fusion-waffle Posted March 12 Posted March 12 (edited) Description Identify Recruits operation cost can go negative (i.e. it gives you OP), the OP cost does not reset after you use it balance/opinion comment: I like the board-game-ish mechanic of slowly decreasing the cost / increasing the benefit of unused strategic operations until they become compelling choices. The OP cost of Identify Recruits does not need to go negative or become permanently cheaper for refreshing soldier pool to be compelling to players. I assume this behaviour is unintended / an incomplete feature bundled out the door with impromptu hotfix release -- thanks again for the rapid iteration cycle to fix the hangs during AI turns. What Happened Continued campaign after upgrading to v7.80 experimental. Around day 290 I noticed the Identify Recruits OP cost had dropped to about 15 OPs or so. I was curious what would happen if you ignore it and let time pass... (1/4) On day 306, the OP cost was zero. By day 307, the cost had dropped by another -1 OP and was -1 OP: (2/4) On day 306 I commenced the operation, and got +1 OP, increasing balance from 163 to 164: (3/4) The operation has a 1 day cooldown, so wait a bit (4/4) On day 309, I expected the OP cost to have reset to 35 OP, but it reset to -1 OP & continued decreasing. Further Info Please see f11 bug report zip: bug_report_2026-03-12-14h56_st_7.8.0_user_f11_0.zip Edited March 12 by fusion-waffle Quote
Kouki Posted March 13 Posted March 13 On 3/12/2026 at 12:12 PM, fusion-waffle said: Description Identify Recruits operation cost can go negative (i.e. it gives you OP), the OP cost does not reset after you use it balance/opinion comment: I like the board-game-ish mechanic of slowly decreasing the cost / increasing the benefit of unused strategic operations until they become compelling choices. The OP cost of Identify Recruits does not need to go negative or become permanently cheaper for refreshing soldier pool to be compelling to players. I assume this behaviour is unintended / an incomplete feature bundled out the door with impromptu hotfix release -- thanks again for the rapid iteration cycle to fix the hangs during AI turns. What Happened Continued campaign after upgrading to v7.80 experimental. Around day 290 I noticed the Identify Recruits OP cost had dropped to about 15 OPs or so. I was curious what would happen if you ignore it and let time pass... (1/4) On day 306, the OP cost was zero. By day 307, the cost had dropped by another -1 OP and was -1 OP: (2/4) On day 306 I commenced the operation, and got +1 OP, increasing balance from 163 to 164: (3/4) The operation has a 1 day cooldown, so wait a bit (4/4) On day 309, I expected the OP cost to have reset to 35 OP, but it reset to -1 OP & continued decreasing. Further Info Please see f11 bug report zip: bug_report_2026-03-12-14h56_st_7.8.0_user_f11_0.zip This will get fixed in the next patch, thanks for the report! 1 Quote
fusion-waffle Posted March 15 Author Posted March 15 (edited) On 3/14/2026 at 3:08 AM, Kouki said: This will get fixed in the next patch, thanks for the report! I had a play with this after updating to v7.9 It seems like it is fixed sometimes. My best guess at what is happening is if you have a v7.8 campaign save in a state where the Identify Recruits cost is already negative, and load that save into v7.9, then it stays broken (that is, the OP cost gets more and more negative as days elapse, and when used it does not reset back to 35 base cost) if you have a v7.8 campaign where the Identify Recruits cost is not negative, then when load into v7.9, the OP cost seems to get reset to 35 and then works as expected. So if that's the case, that's probably good enough as-is. Edited March 15 by fusion-waffle Quote
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