Skitso Posted February 4 Share Posted February 4 There's no mention of the victory condition of five rescues on the mission objectives. As it is now, tubes seem like solely optional thing. It is, however, correctly mentioned in the briefing text. Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted February 4 Share Posted February 4 (edited) They changed the mission design, becouse Z-gen customers would feels uncomfortably under stress of failure caused by limited time. SO it is not a bug. it is intended. /////////////////////////////////// A suggestion : I dont like the new style eighter. Turning the mission into regular, "kill them all, as slow as you want" is lame. Perhaps it can be a time limited mission with TWO optional tasks ? e.i. no main task, no stress (snowflake friendly design) 1. optional task: free civilians as much as you can in 5 turns 2. optional task: kill as much as you can in 8 turns Trick is, tubes are beamed up (teleported animated) after first timer count up. Aliens are beamed up (teleported animated) after second timer count up. So at least, this mission would keep flavour, when alien is beamed up on the very last moment when he is under your barrel. Perhaps, in the first phase AI could manage "defend_mode" - defend tubes. Then second mission phase come alien AI switch to "avoid_mode", when aliens intetionally hide while wait for teleporter. Use smoke, run away. Edited February 4 by gG-Unknown Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 4 Author Share Posted February 4 (edited) 54 minutes ago, gG-Unknown said: They changed the mission design, becouse Z-gen customers would feels uncomfortably under stress of failure caused by limited time. SO it is not a bug. it is intended. Wrong. It states in the mission briefing that at least 5 civilians need to be rescued to win the mission. This is not reflected in the on screen objectives. Edited February 4 by Skitso Quote Link to comment Share on other sites More sharing options...
Von_Emmy Posted February 4 Share Posted February 4 1 hour ago, Skitso said: It states in the mission briefing that at least 5 civilians need to be rescued to win the mission. This is not reflected in the on screen objectives. You are right about that, but but "gG-Unknown" ain't wrong either. For v3.0.0 they made the following changes to the Abduction missions but seemingly forgot to change the mission briefing accordingly: Abduction missions: Abduction missions no longer end immediately when the abduction tubes disappear; the mission will now continue until all alien forces are eliminated (effectively these are now deathmatch missions with a time-limited optional objective). This change was made because many players reported that the abrupt ending of the mission in previous versions could feel quite jarring. You still gain Alien Alloys for each abduction tube you disable, but now you also gain -1 Panic in the local region for each surviving civilian that you released. The timer on abduction tubes has been reduced by 2 turns (from 8 turns to 6 turns). There's now a teleport animation when the tubes disappear. Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 4 Author Share Posted February 4 1 minute ago, Von_Emmy said: You are right about that, but but "gG-Unknown" ain't wrong either. For v3.0.0 they made the following changes to the Abduction missions but seemingly forgot to change the mission briefing accordingly: Abduction missions: Abduction missions no longer end immediately when the abduction tubes disappear; the mission will now continue until all alien forces are eliminated (effectively these are now deathmatch missions with a time-limited optional objective). This change was made because many players reported that the abrupt ending of the mission in previous versions could feel quite jarring. You still gain Alien Alloys for each abduction tube you disable, but now you also gain -1 Panic in the local region for each surviving civilian that you released. The timer on abduction tubes has been reduced by 2 turns (from 8 turns to 6 turns). There's now a teleport animation when the tubes disappear. Hmm, there's no mention of changes to the victory conditions however. So I would think the minimum of 5 tubes is still in the game. Quote Link to comment Share on other sites More sharing options...
Chris Posted February 5 Share Posted February 5 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. Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 10 Author Share Posted February 10 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. Quote Link to comment Share on other sites More sharing options...
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