so the patch on march 10 broke something and when i click launch from the mod launcher it stops working. but I can get around it by turning off my wireless connection. for whatever reason not having internet access allows it to work. it's 2016 and you don't need internet for a game to work. what novelty. and doesn't matter if i have mods installed or not.
verified files and it's working with internet so yay. and finally got around to doing the final mission. now to do legendary ironman. also commander didn't seem all that hard.
that armor they mention makes me think one of the ruler aliens will be an archon. and i'm betting on a sectoid for the third one. doubt it will be a mec. because of the third part of the reinforcment pack sounds like the mec's from enemy within or at least cybernetics like the bioengineering part of EW (cybernetic eyes and implants that enhance but not replacing limbs body like the MECS.)
ah I see the muton now. I was guessing sectoid because muton kinda already has a 2nd iteration (berserker). but the viper, sectoid and archon didn't/don't.
which makes sense, however, the Muton's also had Muton Elite, which thus far haven't made an appearance.
sectoid commander hasn't either. though they may have replaced the commander (partially at least) with the gatekeepers.
Into the Nest: XCOM 2’s Archon King Exposed Into the Nest: XCOM 2’s Berserker Queen Exposed Into the Nest: XCOM 2’s Viper King Exposed shouldn't the viper king be a queen? because all the vipers are female? and i'm assuming they are kinda like clones. cloning seems like something the aliens would do. and crap so the rulers move and attack during your turn?
Unless it's more like a lion society, one male, loooooooooooooooooooooooooooots of females. Also reptiles often have the ability to transpose gender when necessary, so it's possible should king boy die, next in line becomes king boy etc...
haven't seen any of the kings yet, but I got the weapons, cryo grenade is an excellent way to break stealth, especially with multiple squads nearby. The Boltcaster is a nice damage boost early, annoying to have to reload frequently, haven't got an extended mag to see if that'll work with it, probably be worthwhile if it does to give extended clip and rapid reload. The axes are fantastic, though I was hoping when I saw there was two of them that they'd be some dual wield shit XD Throwing one of them is nice though, particularly since it's got bonus to hit. I'm kinda meh on the pistol, I can see it being useful in very niche circumstances, but otherwise it just seems meh.
I know the stock works with the bolt caster (haven't tried extended mag though I have one) also the new weapons do upgrade with magnetic (and i'm assuming plasma). Only seen the viper king so far (and only in the narrative mission). and holy crap is he annoying. I have the escalation classes mod (adds scout, field medic and gunner heavier grenadier without the grenade launcher and rocketeer) gave the pistol to my field medic. pistol is really only useful for classes that can't enter concealment after it's broken (if they can carry a pistol). Also I want bradfords gun (you'll see in the narrative mission).
If you use any class mods (adds a class) theres a chance it will be broken as in they cannot equip any armor other than kevlar. It looks like the patch added a line to the vanilla classes that the mods don't have. AllowedArmors="soldier" that's the line. it just needs to be added in after the weapons lines (till the mod creator updates the mod. if they do).
First encounter with berserker queen it killed 2 squaddies and knocked a third person unconcious before i drove it off taking a third of its health. And the rulers do move after every action. As in a soldier moves for first point then ruler moves then you can shoot with your second action.
The expanded magazine does work on the bolt caster. And my ranger just threw an axe for a crit into a heavy lancers head.