OpenXcom Forum

Modding => Released Mods => Topic started by: Nord on November 03, 2021, 11:39:03 am

Title: X-Chronicles Release, v.0.99.17.1
Post by: Nord on November 03, 2021, 11:39:03 am
Let me introduce you:
 The X-Chronicles version 0.99
Welcome to the global fantasy-themed overhaul mod.
This time, the aliens did not come, instead - magic came to Earth. And along with it, strange magical creatures, sorcerers, zombies and other fantasy clichés.
Or not really?
Features:
Choose a patron country on which the gameplay will depend.
Learn magic technologies and throw away your guns.
Evolve your operatives from ordinary humans to demigods ... or monsters.
Learn powerful battle spells.
With all these bells and whistles, go down to the abode of Aliens ...
and lose outright to the horrors there.

Available languages: US English and Russian.

Download: mod.io (https://mod.io/g/openxcom/m/x-chronicles)

Changelog:
V.0.99.17
- fixed critical bugs;
- fixed a lot of minor bugs;
- fixed unit resurrections (OXCE 7.10 needed);
- added more map blocks;
- expanded fire prism to be multi-charged;
- removed funding rise from countries without alien activity.
V.0.99.16
- Added new items: chain lightning spell, stigmata rod.
- Added new events;
- Added new transformations: body might, spiritual might;
- Fixed ufopedia pages: ork, arrows, scrolls;
- Fixed Mess mission CTD;
- Minor bugfixing;
- Minor balancing;
V.0.99.15
- added new units: lich, golden snake, poison spirit, chain werewolves;
- added new mission: post-apoc ruin rift;
- added new items: new arrows, 8 new artifacts, scrolls, x-shields, bag of holding, improved amulets;
- added 3 new armors for summoners;
- added new spells: fire extinguisher.
- added new facility: gate polygon;
- new mechanic: flying suits without mana become walking;
- new mechanic: regenerative armor.
- buffed late-game enemies;
- minor balancing;
- fixed detention centre building;
- fixed temple vs undead mission;
- fixed manufacturing tree;
- fixed burning through shield;
- minor bugfixes.
V.0.99.14
Critical fixes.
- fixed critical bug with old nests;
- fixed critical bug with legion villa;
- fixed events placeholders;
- fixed alien units  melee threat;
- balanced psi-college cost;
- balanced handheld shields, now they discharge slowly over time;
- balanced psi-weapons aim, now psi-strength can cause decrease of aim, not psi-skill;
- rebalanced nest growth speed;
V.0.99.13
New:
 - added new items: frost staff, auto cannon;
 - new unit: legion speculator;
 - phantom now gain same skills as summoner (requires nightly OXCE);
 - scepters can be manufactured now;
 - mana shield available without armor;
 - new ufopedia articles and hints;
Balance:
 - stronger flying ships hull;
 - nerfed fire staff;
 - nerfed telekinesys hp damage;
 - cheaper invader equipment research;
 - dart gun and rifle now have range power reduction;
 - less range for MI-8;
 - slower handheld miniguns;
 - more shots for tank minigun;
 - simple amulets can be researched without psi-lab;
 - more nest for harder difficuty;
 - more temple retaliations;
 - temples of light and death arrive earlier;
 - more cores beyond rifts and as reward;
 - balanced alloy spears.
 - removed some unnecessary techs;
 - more ways to get golem techs;
Bugfixing:
 - HUGE ufopedia articles fixing (mostly for EN).
 - windwall shield now really immune to smoke;
 - no more overflow mana pool from mana shield training;
 - collapsed units no more regain shields;
 - fixed 40 mm grenades for Groza rifle;
 - undead pain immunity properly placed;
 - fixed active/inactive obelisks requirements;
 - minor terrain fixes;
 - minor bugfixes;
V. 0.99.12
 - added new spells: degeneration, repair armor;
 - added new armor: medic;
 - added 2 new events;
 - added multiple cities on the globe, thanks to Solarius Scorch;
 - Balance: more chances to prevent invader missions by shooting down their ships;
            greatly increased mana training speed, mana shield now train mana too;
            more retaliations;
            more psi-skill drawback from heavy armor;
            shield of light now counters curses;
            some research tree tweak;
 - Fixes: multiple unit sprites fixed;
          rifts now opens near your bases more often;
          less invader ship stairs burnouts;
          fixed some movement costs on the different terrains;
          fixed maps of marshall and rifts;
