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Skitso

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Everything posted by Skitso

  1. Hmmm, ok I believe you. Sucks though.
  2. Shot path goes around the corner like in X1. Maximum that should be ok is directly down from the corner, but that shot path goes right from the corner. If the shot path logic was consistent, the cleaner could have made the shot if he standed one tile to the left.
  3. This isn't a visual thing: Even if there wasn't a wall at all where the window is, you shouldn't be able to make the shot as the angle is smaller than 45 degrees.
  4. Nah, calm down. The game is a WIP so let them cook. Ultimately, it's Chris' game and he can do whatever he wants with it. I just provide help and ideas he can use if he sees fit.
  5. Ok, regarding the Cleaner HQ mission being too easy now that I played the 6.21: Played on veteran. I've had 14 casualities during the campaign unitl this point, so my units weren't experienced super soldiers. I waited for 11 days after the HQ spawned so I got pretty much the optimal team and gear I had available. 8 units consisting: MARS with laser cannon and heavy armor 3 laser rifle men with warden 1 laser shotty with warden 1 guy with advanced shield and laser pistol with warden 2 ballistic MG with warden I basicly ran through the mission with 0 damage received and I didn't even think how I played, just clicked it away. Didn't need to even use any smoke or stun grenades and didn't cheese the AI in any way. I cleared the command room in one turn. I'd say, compared to the difficulty level of the missions preceeding it, it would need at least 3-5 enemies more plus 2-3 enemies more in the command room to feel like being in line with those.
  6. After alien turn, the UFO door doesn't get drawn correctly. 2 saves, one from the end of my turn and the second on my turn. EDIT: Unfortunately loading the save doesn't quite replicate the issue. (the door is missing but you can't see what led to that) auto_groundcombat_turn_5_end-187.json user_door_bug-5.json
  7. I checked and all the other races respect tile boundaries (more or less) when they die.
  8. Sebillian corpse doesn't fit the tile it lies in, which causes a lot of ugly clipping. It's death anination should definitely be revisited to make it curl inside the tile it stood when killed.
  9. This issue has been around forever. As the UFO is reveled, the area around it is "lit" as if it's in the FOV of the player. Not only does it look messy, it also might cause confusion about the tiles the player can see.
  10. Until the Cleaner HQ is revealed at day 110, I didn't get escort VIP mission or Cleaner convoy ambush mission. I did get the VIP assassination, soldier rescue and data gather missions. Are these random again, or is it a bug?
  11. Is it intended behavior that MARS movement sound is different depending on whether is has heavy armor equipped or not? On default, the movement sound is really cool rumble with track sounds and everything, but with the heavy armor variant activated. it's just a high pitched servo whining noise.
  12. This shot shouldn't be possible. (The Cleaner shot my unit dead there.) user_bug-3.json
  13. auto_groundcombat_turn_2_end-40.json
  14. I can see inside a building but the roof is not removed. user_roof_toggle_bug-2.json
  15. 8 infiltrators and one security supporter should be +3 8x0.5-1=3 user_calculation_bug-1.json
  16. Not sure if this is intended, but capturing a cleaner agent doesn't generate research topic and the interrogation is conducted automatically and put in the xenopedia. However, opening the autopsy report first in xenopedia and then returning to the geoscape, the interrogation report is displayed automatically again. EDIT: The captured cleaner agent item is also left in the storeroom and is not flagged as a junk that is sold with the sell junk action.
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  17. The game already has pretty decent difficulty options with plenty of sliders to further customize the experience to your liking. But of course, we want more for further playthroughs and added variety for years to come. So let's list some ideas for additional difficulty / campaign options here: First, I'd like the existing setting to have wider scale, exceeding the limits used in the official difficulty presets to give more flexibility. UFO Delegation: off, 1, 2, 3 UUO damage multiplier: off, 0.5, 1, 1.5, 2, 3 Crash site timer: 4h, 6h, 8h, 12h, 16h, persistent Peristent missions while en route: on/off Bleeding while stunned: on/off TU's when recovering from MC: 0%, 25%, 50%, 75%, 100%, uncoscious Alien base panic damage multiplier: 0, 0.5, 1, 1.5, 2, 3 Alien materials gain multiplier: 0.25, 0.5, 0.75, 1, 1.5, 2
  18. Agree. The game lacks a proper ramp up towards the grande finale. There should be one or two tough story missions leading to the Endgame while aliens really put all in in their invasion.
  19. Well, it depends if you are willing to give it another pass still... Couple of "easy" things to add more player agency in the counter mind control play. Make focus mind an active way to block mind control. (Currently nobody uses it, it's good for absolutely nothing) Change mindshied to a first aid kit -styled item that can be actively be used to break the mind control link.
  20. You are a on role today! All suggestions are something I can agree with!
  21. Very good. I really hope this gets added. I remember suggesting similar dread aura to terror site bombs which have currently 0 gameplay purpose. Focus mind has currently also pretty much 0 gameplay purpose.
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