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Sounds like theres trouble of having enemies Spawn in AFTER mission start, maybe its the pods thign?Bugged modding mechanics.
Playing a modded game with A Better Advent + Better Pods, Long War Aliens Pack, Evac All, and Additional Mission Types, and somewhere along the line these mods didn't play along real well, resulting in 0 enemies in missions involving VIPs (allied and hostile apparently).
What made things worse is that in this playthrough I have previously encountered a Rescue VIP from Rioting City mission and it played normally with enemies and all.
Sounds like theres trouble of having enemies Spawn in AFTER mission start, maybe its the pods thign?
Bugged modding mechanics.
Playing a modded game with A Better Advent + Better Pods, Long War Aliens Pack, Evac All, and Additional Mission Types, and somewhere along the line these mods didn't play along real well, resulting in 0 enemies in missions involving VIPs (allied and hostile apparently).
What made things worse is that in this playthrough I have previously encountered a Rescue VIP from Rioting City mission and it played normally with enemies and all.
Nvm i found the problem for a while, it's additional mission types, the mod itself didn't take the added pods from ABA into account (fixed in one of the newer versions)Evac All and ABA1&2 give each other shit fits, and ABA usually gets the short stick, resulting in not enemies spawning
p hot tbh famnew expansion
every iteration of xcom gets more goofy i swear. Resistance factions look cool though
*loses control of the situation*As your soldiers fight alongside one another in battle, pairs will be flagged as 'compatible'. If you nurture this compatibility your squaddies can form bonds that come with battlefield effects. Superfriends can potentially fire simultaneously on targets. If one goes down to panic, the other can run over and remove that status effect (Jake also mentioned new types of panic, but we'll have to wait and see what those are).
The new expansion is great.