Master Enemy & sectopods

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Hazelnut
Posts: 109
Joined: Mon Jan 23, 2017 1:00 pm

Master Enemy & sectopods

Post by Hazelnut »

I used Master Enemy on a Sectopod in the hope that the resistance haven would have it available for defence. Nope. Shame, any chance this could happen? I mean how fun would that be? :D
trihero
Posts: 1099
Joined: Sun Jan 01, 2017 7:01 am

Re: Master Enemy & sectopods

Post by trihero »

Sadly it doesn't even work with white/red mechs as intended in 1.1 :roll:
GavinRuneblade
Posts: 178
Joined: Fri Jan 20, 2017 6:55 am

Re: Master Enemy & sectopods

Post by GavinRuneblade »

Hazelnut wrote:I used Master Enemy on a Sectopod in the hope that the resistance haven would have it available for defence. Nope. Shame, any chance this could happen? I mean how fun would that be? :D
The mod playable aliens makes this possible. After autopsy of any alien you can then turn a couple corpses and supplies into a clone that joins your troops.

However, it seriously lowers difficulty.
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