          multiple minor fixes;
V 0.99.11
-  Added more craft maps;
- Added new rift encounters:  floating rocks, with air elemental enemies and cydonia with ghosts;
- Added new encounter - UFO and sectoids;
- Added new buildings: detention center; rehabilitation center;
- Added peace with Legion;
- Added new random events;
- Added 2 new blesses;
- Fixed psi-crystall production with new specialist - crystallomancer;
- Fixed chosen one abilities;
- Bugfixing.
V 0.99.10
new:
- dwarves arc is finished (or maybe 99%). New units, new mission, new research tier.
- 3 new X-com units: golems (for summon and for manufacturing);
- new Ufopedia articles;
- new Amazonian level;
- new enemies for Amazonian hell (final bosses);
- new intro;
- multiple new events;
- hazmat wooden vest added;
fixing:
- X-Com undead energy, wounds and armor fixed;
- empty retaliation fixed;
- many ufopedia articles fixed;
- invader lord interrogation fixed;
- temple of light mission spawn fixed;
- manufacturing fixed.
V 0.99.9
- added ability to damage armor for many creatures;
- added missing ufopedia articles;
- fixed HWP reload (no more reload for tanks during mission);
- fixed many shock weapons to ignore stun immunity;
- fixed pilot bonuses;
- fixed sentinel transformation;
- fixed plane glyphs manufacturing;
- fixed high blessings requirements;
- nerfed Lumen resistances;
- fixed spawned units, now they have no TU right after spawn;
- multiple minor fixes of research tree and ufopedia;
- minor balancing;
- added new race - dwarves (not finished yet, but allready can be encountered);
- added new items - magic gloves;
V 0.99.8
- Fixed critical bug with interception sprites;
- Fixed bug with Aliens on flying ships instead of Adventurers;
- Added new units: earth golem, solaris, triffid;
- Added new spell - poison cloud;
- Added new facility - Artifical Sun;
- Fixed Legion cowardness by adding new unit - Legion Saggitarius. Now footmen will rush into melee properly;
- Now player can manufacture lesser wands without scriptor;
- Increased efficiency of stone shield and darkness shield against bullets;
- some new research topics;
- as allways, bugfixing and balancing.
V 0.99.7
- Added new primitive race: serpenters (with more poison weapons);
- Added new undead transform;
- Added new plane: Vulture;
- Added stun batons (i know you wanted it);
- Added many missing ufopedia articles;
- Added new events;
- Improved many ufopedia articles;
- multiple bugfixing and balancing (including less damage from smoke and better melee accuracy);
V 0.99.6
 - added new UFO - the temple ship;
 - IMPORTANT: rebalance, no powerful invaders will spawn while x-com posess no magic nech;
 - bugfixing, all prefious hotfixes included;
V. 0.99.5
- added new unit: phoenix
- added new terrain: fire dimension
- added some lore articles
- added 2 new craft equipment glyphs.
- added new facility, psi barrier
- fixed HMGs for using by normal people;
- added new faction: temple of Death, with their own ships and stuff;
- added submod Cyrillic names for XCHR;
- added 5 new melee weapons;
- minor bugfixing
V. 0.99.4
- Added two new facilities for base defense. Runed missiles and fiery bolts;
- Added ufopedia articles for all Aliens, all Aliens now researcheable;
- Added some other articles for explanation of storyline;
- Added a pair of events for immersion;
- multiple bugs fixed, thanks to wolwerine.

V. 0.99.3
Major update.
- Added choice of side in the confrontation: light or darkness, with facilities, items, spells and events;
- Added Light blessings, working for whole combat;
- Added Light Temple faction with their own units;
- Added more summons;
- New mission arc - espionage;
- Civilians will change through world events;
- Bugfixes;

Warning: not really tested, so expect bugs
V. 0.99.2
- Fixed nasty error with archmage tower;
- New units: wight, herald;
- New terrain: mushroom forest;
- New events with trustee countries;
- Minor fixes.
V. 0.99.1
- Added new armor: crusader;
- Added some mapblocks for Archmage yard;
- Multiple bugfixes in research tree, thanks to ted_die;
- Fixed Archmage tower spawn, thanks to ted_die;
- Cleaned starting base;
V. 0.99
 - initial release.
Installation:
Copy to the mod folder, run the game and chose "Base game" X-Chronicles.
Thanks: to OpenXcom authors for a brilliant game; to Yankes and Meridian for powerful OXCE, to the other modders from whom I borrowed something.

