Open Thomas-Mejlhede-Jensen opened 4 years ago
Thanks for the post.
The SPARK’s mag cannon shreds more armor than the coil version.
Weird, This was fixed a while ago, both should have 2 shred, and it was tested as working. No idea why would it come back
I’ve never had insanity disorient after using it like 50 times.
The chance is now quite rare, and mostly happens when the chance to hit is low. Panic is now the most common outcome by far.
Both fuse and apotheosis can be used as a “super free” action like evac or "mark supplies", meaning that a solider who had no action points could still use either. I had to end turn manually every time I was using a solider with either perk.
fixed in dev 18
I’ve been shot by alien troopers on green alert twice
This one also doesn't sound right, seems like they were just put on yellow alert instead
I’ve had the SITREP high alert spawn on missions that have revealed start, meaning that you gain free AP
What was the mission type?
Others are more or less known issues waiting to be fixed.
Hey Grobobobo, thanks for the quick response, and thanks again for the mod, its borught alot of hours of entertainment!
I know that the disorient chance (or mind control) is rare, and honestly I think its a good change. Its just that never seeing disorient while seeing mind contorl around 10 times tells me that something might be off.
The troopers were defiently on green alert, I can tell by how they were walking rather than running.
The buglist is something I just wrote down while playing, so sorry but I dont recall the specific mission type with the SITREP.
Im glad that you are aware of most of the issues. Most of my mods are voice packs, new clothing or similar, so I doubt they are caused by mod conflicts but of course you can never know.
I have a similar list which is not bugs per say, but rather balance/gameplay suggestions I wrote down while playing. Would you be interested in me posting it here/some other place aswell?`
Once again thank you for the AMAIZING mod :D
Here are my balance-oriented thoughts. Please let me know what you think!
Hero Classes: The Reaper is so broken its hardly fun to use them. At squaddie they are Shinobi with covert, shadowwalker and conceal (a MSGT perk) already learned. They also have a larger frag grenade which can be used while concelead and can shoot without being revealed every time. Remote start is also utterly broken, ive killed 7/8 of the general pod on the HQ mission, severly trivializing an otherwise exciting part of the campaign. Remote start should be MSGT in my opinion or have its damage reduced by 75 %. I would also half their weapon damage, making them primarily scouts, or alternatively remove their built in shadowwalker and extra charge of shadow. They are so ridiculous. The skirmisher is fine, I liked the high mobility gameplay with hit and run together with the hook. However, the dedicated grenade slot felt quite off for a primarily shooting class. I think replacing it with an ammo slot, or even an armor slot would be a good idea. The templar was also very fun to use. However, vigilance trivialized any focus management. I think I’d replace it with the passive form the caster gauntlets that makes corpses sometimes drop focus, since that perk is a bit more unrealiable. Alternatively move it up to CPL rank so it competes with parry and blademaster, which are two great perks aswell.
Maps: Some jailbreak maps spawn with the evac zone and you on the complete opposite side of the jailed rebels. This makes these maps impossible on reasonable ADVENT strength and vigilance levels (around 4-5), meaning that I sometimes entered tehse and evaced out without even trying because I knew doom reiforcements would kill my squad even if I double moved every turn. I like that some encouters pressure you more than others, but jailbreaks can be ridiculous sometimes. I’d make the evac spawn close to the captured rebels on larger maps for example to combat this. The extract supplies mission (new with WOTC) I had several issues with. Even though its great to get some variety from smash and grabs, the mission had only 3-4 possible maps, and only a single one that wasn’t abandoned city, which got repetitive extremely quickly. I’d definetly make some more maps for that mission type if possbiel for variety. I asked ronar on his stream and he said the same thing. Also its kinda stupid that you have no time pressure to do anything before you get revealed. This means that you in theory can walk one step per turn for maximum safety, which is extremely boring. I would increase the reinforcement timer but make it start immediately.
Other: I had a solider roll 21 will, she was tired after every mission, perhaps make possible will values with NCE a bit less volatile. I hate the ADVENT rocketeer, when he uses his rocket he is one of the most threating enemies in the game, but sometimes when you leave him alive he just takes a normal shot even when he has a great rocket available. I would force him to use it if he is left alive. Alternatively he could just be removed, purifiers form WOTC fill the same role, have the same color but feel more unique anyway. I don’t understand why you would ever pick increase combat intelligence over gain ability points, the latter gives more points even for an MSGT which can be used for multiple soliders or even ones that are already Savant/very high level of CI. I cant figure out of the upgrade to the resistance ring actually does anything, if it dosent I’d definetly remove it since a lot of people probably think it makes it possible to run multiuple covert actions.
Hello, im new to github so I hope I placed this in the right place.
I recently finished a run on dev build 17 commander difficulty. I have a very long modlist, which might be the cause of several of thesse, but ask and I can provide a list. Anyway:
Blademaster increases the damage of Volt I’ve been shot by alien troopers on green alert twice Very often aliens will not take cover when revealed (either player or alien turn), but rather stand still out in the open. This happened quite often I’ve never had insanity disorient after using it like 50 times. Ghost works with vigilance, which is absurdly broken The SPARK’s mag cannon shreds more armor than the coil version. Both fuse and apotheosis can be used as a “super free” action like evac or "mark supplies", meaning that a solider who had no action points could still use either. I had to end turn manually every time I was using a solider with either perk. Fuse can be used multiple times on the same enemy. Troop colums end when lost are still present on the map Steady hands was extremly wonky, sometimes it proced when I had moved last turn, and sometimes it didn’t where I hadn’t. On one of the few lost city maps where you extract resources I’ve had a chest spawn on the third story of the building in the back, where it is impossible to get to (even with icarus jump or the psi teleport) Researching advanced explosives gave me an upgraded version of all my current explosives. I got the dark even chryssalid infiltrators, but when I complete missions with it, I get 3 ap. Additionaly, Ive yet to see a chryssalid on these missions. I’ve had the SITREP high alert spawn on missions that have revealed start, meaning that you gain free AP Death form above will sometimes show over your solider while he is aiming the shot but hasn’t actually finished the animation, not the largest bug but a little anti climatic. Upgrading teamwork to level 3 does not state that you will gain an extra charge of teamwork
Skill Descriptions:
Kill zone does not use squadsight even though it is stated to Chain lightning gives -50 aim but this is not stated anywhere Hail of bullets does not work with shotguns, this is not stated anywhere. Whiplash is no longer a free action, this is not stated anywhere Manual override reads like it will work for your entie suqad, but it actually only works for one solider.
Ask away if anything is unclear, I hope this was useful. The mod port is still great, thank you mod team!