Tested early UFOs a bit.
Weapon sound/projectile/particles: division rifle and sniper rifle sound is too loud, shotgun and alien heavy phaser sounds are missing.
Ufo GC tests: i had a crash on one map, will post a savegame. just move any soldier forward to water. Maybe it's a map pack issue, the map looks like it's from one of them.
Balance and AI:
1. Aliens sally and do not defend their ship! Dunno if it's a bug or intended. Assaulted bomber corvette, all 15 aliens aboard fought me outside. Even the officer!
2. This officer and his navigator also died the dumbest death ever. They got 3-4 tiles close to my shotgun guy...and did not shoot. I saved the game, killed them, checked their weapons - it was a heavy phaser. They dont want to shoot from distance because of low accuracy, and when they get close they have no TU left to shoot because this weapon can only burst fire. When i reloaded and skipped turn they did shoot my men so it's not like something is bugged, just wierd AI behaviour because of weapon stats.
3. Scatter lasers are bugged or working as intended? They have 3\6 ammo and cannot burst because of that(though they have snap and normal), i thought maybe you changed them into some sort of "cannon", but all their stats make them look useless(low ammo, accuracy, high tu to shoot, no area damage)
4. Default riot shield looks very weak. 10 kg weight for 60 hp? Not worth it.
5. I like however that medkit weighs that much. I had to make one guy a dedicated medic. Also a minor bug: if in loadout you take onehanded as primary and medkit as secondary at the mission site they dissappear and you spawn with both hands empty. But thats probably a part of medkit bug which was already posted, and not important to fix on its own (just place medkit in inventory and equip at mission).
crash.sav
crash.sav