Release status: mod is fully playable, but not really balanced.
Version 0.99 means, that i will work on it further, maybe for years, adding new stuff and redacting existing things.

Future plans:
 - more maps;
 - more summons;
 - demons;
 - alchemy;
 - elves, maybe.
 
If you want to help:
 - This mod desperately needs a spell check of English translation.
 - More map blocks needed for existing terrains. I will do it myself, but slowly.
 - I will be grateful for bug reports. 

Credits:

All X-Com resources belongs to X-Com franchise owners (Take-Two Interactive, i think)

All other is under CC-NC-BY-SA , as mr.Hobbes insisted.

Discord: https://discord.gg/DDYTwjqNzN (https://discord.gg/DDYTwjqNzN)
Title: Re: X-Chronicles Release, v.0.99
Post by: EleriumWard on November 04, 2021, 04:21:07 am
Very nice! Looking forward to playing this and seeing how much further it develops.
Title: Re: X-Chronicles Release, v.0.99
Post by: Nord on November 11, 2021, 10:23:18 am
First patch released.
Changelog:
- Added new armor: crusader;
- Added some mapblocks for Archmage yard;
- Multiple bugfixes in research tree, thanks to ted_die;
- Fixed Archmage tower spawn, thanks to ted_die;
- Cleaned starting base;
Title: Re: X-Chronicles Release, v.0.99.1
Post by: Kissaki on November 14, 2021, 04:29:58 pm
Well, colour me tickled. I'm trying this out as soon as I have the time.
Title: Re: X-Chronicles Release, v.0.99.1
Post by: Ryln on November 23, 2021, 11:39:59 am
Gave this a try tonight and this is such a fun mod! Playing on beginner Ironman, I’m about 5 hours of playtime in. Really looking forward to seeing how everything progresses :).

I went with US for both patron and starting location, and just captured my first outcast mage. Now that I understand a bit more how shields work with some trial and error I’m really enjoying just how different this feels from both the base game and XCF.

No bugs so far, just straightforward fun!

One small bit of feedback: I’d love for the soldier inventory to show all three accuracy types if it isn’t too hard to do, what with how important melee and throwing accuracy are here.


Edit: Might have found a bug. I just researched Block Bow, and it’s not showing up for purchase, while in the tech tree viewer it indicates it should be now.

Edit 2: Another possible bug; when I researched Chemical Threat, it revealed the Combat Vest Hazmat armor, but it’s not for purchase and I can’t find it in the tech tree viewer.
Title: Re: X-Chronicles Release, v.0.99.1
Post by: Nord on November 24, 2021, 09:47:52 am
Edit: Might have found a bug. I just researched Block Bow, and it’s not showing up for purchase, while in the tech tree viewer it indicates it should be now.
Thanks, will check.
Quote
Edit 2: Another possible bug; when I researched Chemical Threat, it revealed the Combat Vest Hazmat armor, but it’s not for purchase and I can’t find it in the tech tree viewer.
If you buy full complect then you will be able to equip simple or hazmat.
Title: Re: X-Chronicles Release, v.0.99.1
Post by: Ryln on November 24, 2021, 10:59:26 am
I just noticed and came to edit again to correct myself; I apparently hadn’t bothered putting more armor on people since I unlocked it. Looks like it’s working as intended, sorry about that!

I just got the new laboratory, excited to start unlocking some magic!

Edit: A possible research bug; In the Tech Tree Viewer Water Shield says it Depends On: Not Available. It looks like it’s unlocked by lots of things, but I hadn’t seen that before elsewhere and wanted to check.

