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Tobbzn

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Posts posted by Tobbzn

  1. mmL8gy9.jpg

    XFQHS8C.jpg

    [ATTACH]3557[/ATTACH]

    I have an issue that several submaps seem to be missing from my game, showing up as black areas that cannot be entered. Some block line of sight, often they don't - behavior near these black areas seem odd.

    Notably, in the provided images I cannot select the revealed square NW of the marked square on the image, and I think there's a house I'm missing. Attempting to enter the house, as in the second image, immediately drains all TU.

    Revalidating files through steam changes nothing - all files validate.

    GC 1.sav

    GC 1.sav

  2. I ended up not merging the provided maps folder, but I did merge the rest.

    Thus far: It is awesome!

    Despite the announced reduction in alien numbers, this severely damaged Scout UFO saw me fighting five Sebillians right outside my drop zone in a middle-east civilian area. The new AI ran one Sebillian up to a door I was hiding behind, opened it, then had that Sebillian retreat, leaving the other Sebillians with a free line of fire to poor Yuri...

    PS: On the save I provided, the Light Scout UFO's doors were open when I got there. Please consider increasing the chance of that, because it was far more interesting than the rather tedious "Bunch up on the breaching killzone" tactic that I've gotten accustomed to.

    EDIT: Doing the new Light Scout site yields less cash reward than the airstrike.

  3. 1) Interesting! Conceptually, I very much like it, as it speeds up combat and might see me pick up some shotguns on future playthroughs.

    I'd like to point out that this means the standard pathfinder wastes a larger proportion of TUs by repeatedly turning, so manually projecting your movement onto the eight "cheap" axes becomes even more important.

    Also, does this mean what I think it means?

    ... Reapers?

    2) I quite like the weight behind the cover system, as it makes suppression fire very useful. It makes me feel like I need multiple soldiers to fight one alien, as my suppressing heavy is unlikely to finish the job on his own. Quite the contrast to XCOM EU's super-soldiers, where it's the other way around.

    I dread the flower pots on the terror missions yielding negligible cover, and fully expect to be slaughtered on the first turn.

    A question, though: Will this also reduce the cover benefit of standing behind a crouching shieldbearer? How about wielding a shield?

    3) Conceptually yay, but I'm a little queasy about 30 for the lower bound. It means that a soldier starting out at 30 accuracy is virtually incapable of ever becoming useful even if he is brought on every mission. Then again, combined with 2) and 4), perhaps a new 30 will be roughly the same as the old 50, so it won't be that terrible. We'll see.

    Isurmountable starting variance diminishes soldier progression somewhat, but it's probably worth it.

    4) Sounds like a good change, though I'm curious to see how it'll actually feel with pistols and shotguns.

    5) If this is a blanket change, I preemptively disagree. The long downtime between finding aliens in the early game was compensated somewhat by increased alien numbers, and I think the movement TU change alone will do enough to speed up combat.

    6) Yay for aggressive AI, preemptive nay for adding any more armor penetration to alien weapons. The new varying health pools combined with the increased accuracy from 2) and 4), as well as a "pouncing" AI with 1) sounds fair enough.

    Overall:

    I know it's the intent to make the game feel "cut-throat", but I'm a little concerned that defensive play won't be viable. I can imagine that leaving an alien alive for a turn means a guaranteed soldier loss despite armor, shields and cover.

    If you want to discourage the super-defensive playstyle, I'd suggest increasing Shield weight rather than devaluing investments in armor. If only the strongest soldiers can wear armor and wield shields at once, it becomes an attractive stat for new recruits if you're going for a defensive playstyle.

  4. Hmm, so the issue is with the whiter areas (ie the clipboard and the white parts of the speech bubbles) rather than the background art itself?

    Yes, definitely!

    The background art looks very nice, but I think the old brown color scheme fit the setting and moody music better. The white aesthetic feels out of place outside the science station, and I get the impression I'm checking my soldier roster on an iPad rather than a notepad...

  5. What are you suppose to do against Aerial bombing terror ? I can't send interceptor, and when I sent my chopper, it was shot down, lost a soldier and the 7 other were gravely wounded ( All of this was an auto battle triggered when I reached the bombing site ).

    You should be able to send interceptors, so if you can't, it's a bug. Winning the air combat should spawn a normal crash site.

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