Search found 109 matches

by tosx
Thu Mar 19, 2020 4:54 pm
Forum: Working Mods
Topic: [Pilots] Cauldron Pilots v1.12
Replies: 33
Views: 31047

Re: [Pilots] Cauldron Pilots v1.11

Besides my ongoing bug fixes (it seems every move that responded to attacks would bug with various combinations of pushing/charging/etc, and trying to find and fix them all has been a huge pain), I made a relatively large addition: pilot traits. These may conflict with other mods that also want to s...
by tosx
Mon Mar 02, 2020 6:54 pm
Forum: Working Mods
Topic: [Squad] Hydro Leviathans v0.11
Replies: 24
Views: 7388

Re: [Squad] Hydro Leviathans v0.09

Finally had some time to play with v0.08 some more, and test out some v0.09 changes. Thanks Rithaniel and narD for the suggestions, I ended up implementing some of your ideas. ⋅ With v0.08, I found myself still ignoring Dowsing Charge propeller upgrade and Cargo's second range upgrade. &sd...
by tosx
Tue Feb 11, 2020 4:45 pm
Forum: Working Mods
Topic: [Squad] Magnetic Golems v0.05
Replies: 3
Views: 2144

Re: [Squad] Magnetic Golems v0.03

Really appreciated the video! Regarding the comments: 1) Magnetite Fist upgrade: There's no good way to preview this without pre-magnetizing something in the preview, and I was more worried about that confusing players. I figure it's a pretty easy ability to understand, or to figure out in the test ...
by tosx
Fri Feb 07, 2020 4:06 am
Forum: Working Mods
Topic: [Squad] Magnetic Golems v0.05
Replies: 3
Views: 2144

[Squad] Magnetic Golems v0.05

These Mechs create magnetic fields to attack the Vek and reposition themselves. https://i.imgur.com/8aIwdQN.png Magnet Mech Magnetite Fist: Magnetize and pull a target, then damage the tile adjacent to Mech. Can pull distant Magnetized units. (Pulls at range 2, then 2 damage. Magnetized units are p...
by tosx
Fri Jan 31, 2020 1:09 pm
Forum: Working Mods
Topic: [Squad] Hydro Leviathans v0.11
Replies: 24
Views: 7388

Re: [Squad] Hydro Leviathans v0.07

:D glad to hear, and thanks for saying!
by tosx
Fri Jan 31, 2020 2:28 am
Forum: Working Mods
Topic: [Squad] Hydro Leviathans v0.11
Replies: 24
Views: 7388

Re: [Squad] Hydro Leviathans v0.07 / v0.08

I've gone ahead and added a provisional v0.08 mod to the download folder; changes listed in first post. I left v0.07 next to it until I get enough feedback or playtime to decide if I want to go this direction.
by tosx
Fri Jan 31, 2020 12:01 am
Forum: Working Mods
Topic: [Squad] Hydro Leviathans v0.11
Replies: 24
Views: 7388

Re: [Squad] Hydro Leviathans v0.07

I have no real heartburn buffing the Hydro Mech. Rithaniel, that's a fairly elegant suggestion, but I do worry it's on the strong side. With the water damage "always on" it's doing slightly less than max Prime Punch damage, but also pushing 2 additional tiles and making water. It also remo...
by tosx
Wed Jan 29, 2020 7:24 pm
Forum: Working Mods
Topic: [Squad] Hydro Leviathans v0.11
Replies: 24
Views: 7388

Re: [Squad] Hydro Leviathans v0.07

Appreciate all the suggestions! ijocks: I like the Propeller upgrade but I wouldn't really have any heartburn removing it, either; if it almost never gets used, there's not much value in having it (other features have gone this way since early versions; the Hydro mech used to throw water it sucked u...
by tosx
Tue Jan 28, 2020 1:27 pm
Forum: Working Mods
Topic: [Squad] Hydro Leviathans v0.11
Replies: 24
Views: 7388

Re: [Squad] Hydro Leviathans v0.07

Fair comment. I've gotten sidetracked and haven't been able to do a lot of my own runs with them recently. My main hesitation with giving them more damage is A) they have so much insta-kill capability, and B) the Cargo mech can dump things like bosses in the way of other attacks. Granted, some Vek t...
by tosx
Sun Jan 26, 2020 12:52 am
Forum: Working Mods
Topic: [Missions] Island Missions v0.08
Replies: 4
Views: 3035

Re: [Missions] Island Missions v0.03

Glad to hear :D