I managed to shoot down my first small flying ship and even succeed at raiding it, so I’m happily researching Runewood now. I feel like I’m so very close to unlocking some magical stuff beyond runed weapons, which would be a gamechanger. I’m using the combat vest more for the hazmat mask than anything else against invaders, as in general they kill me in one hit anyways.

I did also get chitin armor, but only enough materials for three suits so far so I’m being extra careful with anyone wearing it.

Edit 2: got myself the Runewood vests and they’re incredible! I had two, lost one to a fire wand which felt thematically appropriate.

When it comes to damaged armor and repair, what determines if you get the damaged armor? Is it if the corpse survives to the end of the mission?

Edit 3: I lost due to overextending and getting a negative score several months in a row, so I’ve started a new game in eastern Europe, and Russia is my sponsor this time around. I’m off to a good start! I like how different the loadouts are. One bug: upon researching the “Contract with the Russian Army”, I’m now able to buy the UB-32M Launcher, but there’s no UFOPaedia entry for it. Same with the ammo, the 57mm C-5M rockets.
Title: Re: X-Chronicles Release, v.0.99.1
Post by: Nord on December 14, 2021, 07:23:42 pm
Version 0.99.2 is up.
Changelog:
- Fixed nasty error with archmage tower;
- New units: wight, herald;
- New terrain: mushroom forest;
- New events with trustee countries;
- Minor fixes.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Ryln on December 14, 2021, 08:47:53 pm
Sweet! I’ll give this a go later this week. Really enjoying this mod!
Title: Re: X-Chronicles Release, v.0.99.2
Post by: ted_die on December 15, 2021, 10:21:53 am
OK. Let's see.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Ryln on December 16, 2021, 10:27:50 am
The Block Bow works now with the update! I’m able to purchase it now  ;D.

However, one item still isn’t showing up in the UFOpaedia; the UB-32M Launcher and its ammo, the 57mm C-5M rockets. I’m assuming they’re for interceptors?

I’m really looking forward to seeing everything else in this mod, my Russian start continues to be much more successful than my last one. If it goes poorly I’ll probably start again in China to see the PLA gear.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Nord on December 16, 2021, 04:04:20 pm
However, one item still isn’t showing up in the UFOpaedia; the UB-32M Launcher and its ammo, the 57mm C-5M rockets. I’m assuming they’re for interceptors?
It should be in vehicles and vehicle armaments. Please, provide savegame.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Ryln on December 16, 2021, 09:26:12 pm
So the rockets do show in the UFOpedia, but when I try to inspect them in purchasing it doesn't show up. Here's my save:
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Nord on December 16, 2021, 09:46:18 pm
Ah, now i understand.
No, not a single craft weapon will work like this. This is because middle-click leads to "item" ufopedia, but craft weapons use "craft equipment" pages instead of launcher-items.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Ryln on December 17, 2021, 06:39:54 am
Ah good to know! Then everything is working well so far with this update. If/when I run into the new enemies I’ll post my thoughts on them  :)
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Requiem on December 18, 2021, 07:02:29 am
Can I turn off tooltip popups somehow?
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Nord on December 18, 2021, 10:07:43 am
Can I turn off tooltip popups somehow?
No, but they must pop up one time each. Do they repeat?
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Requiem on December 18, 2021, 10:50:57 am
Nord,
No, but they come each month i think. Its just things that i already knew or read about at first launch in ufopedia. Little bit annoying but nothing too serious.
Pretty solid mod btw. Everything just works.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Requiem on December 26, 2021, 05:59:53 pm
Hey, couple of questions:

What the deal with Kord HMG, cant figure out how to use it. For Strength cap is 40 but this gun weight is 48.
I tried to do some mambo jumbo(kneeling or drop/pickup) but nothing really works. Penalty for TU just not allows to shoot it even once.

