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Skitso

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Posts posted by Skitso

  1. 12 minutes ago, Chris said:

    Yes, I've been thinking about turning the "Recovered Items" list into a "Mission Rewards" list and adding the Panic changes etc to it. I don't think it's worth adding a seperate list for recovered materials though; it'd take up too much screen estate and Alloys and Alenium are usually listed at the top anyway.

    I'd like to include unit specific kill counts but there's literally no space for it once you take into account the maximum length of certain strings like the soldier name.

    Would it make things too cumbersome to add one line of vertical space for the kill numbers? I mean it would add a bit more scrolling, but it's a highly requested feature. It's like seeing a soccer game end results without knowing who scored the goals...

    Edit: making items, materials and panic changes each different color might make things more clear and easier to digest.

  2. I'd like to have few improvements to the end of mission stats screen.
     

    1. Alloys and alenium should be in their own paragraph under Recovered materials above the Recovered items we have now.
    2. Changes in panic levels should also be on display. The effects of your actions are often left a bit vague.
    3. Unit specific kill numbers.
    • Like 3
  3. 5 hours ago, Chris said:

    Thanks. Do you have a save game from the end of the mission where he was injured? We can't debug the issue from a save where he's already in this state (the soldier is marked as injured rather than wounded), unfortunately.

    No, unfortunately I've continued my playthrough for more than 60 days after that, so autosaves have been deleted already. I do happen to have a manual save at the beginning of that mission, but I'm sure that won't help much? 

  4. 12 minutes ago, Kouki said:

    Yeah the problem seems to be is that each cabbage head in that field is it's own object, so while the polygons aren't that high per cabbage (~200 triangles or so), the entire cabbage field tank the fps because of the amount of draw calls. We'll work on getting the meshes merged so that it doesn't affect performance as much.

    It's curious I never had such performance issues with earlier versions.

  5. Regarding my earlier comments on having constantly too much alloys is NOT true after ~100 days. I have now lost maybe dozen soldiers and as I needed to re-build Warden for everybody, and now that I need new air weapons, new fighters, new upgrades etc. I feel I have actually way too FEW alloys. At this point (first terror mission done) I'm absolutely starved on alloys but have plenty of alenium (like 150). So it feels like the game needs a pretty significant alloy increase on abductors forward. I have researched all this cool stuff, but I can't build any of it.

    Also, I'd like to have smaller UFOs like scouts flying between main waves to be able to farm more resources from, with lower risk of losing soldiers.

  6. Started a new playthrough with 3.05 and I'm having a great time!

    Bugs aside, Here's the new thoughts in random order: 

    • Cleaner story arc suffers from mission repetition
    • Cleaners seem to need a small damage buff
    • Sebillian feel underwhelming after Cleaners
      • Needs more health/armor to compensate poor aim.
    • I have constantly too much alloys at least until the lasers
    • Cleaner reinforcements should not spawn close to my units.
      • Move reinforcements into an alternative spawn point if there's Xenonaut units within 15 tiles or something.
      • The issue is that the reinforcements are too easy to kill when they spawn next to you with 0TU.
    • Destroyers are too easy to drop with two angels (auto resolve)
    • It's too easy to cheese AI with flashbangs.
      • something needs to be done so I can't carry so many grenades.
      • something needs to be done to nerf flashbangs 
    • Soldiers still improve their stats a tad too fast.
    • Bravery checks are too lenient. I very rarely have any mental issues - even when I've Iost multiple units.
      • Maybe starting BRV stat needs to be lower?
      • Maybe bravery needs to have a bigger effect on morale?
      • Maybe morale recovery needs to be slower?
      • Focus mind feels completely unnecessary at least for now.
    • Like 1
  7. Before the mission I had panic at 40

    I rescued 6 civilians, so if I understood the rules, I should gain 4x2=8 panic for abducted tubes, and reduce 6x2=12 panic for rescued civilians. 8-12=-4 So with my logic, I should have -4 (36) panic after mission, but I got 26.

    auto_strategy_before_combat-3.json auto_strategy_after_combat-2.json auto_groundcombat_turn_5_end-31.json

  8. On 2/5/2024 at 1:17 PM, Chris said:

    Thanks. The mission objectives have changed and there's no longer any required number of civilians you need to rescue, but the mission doesn't give you much reward unless you do make a decent effort to free them (although I think possibly we could change it so each abducted civilian also gives you +1 Panic in the region, as well as each successfully rescued one giving you -1 Panic).

    Anyway the bug is that the mission briefing is out of sync with the actual mechanics, and I'll get that fixed.

    Mission briefing still lacks information about tubes teleporting away after few turns.

  9. We currently have 5 different Cleaner missions:

    • Soldier rescue
    • VIP escort
    • Intel gather
    • Cleaner VIP
    • Cleaner ambush

    As far as I know, these 5 mission types are currently split into 2 groups where missions are randomized in a way you can't have two of the same missions back to back. Despite this system being in place, I'm currently experiencing too much mission repetition. On my latest playthrough, I got 3 Cleaner VIP missions and 2 ambushes while getting 0 intel gathers. Getting enough intel to reveal the Cleaner HQ takes quite a bit of time, so completing these same mission types for 75 days just isn't good enough. 

    The old milestone 1 system had a linear path where the intitial intel gather mission led to a pair of VIP assassinations which in turn led to the Cleaner HQ. It had a nice pacing, it made sense in story progression wise and had zero repetition. I understand random missions also have their pros, like added variation, surprise element and every playthrough being unique. That said, no one can deny, that the current Cleaner arc overstays it's welcome by weeks or even a month.

    So what I propose as a fix? Either add a system that ensures that every mission type is used and decrease the amount of intel required to reveal the HQ, or add a combination of systems which has the best of both worlds: some scripted missions for important story beats and few random missions in between like this: 

    Random mission > Intel gather > random mission > random mission > Cleaner VIP > random mission > random mission > Cleaner HQ 

    Intel gather mission spawn at 20 collected intel, Cleaner VIP mission spawn at 60 collected intel, and the HQ spawns at 100. Best of both worlds.

     

    What you guys think?

    • A. What we have now is perfect.
    • B. What we have now but with a system that ensures every different mission type is used at least once.
    • C. Old linear path of missions we had in milestone 1.
    • D. Combination of linear and random missions described above.
    • E. Something else, what?
    • Like 1
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