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  1. Playing 'vanilla' version with mods: map packs, dynamic UFO spawns 1. Major one - game consistently crashes to desktop when attempting to rearrange troops on dropship. Happening on Charlie - when I go into troop placement screen most of them do not appear inside the dropship, though as I mouseover different empty looking tiles, there are tooltips showing up. Left clicking on these 'invisible' soldiers results in CTD. Result of bug is that it is extremely chance to use tanks, as said tank is by default positioning toward rear of the dropship, where it can't get out until all the soldiers.. 2. Really annoying due to immersion breaking - empty weapons keep reloading if placed in backpack. On next turn weapon will usually be loaded. Making use of this seems like cheating, trying to work around it 'fairly' makes me waste a lot of time unloading and dropping these 'phantom' clips and rockets. 3. Several cases of aliens shooting through walls. One time had an alien shoot a plasm cannon round through the front cabin of the Charlie dropship, which passed through 2 walls and killed almost everyone inside. 4. One time had a mission on which all heavy gun ammo that was in backpacks started at 66%. 5. There is no way to configure the game to go to lowest speed on geo-view when a grey event happens. It's just strange that Xenonaut command understand that when a UFO is picked up on radar, one might want to start dealing with it and gives a choice to go to slowest speed, but when a UFO shoots down an airliner just outside radar range, that only merits a note in the log. 6. Strength does not grow according to description of manual/config. After a certain point ~mid 70s, loading soldiers to full encumbrance no longer trains them, and only overloaded soldiers are able to rise in strength.
  2. My soldiers have stopped gaining strength when they hit 86. Is this the maximum possible? I ask because it seems like an odd number to stop on considering all the other stats stop at 100.
  3. I feel that weapons and equipment are way too light at the moment. Even the weakest rookies can carry pretty much everything needed. I can give first aid kits, tons of grenades and extra ammo to everybody. Shield guy can carry two shields, a stun baton, a pistol, some c4, extra ammo, grenades and first aid kit. A standard assault rifle guy can pack a rocket launcher, couple of rockets and grenades without breaking a sweat. A strong heavy weapon dude should be encumbered when carrying a machinegun and few belts of ammo. Strenght needs to mean more. Weak soldiers should only be able to carry a main weapon, few extra clips and grenades. This would make choosing new tropps harder than looking for highest TU's or ACC and also make designated medics a viable choice.
  4. One of the things I've been thinking about as a result of the "Is Unlimited Ammo a Good Thing?" thread is the soldier carrying capacity. Ultimately, having to manage soldier ammo on the strategic layer is a pretty boring thing in my view. Managing it on the ground combat should be a bit different, though. Ammo is something that the player should be worrying about, both in terms of how much is currently in their gun and how much the soldier is carrying. At the moment neither of these things are a major gameplay consideration. The first change we'll likely make then is to reduce the ammo capacity of each weapon, so you can no longer go entire missions without reloading. This will be most pronounced in the manufactured weapons, but the ballistic weapons will also have their ammo capacity reduced somewhat too (realism stops us going too far though). The bigger change will be to the soldier carrying capacity. At the moment, it is defined by a soldier's strength. A newly recruited rookie can't carry that much gear into battle, whereas an experienced soldier can carry pretty much anything he can cram into his inventory. Even if we ignore the fact it's a logical fail that a soldier can spend 20 minutes jogging around a combat zone and come back looking like Muscles Manmountain, but is incapable of gaining strength in any other way, it's not good for the game. The problem is that we can't make items too heavy, otherwise new soldiers won't be able to use them. But then that means that after a few missions, the experienced soldiers have a big enough carrying capacity that they can just take whatever they want to battle. Effectively, the only limit on the amount of ammo and grenades they can carry is their inventory size. I therefore am going to set all soldiers to have a fixed carrying capacity, probably 25-30kg each. This will not increase with time. The weights will be rebalanced to fit this. I want to create a situation where the player has to actually choose between a grenade and an extra ammo clip. We can do this two ways. We can either set a fixed value that is identical for each soldier...or we can keep it governed by Strength, and change the soldier progression system so that Strength can't increase. The latter would give you some variety between soldiers, but a soldier who isn't that strong will never become strong. I'm quite liking the second idea. Also, Strength doesn't really do much in the game at the moment. If we change carrying capacity that way, it's possible it might just become a "hidden" stat for each soldier that isn't displayed - the problem being that if soldiers have a visible stat that can't increase, it might confuse them. I'm probably going to include this change in an "experimental" hotfix so we can see how it works before implementing it into the main code.
  5. So, I'd like the reverse of what it shows now. How much weight you can put on BEFORE a negative effect kicks in. The way I play this game are by adding grenades and stuff on my soldiers until they reach their max carrying capacity before negative effects, and the minor annoyonce of clicking one grenade too many, and removing the last one to make sure I've maxed my carry capacity is starting to become a mayor nuisance.
  6. Hiya I have played my squad through about 12 missions, all loaded up to the max, and none have received a strength boost yet. I see in the update the calculation has changed, but surely not that much?
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