It's seems like usual Arrows not on the list somewhere like block bows previously. I researched them from marauder girls but still cant buy/manufacture them. Also maruders/orcs etc dont drop them for some reasons only feudals.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Nord on December 26, 2021, 07:17:22 pm
What the deal with Kord HMG, cant figure out how to use it. For Strength cap is 40 but this gun weight is 48.
I tried to do some mambo jumbo(kneeling or drop/pickup) but nothing really works. Penalty for TU just not allows to shoot it even once.
Will check. Penalty must make it ALMOST useless while you have only normal operatives. Not fully useless. :)
Quote
It's seems like usual Arrows not on the list somewhere like block bows previously. I researched them from marauder girls but still cant buy/manufacture them.
They are'nt usual. They are made of enchanted materials. Usual arrows... i can add them, for fun.
Quote
Also maruders/orcs etc dont drop them for some reasons only feudals.
They drop them if they dont shoot even once.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Requiem on December 26, 2021, 07:39:54 pm
Will check. Penalty must make it ALMOST useless while you have only normal operatives. Not fully useless. :)
Yeah that cought me off guard in face of few orcs. :)
They are'nt usual. They are made of enchanted materials. Usual arrows... i can add them, for fun.
At least Block Bows should have their own ammo or they are useless once you research them.
Also i have like 10 longbows and 5 short ones in storage and dont mind to do some pewpew. :)
--
And more like request:
Can you add different sounds for different weapons? Because for example Pecheneg wich shoots with vanilla sound of pistol does not feels convincing enough. :)
XPiratez and HQsounds for FMP already have a lot of cool stuff for everything.
I would add it myself, but i just don't know how.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Nord on December 26, 2021, 08:39:40 pm
XPiratez and HQsounds for FMP already have a lot of cool stuff for everything.
I would add it myself, but i just don't know how.
You can provide me a sound files, named by weapon names.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Requiem on December 26, 2021, 10:29:32 pm
Well for me this will mean major spoilers, cause i dont know wich guns game have
Also i have no idea how chinese guns should sound. :)
I dont have sounds in categories, just wanted to mention that other mods already have something like this.
Here some examples:
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Ryln on December 27, 2021, 12:03:34 am
Iirc block bow has better stats than the short bow; I don’t recall compared to a long bow.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: wolwerin on January 07, 2022, 06:08:08 pm
I want to share such staffs.  ;D
I think they are perfect for this fashion  ;D

1. Bloody Staff Rage
2. Phoenix Rod
3. Staff Necromancer

For the glory of sword and magic! :)
Title: Re: X-Chronicles Release, v.0.99.2
Post by: wolwerin on January 13, 2022, 03:42:58 pm
Here are a few more weapons that might come in handy.  ;D

1. Electric Hammer
2. Axe Gothic
3. Mace Gothic
4. Plasma Sledgehammer

More weapons! God of weapons! ;D
Title: Re: X-Chronicles Release, v.0.99.2
Post by: efrenespartano on January 14, 2022, 01:06:57 am
I want to share such staffs.  ;D
I think they are perfect for this fashion  ;D

1. Bloody Staff Rage
2. Phoenix Rod
3. Staff Necromancer

For the glory of sword and magic! :)

Awesome sprites, my friend! imho they totally fit this great mod. :D
Title: Re: X-Chronicles Release, v.0.99.2
Post by: LuigiWhatif on February 05, 2022, 08:19:48 am
I'm getting a crash in a rift mission when it tries to load the second part.  In the attached save the selected sniper should finish off the last enemy.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Nord on February 05, 2022, 12:10:58 pm
I'm getting a crash in a rift mission when it tries to load the second part.  In the attached save the selected sniper should finish off the last enemy.
Thanks, will be fixed in next update. Tomorrow, i think.
Title: Re: X-Chronicles Release, v.0.99.2
Post by: Nord on February 06, 2022, 11:27:24 am
Version 0.99.3 is up.
Changelog:

Major update.
- Added choice of side in the confrontation: light or darkness, with facilities, items, spells and events;
- Added Light blessings, working for whole combat;
- Added Light Temple faction with their own units;
- Added more summons;
- New mission arc - espionage;
- Civilians will change through world events;
- Bugfixes;

Warning: not really tested, so expect bugs
Title: Re: X-Chronicles Release, v.0.99.3
Post by: EleriumWard on February 07, 2022, 05:00:55 am
Good morning.

I would just like to ask something. By any chance, have you seen Hobbes's comment in the mod.io page for X-Chronicles?
Title: Re: X-Chronicles Release, v.0.99.3
Post by: Nord on February 07, 2022, 06:22:16 am
Good morning.

