Chris Posted March 11, 2014 Share Posted March 11, 2014 So we're looking towards V21 Stable now, and we're likely to be putting out some V21 Stable Candidates this week. Aaron is off all of next week so it may be a slightly more drawn-out process than normal, but we'll see how it goes! The purpose of this thread is for you to request changes and bugfixes you really think need to be done before the next Stable build. Please just post a quick post listing what you'd like to see changed, so we can take in everyone's suggestions as easily as possible. THIS IS NOT A THREAD FOR DISCUSSION. It clutters things up if you reply to other people's posts. Already to try and get into the game: Alien berserk psionic power crash fix Some visual indication of shooting TU on soldier move patch Shotguns should cause suppression (pelletcount bug) Flashbangs should cause suppression correctly Predators get a modifier for weapon fire costs, so can spend less TU firing MGs Humans get the first turn after "deployment phase" on all missions but Xenonaut Base Defence MGs to have recoil 75, reducing killing effectiveness unless used by a strong soldier Alien accuracy modifier per difficulty level to be implemented Split out disabling reaction fire on a weapon and having 0 Initiative Only show ammo % on clips that are not full. 0 / 0 civilians saved is Excellent instead of Terrible Second pursuing squadron will also lose tracking of UFO when it leaves radar range MG ammo levels under consideration Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted March 11, 2014 Share Posted March 11, 2014 Morale bar to track morale (it doesn't). Quote Link to comment Share on other sites More sharing options...
Skitso Posted March 11, 2014 Share Posted March 11, 2014 (edited) -Sniper TU cost balance. -The slow loading screen bug (fullscreen/windowed) Edited March 11, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
StellarRat Posted March 11, 2014 Share Posted March 11, 2014 (edited) -Machineguns need reaction fire. -A lot more Alien Alloys and Alenium on recovery missions (2x - 3x), specially on landed UFOs. -Hunter and other vehicles(??) not using/gaining TU when firing. -Blown up cars still count as cover and obstacle on some maps -AI fixes for the lengthy thread about excessive reaction fire need to make it into stable build. -Pistol and shotgun weapon types (alien and human) need reaction bonus nerf -Reaction fire frequently kills your own troops. Disable if there is a friendly the way? -Fix calculation that increases chance to hit friendly along with increased chance to hit alien when you increase your aim level (might go with above fix.) -Fix maps and indicators where units on ground level can see into UFOs through hull or closed door AND/OR get an alien indicator for alien in upper levels. I think this is partly fixed now. -Fix Condors running out of fuel inspite of player confirming RTB due to Bingo fuel. -Fix wide variation on starting troops and potential recruits. Use bell curve instead of flat 30 - 70 distribution -End base assault mission with a complete victory if the alien control room is held for five turns. The last phase of a base mission where you have to search the entire base for the last one or two aliens is really a waste of playing time, IMO. In fact, it takes an average of 1/2 hour for me to get through that. Edited March 12, 2014 by StellarRat Quote Link to comment Share on other sites More sharing options...
thothkins Posted March 11, 2014 Share Posted March 11, 2014 Quote Link to comment Share on other sites More sharing options...
Lidhuin Posted March 12, 2014 Share Posted March 12, 2014 A transparency toggle or lvl 0 allowing you to remove all props, walls, etc... from view (but leaving units if possible). Back-up Ironman save (Not automatically accessible; as a workaround for potential bugs) Quote Link to comment Share on other sites More sharing options...
kabill Posted March 12, 2014 Share Posted March 12, 2014 If this is intended at all: allowing aliens to use all shot modes rather than only snap and burst. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted March 12, 2014 Share Posted March 12, 2014 GC: grenades' listed TU cost on the right-click quick grenade slot thingy not reflecting reality. GC: some indication of TU costs of reloading weapons. GC: settings for projectile speed, so we don't have to edit weapons_gc.xml to get faster or slower bullets. GC: more leeway with throwing grenades. Here's a soldier that wants to throw a flashbang into a building, but doesn't want to get any closer for whatever reason. Here's the view from level 0 and level 1:Throwing a grenade into the building from here is unreliable, because sometimes it'll bounce off the top of the doorway and onto the doorway square. I know it's a 24% chance, but given how pivotal (and, frankly, cool) throwing flashbangs/grenades into buildings is for breaching, the results shouldn't be so chaotic. You think he'd be able to get it inside the building at least. Geo: some sort of max weight indicator on the soldier equipment screen. Horrible mockup example: Quote Link to comment Share on other sites More sharing options...
