedia entries that no longer fit into any category
-Updated UFOPaedia entries for all stage one Codex technologies. Also updated much of the artwork for Codex stage one technologies, but I am still not finished in that area.
-Deleted small psi amp research. Pisonic warfare now unlocks it directly.