The rehash that Solarius is mentioning won't change how lobsterman melee works at all, but it will allow your agents to attack while unarmed, meaning you'll at least have the expectation that no weapons does not mean no danger.
Oh, interesting, if a bit useless for your agents, as no alien except Sectoids will fall to kung fu tricks... Except for power armored punches, maybe...
Will power fists from WH40k be a thing in the future?
Reapers don't have hands and therefore we can use hand slots for the weapon. Lobstermen need these slots for, well, weapons.
Well, it caught me off-guard, because I expected that unit to be disarmed, not have a surprise, "invisible" melee attack. Anyway, now I know how to act properly.
I'm open to suggestions, especially in the form of sound files.
Alright then, here's how the Pulse Rifle should sound, or it is considered a bug.
And the SmartGun, intended for bigger beasties.
By the way, the Large Workshop mod that you intend to adapt, which parts of it will you use (besides the Large Workshop, stuff like the Deployable Buildings and the like I mean)?¨Will there be trouble if I'm using it and you add your own variation in your mod?