OpenXcom Forum
Modding => Released Mods => The X-Com Files => Topic started by: Juku121 on March 01, 2023, 12:20:30 am
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Updated for the upcoming XCF 3.3!
I really hope the submod is more or less in working condition now, big thanks to HinterDemGlas.
The recent discussion about stealth armours and especially SIMON posting (https://openxcom.org/forum/index.php/topic,4595.msg153522.html#msg153522) an old stealth armour mod made me dust off my own spin on it. So I made a little submod with one somewhat rat-obsoleting starter night camo suit and another, really OP lategame invisibility armour.
Should work with 2.8 and maybe a little further, but armour modding is fiddly enough that the submod can easily become obsolete. And I doubt I'm going to maintain this much.
No credits claimed. Credits given to Robin for the Stealth Suit base, Solarius for XCF and whoever made the ninja suit and visor in the first place. I certainly didn't, though I tweaked it.
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Cool!
Could you please mention what are the camo values?
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Black Ops Suit: camouflageAtDay 30, camouflageAtDark -6 (a lot, but that's pretty much the only thing this armour does that isn't done better by something else; rats are -7).
Stealth Suit: I was not kidding when I said it's OP. You're basically invisible and intangible: camouflageAtDay 1, camouflageAtDark 1, loftempsSet [ 85 ].
This is really more of a proof-of-concept submod rather than a balanced one.
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OK, gotcha!
Actually, I can reconsider adding some late game outfit like this (how late is hard to say, but basically when the aliens become the dominant problem), however it would also require adding anticamo to a lot of units, and I'm worried it would muddle things up for the player.
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If you look at the requirements, the Stealth Suit is also really hard to acquire. More research and resources than any other armour, plus a live Ethereal Sentinel per suit.
About anticamo, I think an easier and more interesting way would be to include a psi-vision unit in those alien missions that aren't too much part of the grind. An Ethereal or Sectoid overseer, or perhaps integrate some kind of 'sensor' unit with lots of psi-vision into bigger UFOs and bases. I mean, they've got to have some sensor tech in those UFOs, right?
Not that I'm against anticamo as such. But it's tougher to get right, as you said.
I think my idea here is that the player should get to feel powerful against a subset of enemies, eventually. But definitely not all enemies.
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It all sounds sensible.
For now, I buffed Sectoid Commander's psi vision from 16 (same as the Leader) to 20. :)
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Can you make the stealth armor work on infernalism and spartan characters?
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Try this. I couldn't get scripting to work for the submod, so hybrid shields and flashbang resistances are borked. Too tired to figure it out right now.
Starting conditions and underwater armour transformations might not work, either. Didn't really test anything beyond basic "can I put it on, is it invisible, does it give armour/resistances?".
If someone checks it out, reports issues and I manage to debug it enough, I'll update the OP.
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This might be a bit of a tall order but can you make the stealth armours compatible with Natasha Morozova join (for X-Com Files) sub mod. it is a mod that adds unique charachters to the game: some with special abilities.
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Well, I have no real familiarity with that mod, nor any desire to acquire it, but I can make the armours wearable and put 'arnie' into the Kyberos box and the rest as normal humans. Don't know if that's enough, the mod looks a bit messy.
Needs to go below both mods, I think.
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Arnold is weak, he can only carry 18, while the stealth armor is 12: So there is just 6 weight that he can carry into battle. In the natasha morozova join mod arnold has several armor types that add stats to him to be able to function better. Apart from this the mod works very well. I am also impressed you were able to get this to work so quickly. I imagined it would take longer.
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I mean, Arnold can't really wear other normal armours at all, right? Maybe I should also take away the stealth suits... :)
All this distinction does is give him a little more stun recovery and less overstun while making him a bit more vulnerable to EMP, just like a normal Kyberos.
I'm not going to build a special suit for him, he'll have to live with what he has.
And, well, I just copied over a few lines from the mod's own vanilla armour compatibility section. No real work at all.
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Yes. Take away the stealth suit for Arnold. I tried it yesterday. The stealth suit is OP as the mutons did not see me despite being very close quater fighting in an ufo.
