History has not been kind toAliens: Colonial Marines, and today’s story doesn’t exactly improve its shoddy reputation. As spotted onResetEra, a modder attempting tooverhaulColonial Marinesfound an issue in the game’s .ini file causing Xenomorphs to act, well, stupid. You remember the reviews. You remember thatinfamous gif. The aliens’ behavior was a big sticking point back in 2013.

It might sound wild, but fixing a typo in a text file is seemingly all that’s needed to improve how Xenomorphs act inColonial Marines. Here’s how modder jamesdickinson963summed up the situation:

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Inside your games config file (My Document\My Games\Aliens Colonial Marines\PecanGame\Config\PecanEngine.ini) is the following line of code :

I’m sure you’ll notice the spelling mistake.

ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTether

If you fix it to look like the above and then play the game, the difference is pretty crazy!

Why is this line important? There are two reasons:1) AttachXenoToTeather doesn’t do anything. It’s basically empty or stripped.2) AttachPawnToTether does ALOT. It controls tactical position adjustment, patrolling, and target zoning.

The opening area of the Whisper mission, in a small grove.

When a Xeno is spawned, it is attached to a zone tether. This zone tells the Xeno what area is its fighting space and where different exits are. In Combat, a Xeno will be forced to switch to a new tether (such as one behind you) so as to flank, or disperse so they aren’t so grouped up, etc. (disclaimer this is inferred opinion, I can’t see the actual code only bits)

Whenever the game tried to do this, nothing happened. Now it does!

The Divide in the Cosmodrome, where the Guardian was resurrected.

Of course, the tweak isn’t some silver bullet that automatically fixes the entire game and flips the script, but the resultsarenoticeable. Times like this remind me why I never got into coding.

Aliens: Colonial Marines AI fixed by a single letter[ResetEra — Thanks, Kristofer]

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