Caaygun Posted March 12, 2014 Share Posted March 12, 2014 -These small geoscape bugfixes: 1-Fighter squadrons have radar range of the first aircraft in the list (if it is condor, they get short range). They should use the maximum range of the 3 aircraft in the team. 2-You get multiple engage dialogs when attacking enemy fighter squadrons whereas you should get 1. 3-Not sure if this is a bug but enemy air superiority fighters sometimes ignores my ships (fighter or dropship) until quite some time later when they finally decide to engage, or sometimes they decide to engage a farther away target than a closer one -Corsair balancing: -Either it gets its missiles back (what I prefer) and keep high cost -Or reduce alenium cost and hitpoints -Also add some alien alloy cost I think, xenopedia mentions use of alien armor materials -Different icons for Chinooks and Shrikes on geoscape to distinguish them -Triplet icons for fighter squadrons like the new escort ufo system -Different icons for crashsites on geoscape (like the different icons of non-hit ufos) to make it possible to see the type or size quickly without selecting it -Escorts of a landed ufo shoudn't land with it (they should be killed with fighters before engaging with dropship) -Opening screen for crashsites should mention the ufo type where it mentions the damage it took in the crash-landing Quote Link to comment Share on other sites More sharing options...
lemm Posted March 13, 2014 Share Posted March 13, 2014 (edited) - To speed the hunt for the last alien, civilians are "rescued" once you come into contact with them and clear the area of hostiles. They run to the map boundary and disappear, with a little dialog box to confirm this. - Get rid of the intermediate dialog in the soldier loadout screen: Edited March 13, 2014 by lemm Quote Link to comment Share on other sites More sharing options...
RotGtIE Posted March 15, 2014 Share Posted March 15, 2014 (edited) Would like to see tooltips produce accurate, up-to-date information. The tooltips we get for hovering over equipment still display information from back when I used to be active on the feature suggestions board. These numbers are no longer accurate - even the mag sizes on the weapons are listed differently in the tooltips than they appear in soldier inventory on the very same screen. Alternatively, or additionally, I'd like to see detailed information in entries for equipment in the xenopedia. A general summary of an entire tier of newly researched weapons is all well and good, but some of us go into a 'pedia for crunch as much as for fluff. I want to see a breakdown of the numbers. EDIT: Looks like the heavy weapon mechanics have been done away with, so no sense bellyaching about that. Guess that means my only issue is with the tooltips and 'pedia being updated to give accurate and current information to the player. Edited March 15, 2014 by RotGtIE Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted March 16, 2014 Share Posted March 16, 2014 (edited) Tooltips on the soldier equip screen are also kind of massive. Even at 1920x1080 they inevitably cover up some of the soldier equipment and that looks messy to me. Why not shunt all the flavour text into the Xenopedia? Have a brief note above the stats that spells out the stuff that a newbie might not pick up on, sure, but that's all that's needed. For example: Pistols: "One handed weapons like pistols allow soldiers to use shields or throw grenades for less TUs." Shotguns: "Best at shredding unarmoured enemies at close range." Rifles: "Use single shots for long range kills and burst for suppression." LMGs: "LMGs are not very mobile and require a lot of strength to use properly, but are very good at suppression." Smoke grenade: "Smoke is more potent for each smoke tile between you and the enemy." Frag grenade: "These explode at the end of the turn and will destroy any equipment enemies are carrying." Edited March 16, 2014 by Ol' Stinky Quote Link to comment Share on other sites More sharing options...
lemm Posted March 19, 2014 Share Posted March 19, 2014 - A rocket panel, similar to a grenade panel. - Electroshock rockets Quote Link to comment Share on other sites More sharing options...
Arghy Posted March 20, 2014 Share Posted March 20, 2014 - choosing to manually do air combat to be more rewarding rather then clicking auto resolve and getting a better result every time - a more stream lined soldier review panel? can i choose what loadout they take, see their stats and choose what dropship their on in the same panel? - can the vehicles get some more ammo? i always have a few hunters around encase i lose alot of soldiers but they seriously only get 30 rounds? or can my soldiers carry ammo boxes for the tanks? Quote Link to comment Share on other sites More sharing options...
TornadoADV Posted March 25, 2014 Share Posted March 25, 2014 Make Corsairs actually worth using, give them back their missiles. Quote Link to comment Share on other sites More sharing options...
Beltorn Posted March 26, 2014 Share Posted March 26, 2014 - choosing to manually do air combat to be more rewarding rather then clicking auto resolve and getting a better result every time- a more stream lined soldier review panel? can i choose what loadout they take, see their stats and choose what dropship their on in the same panel? - can the vehicles get some more ammo? i always have a few hunters around encase i lose alot of soldiers but they seriously only get 30 rounds? or can my soldiers carry ammo boxes for the tanks? Actually you can - when you are on the soldier equipment screen, there at least two groups in the lower left part. Unassigned and the ones in a Dropship. When you click on one of those groups it brings up a list of soldiers assigned to the group. If you look slightly higher (under the medals -there is a line - dropship assignment) you can reassign a soldier there. I mean its not ideal and some rework for "soldier equipment" and "barracks" panels would be welcome, but you can actually do most things from "soldier equipment" panel. Manual air combat allows you to do certain cases of aircombat without damage and without losses. An example 2 migs vs Cruiser - autoresolve leaves both planes around 30-50% of HP. In actual aircombat planes just fly in, launch torpedoes and fly out . In most cases no damage to the planes, though this depends on initial placement. On manual i was able to win with 2 Condors against a Cruiser, so my point is that you actually can get better results on manual. Autoresolve is better because it doesn't pay attention to fuel, which is a limiting factor in manual combat. Quote Link to comment Share on other sites More sharing options...
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