I would just like to ask something. By any chance, have you seen Hobbes's comment in the mod.io page for X-Chronicles?
Yes, but this comment is obsolete since Hobbes decided to re-publicate his creation.
Title: Re: X-Chronicles Release, v.0.99.3
Post by: Hobbes on February 08, 2022, 05:43:17 am
Good morning.

I would just like to ask something. By any chance, have you seen Hobbes's comment in the mod.io page for X-Chronicles?

I better remove that comment. ;)

Nord, I just saw you also went CC-NC-BY-SA with your mod, nice!
Title: Re: X-Chronicles Release, v.0.99.3
Post by: Ryln on February 08, 2022, 11:47:02 am
I’m excited to try the new version soon!

I don’t fully know the etiquette for this here, so apologies if this comes across wrong/rude:

I really like the goblin assets you have here, and was wondering who made them, as I’d like to ask permission to use them for my own modding.
Title: Re: X-Chronicles Release, v.0.99.3
Post by: Nord on February 08, 2022, 01:48:11 pm
I really like the goblin assets you have here, and was wondering who made them, as I’d like to ask permission to use them for my own modding.
Initial idea was published in "resources" for everyone to use, but for my mod i reworked it almost completely. These sprites based on sectoid, though.
So, use them as you want, i'm not say anything against that.
Upd.: found. It was first in Foxc topic, Here (https://openxcom.org/forum/index.php/topic,1465.60.html). But still, it was only inspiration and i made that spritesheet from sectoid.
Title: Re: X-Chronicles Release, v.0.99.3
Post by: Garr on February 15, 2022, 07:17:46 am
I feel like there are ladders in the game that are supposed to work like elevators but... don't. I am currently stuck on a ship assault mission where a legion resident mage is stuck below deck with no access. I don't have good enough explosives to breach the hull, so it's now a nigh impossible task.

P.S: couldn't attach more from my phone, so the most telling one is here.
P.P.S: The error occured on 0.99.2 since I didn't know about an update. Now I have to wonder if changing the version mid-mission will break anything.
P.P.P.S: SOLVED! I was indeed on a late version. Now everything works.
Title: Re: X-Chronicles Release, v.0.99.3
Post by: Nord on March 21, 2022, 07:35:09 am
Version 0.99.4 is up.
Changelog:
- Added two new facilities for base defense. Runed missiles and fiery bolts;
- Added ufopedia articles for all Aliens, all Aliens now researcheable;
- Added some other articles for explanation of storyline;
- Added a pair of events for immersion;
- multiple bugs fixed, thanks to wolwerine.
Title: Re: X-Chronicles Release, v.0.99.4
Post by: Bonegnasher on March 21, 2022, 04:28:47 pm
I certainly don't regret learning about this mod's existence. It's so much fun.
Title: Re: X-Chronicles Release, v.0.99.4
Post by: wolwerin on March 22, 2022, 07:49:19 pm
Guys, the X-Chronicles mod has a discord. :)
For more convenient communication and feedback on the game :)

https://discord.gg/7sA7v7gKeh
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on April 03, 2022, 12:21:31 pm
Version 0.99.5 is up.
Changelog:
- added new unit: phoenix
- added new terrain: fire dimension
- added some lore articles
- added 2 new craft equipment glyphs.
- added new facility, psi barrier
- fixed HMGs for using by normal people;
- added new faction: temple of Death, with their own ships and stuff;
- added submod Cyrillic names for XCHR;
- added 5 new melee weapons;
- minor bugfixing
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Skybreaker on April 24, 2022, 03:07:11 am
Am I doing something extremely wrong or is the balance still a work in progress?

I'm in March 2022, multiple Magics researched, but no way to cast them. Almost 50 research topics with 90 scientists and each take at best 5 days, usually vastly more. The strongest weapons I have are still HMGs and X-equipment, and it takes a ton to actually take someone down, not really sure how to take someone in alive except for luck (police batons, darts and tasers are not even close to useful). In my last month I had 34 landed UFOs, a camp, a nest, 2 forts, over 20 other missions and at least 40+ UFOs that didn't land within my borders. I've researched outcast mages, pirates, orcs and goblins completely, with a lot of legionaries, wizards, barons and similar also researched. I tried just skipping a month to see how long it would take, at this pace it would literally take me thousands of hours to get through an in game year. All of this is with China start.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on April 24, 2022, 03:36:40 am
Am I doing something extremely wrong or is the balance still a work in progress?
Please provide save file.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on April 25, 2022, 12:32:22 am
Infinite loop? 0.99.5

0) Load attached save
1) Select batbayar
2) Rotate to point to the legion manipul
3) Take a snap shot

Game freezes just before the projectile hits (but doesn't crash-crash with the crash dialog).
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on April 25, 2022, 12:42:44 am
Am I doing something extremely wrong or is the balance still a work in progress?