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I mean, the stealth suit is totally OP for everyone. It's not just nearly total invisibility, it's also intangibility (bullets mostly fly through, can't be meleed, etc).
What makes it worse for Arnold? He doesn't get his stat boosts, either.
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Cool. I did not know how OP it was. As for Arnold he lack the stat boost from the armor so he preformance in the mission is naturally worse.
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I am unable to use medkit on charachters with stealth armor, can you fix this?
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Stealth suit users are intangible, so this is working as intended. Either get them unconscious first (easier said than done), use healing sprays or mod some other medical items to allow self-use ('medikitTargetSelf: true').
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Can't believe I missed this mod Juk.
I love this idea and brought it up a while back. I think the way I presented it Solarius thought it would be a balance issue. The way you have presented it (late game, need a sentential) I think is pretty fair.
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Updated for the new, no-power-armours-underwater version (3.3, to be exact). Scripts are still borked, and I don't have the persistence to debug that right now.
Edit: Moved two posts down and updated a little.
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Attaching a rule file supplemented with a block of text in Russian and a separate fragment.
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Updated, including the Russian strings and altering the startingConditions to use !add. Incidentally, added a missing starting condition, too. Maybe there are more, didn't check too thoroughly.
@AndyFox: Thanks. Your long dash seemed problematic, otherwise inculded everything as is.
As always, if anyone finds issues, post them.
Edit: Moved to the OP.
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I took a look at the scripts because I thought it would be one of the tag-related problems I've dealt with myself, but of course it wasn't and soon I was off on a merry adventure with the debug_log :P
It seems the problem is that tags YAML maps apparently don't like it when you define the same entry twice in the same file. I don't know if that's intended behavior. The easiest fix is to remove the second armors: (the one with the tags) and incorporate its contents into the first one. It worked fine for flashbang resistance and Hybrid shields.
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Thank you very much!
I pulled the submod out of my older modifications of the parent mod one evening, at that point got stuck with the scripts, it was two o'clock at night, and I gave up. And then never really had the inclination to revisit the issue.
I hope this time the submod actually works in all aspects.
Edit: Moved the attachment to the OP.
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Juku, it's not exactly on topic, but I'd like to mention that I have just added a new armour with stealth capabilities. I don't know if it matters, but chances are it might affect you're submod.
My new armour is a standard personal armour with extra camo (25/-4) and a gizmo to create magical holograms in battle.
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The BO suit is early game, and the Stealth Suit is essentially postgame, so I am not certain how a new, presumably mid-game (?) stealth armour would affect my submod. Unless you've added some sort of global armour mechanics or concepts that should be unified across all stealth armours?
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The BO suit is early game, and the Stealth Suit is essentially postgame, so I am not certain how a new, presumably mid-game (?) stealth armour would affect my submod. Unless you've added some sort of global armour mechanics or concepts that should be unified across all stealth armours?
No, nothing like that. There probably isn't anything for you to do, I just wanted to let you know just in case.
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Alright, appreciated. I noticed there's also a new 'Prowler' armour that's also somewhat stealthy. Less than the Shadow Suit, but with better vision and stat boosts.
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Alright, appreciated. I noticed there's also a new 'Prowler' armour that's also somewhat stealthy. Less than the Shadow Suit, but with better vision and stat boosts.
Yep, bullshit keeps rolling in 8)
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Juku, it's not exactly on topic, but I'd like to mention that I have just added a new armour with stealth capabilities. I don't know if it matters, but chances are it might affect you're submod.
My new armour is a standard personal armour with extra camo (25/-4) and a gizmo to create magical holograms in battle.
That is one sexy suit. Is it a separate mod? Where can it be found?
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That is one sexy suit. Is it a separate mod? Where can it be found?
It has been integrated with the main mod and will be featured in the next release.
As always, you can simply download the current unreleased version from https://github.com/SolariusScorch/XComFiles/archive/refs/heads/master.zip - it usually works just fine.
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It has been integrated with the main mod and will be featured in the next release.
As always, you can simply download the current unreleased version - it usually works just fine.
Thank you very much for the information