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Emily_F

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Posts posted by Emily_F

  1.  

    2 hours ago, Kouki said:

    Thanks for the bug report! Strange, tried loading your save and it seemed to work fine on my end. Just to make sure, is this on 4.5 or 4.6?

    If it's on 4.5, can you post the generated bug report file? When you relaunch a game after a crash, a prompt should come up to generate a bug report zip file. Would very much appreciate if you can drag and drop said file here :)

    It was 4.6.0 but it didn't generate bug reports

     

  2. 1 hour ago, Chris said:

     

    Did you start this campaign in 4.0.0, or is it a fresh one? I tried to fix this bug in 4.1.0 or 4.2.0 but I'm not sure if the fix will have applied to existing campaigns.

    If I start a fresh campaign the armour does seem to be available for the Angel in unlimited quantities.

    I think I started it in 4.0.0 or 4.1.0.  I didn't bother restarting since the releases came in quite quickly and going straight back to the start is a bit of a PITA lol.

  3. OK so let's consider a worked example: 

    Say a sectoid has HP 60 and Armour 30.  

    A hit with a laser rifle has HP kinetic damage 40, armour penetration 0, destruction 8.

    A hit with accelerated rifle has HP thermal damage 40, penetration 5, destruction 2.

    To work out the final damage (assuming the shot is taken from the same spot and has an equal chance to hit):

    1. what difference does kinetic vs thermal damage do (are there different stats per alien?)
    2. in which order are the destruction and penetration calculations done?  i.e. the penetration damage is done first, then the remaining damage accounting for the armour, then the destruction.  In which case the accelerated rifle does more damage on the first hit, but lasers do less on the first hit, but then deal increasing damage on subsequent hits. 
    3. Is there any other modifier that affects damage like where you hit them?
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