I'm in March 2022, multiple Magics researched, but no way to cast them. Almost 50 research topics with 90 scientists and each take at best 5 days, usually vastly more. The strongest weapons I have are still HMGs and X-equipment, and it takes a ton to actually take someone down, not really sure how to take someone in alive except for luck (police batons, darts and tasers are not even close to useful). In my last month I had 34 landed UFOs, a camp, a nest, 2 forts, over 20 other missions and at least 40+ UFOs that didn't land within my borders. I've researched outcast mages, pirates, orcs and goblins completely, with a lot of legionaries, wizards, barons and similar also researched. I tried just skipping a month to see how long it would take, at this pace it would literally take me thousands of hours to get through an in game year. All of this is with China start.
Interesting. December 21 here; also china start. Mostly the same tech level (not bothered researching HMGs), just started training the psi's.

I agree research is very slow - currently have 140 scientists across two bases and just started research base 3! Researched just 23% of the tech tree. About 50hrs of play time to get here!

Also agree that some of these enemies take forever to take down with their shields; kind of like goblins and then orcs did at the start (goblins should've been easier!), though they (goblins) now die fairly nicely with x-rifles.

Also also agree that too-much happens in a month. I don't have numbers quite as high as you, but I can easily end a month with a score of 4000 or so.
(Crashy savegame in previous post is this game)
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on April 25, 2022, 05:39:25 am
Also also agree that too-much happens in a month. I don't have numbers quite as high as you, but I can easily end a month with a score of 4000 or so.
Ok, got it.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Skybreaker on April 25, 2022, 04:22:08 pm
Please provide save file.

Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on April 26, 2022, 03:05:04 am

Strange. You researched only Wizard, and no other mages. Capture them, interrogate them and you will be happy. :)
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Skybreaker on April 26, 2022, 12:12:29 pm
Strange. You researched only Wizard, and no other mages. Capture them, interrogate them and you will be happy. :)

I did research the Outcast mage completely. The only other mages I have seen are Wizards and the Priestesses or something like that.

If you are thinking of Rune mage, which I did see is a requirement for runes, that is a no go as I have seen none in my game. I thought they were a late-game enemy after wizards.

To be fair there is a good chance I'm just blind and missed them. Which faction do they accompany? The ones I have encountered so far are goblins, orcs, pirates, legionaries and footmen.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on April 26, 2022, 06:09:52 pm
I did research the Outcast mage completely. The only other mages I have seen are Wizards and the Priestesses or something like that.

There's spiritualists too (they're the ones that look like ethereals), thunder priests, and fire priestess + fire servant.

That said, I have now researched "pyrokenesis" the blurb of which implies it's a spell but no idea how to use it.

On the other hand, my "spells" page on the ufopedia lists "psi-pulse" (from "savage psions" it seems) and "blizzard" (from the frost demon apparently) . No pyrokenesis on there (it's under "XCOM Research". And no idea how to use any of these either.

27% research
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on April 26, 2022, 06:13:36 pm
Excellent job Nord! Some bugs/feedback:

* antidotes seem to be pointless. Except maybe one mission, never had a soldier get poisoned. They just die same-turn.

* There's a bug with the Revolver Shotgun. Sometimes you fire and nothing happens. It takes the TU's but there's no sound, not hitting anything, and nothing gets set on fire (incendiary ammo, but also happens with stun ammo). Happens maybe 1 in 20 shots?

* Only the main base can research "special" technologies, i.e. Reports, pyrokenesis, etc. Nothing to transfer to the secondary research base.
Edit: I got "report: Queen of the nest" from a mission and transferred it to my secondary base: still couldn't research it

* Koas moving make the walking sound. I think the floaters do too.

* I got a "shaihulud overview" from a goblin shaman (it's in my ufopedia). Then shaihulud's come along and I can now research both the autopsy and the live specimen. Sure enough, when I research the corpse, nothing pops up. - attached save - base: "2 - Russia"

* My main base has a large detector. Shouldn't that be a large radar?
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on April 26, 2022, 07:40:57 pm
Attached save; right next to "Shota Baratashvili" there's an invisible unit. You can only see it from one angle. Even trying to walk into the square doesn't find it. It's to the square directly to the left, adjacent to the door. One of those flying things.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on April 27, 2022, 04:13:39 am
To be fair there is a good chance I'm just blind and missed them. Which faction do they accompany? The ones I have encountered so far are goblins, orcs, pirates, legionaries and footmen.
They can be encountered with Feudals and Legion. But i'll check it, maybe there must be more of them.
On the other hand, my "spells" page on the ufopedia lists "psi-pulse" (from "savage psions" it seems) and "blizzard" (from the frost demon apparently) . No pyrokenesis on there (it's under "XCOM Research". And no idea how to use any of these either.
You can use pyrokinesys by any battlemage. When you gain one.
Excellent job Nord! Some bugs/feedback:
Thanks
Quote
* antidotes seem to be pointless. Except maybe one mission, never had a soldier get poisoned. They just die same-turn.
Maybe later?
Quote
* There's a bug with the Revolver Shotgun. Sometimes you fire and nothing happens. It takes the TU's but there's no sound, not hitting anything, and nothing gets set on fire (incendiary ammo, but also happens with stun ammo). Happens maybe 1 in 20 shots?
It is not a bug, just all pellets missed and fly out of map, without hitting anything. Engine limitation.
Quote
* Only the main base can research "special" technologies, i.e. Reports, pyrokenesis, etc. Nothing to transfer to the secondary research base.
Edit: I got "report: Queen of the nest" from a mission and transferred it to my secondary base: still couldn't research it
Read ufopedia. You need HQ to research important projects.
Quote
* Koas moving make the walking sound. I think the floaters do too.
Thanks, will fix.
Quote
* I got a "shaihulud overview" from a goblin shaman (it's in my ufopedia). Then shaihulud's come along and I can now research both the autopsy and the live specimen. Sure enough, when I research the corpse, nothing pops up. - attached save - base: "2 - Russia"
Normal thing.
Quote
* My main base has a large detector. Shouldn't that be a large radar?
You build it? In one version was a bug with starting base, i forgot to remove test facility. Normally, you have no radars on gaame start.
Attached save; right next to "Shota Baratashvili" there's an invisible unit. You can only see it from one angle. Even trying to walk into the square doesn't find it. It's to the square directly to the left, adjacent to the door. One of those flying things.
Normal effect. Purple smoke blocks vision.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Skybreaker on April 28, 2022, 01:46:33 am
Thanks for the responses Nord. I eventually did find Rune mages.

Got a bug to report: Protector sells for a lot more than you can buy it for, creating an infinite money source. I know that some items can be sold for more than they can be bought for on lower difficulties, but I quickly jumped into a superhuman game to check and Protector costs $28000 to buy and sells for $44000.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on April 29, 2022, 04:34:22 pm
Thanks Nord.
Quote from: Nord link=topic=10233.msg145745
You can use pyrokinesys by any battlemage.
In that case:
a) It should probably appear on the "spells" tab of ufopedia
b) Should it not have "battlemage" as a requirement? Same for all spells?

Quote
[antidotes] Maybe later?
Antidotes are replaced by poisoncure it seems, so there is no "later" as I've had them for ages too. Glass spiders are the only things that anti-poison stuff is useful against so far.

Quote
[revolver shotgun]It is not a bug, just all pellets missed and fly out of map, without hitting anything. Engine limitation.
I'm not convinced. It only happens with that particular gun and there's no shooting sound-effect either when it happens. Also, given the extremely limited range of that weapon, how are the pellets leaving the map anyway? But I don't know the engine, you do!

Quote
[missing projects] - Read ufopedia. You need HQ to research important projects.
Oh yes. I read that a month ago when I started this game.

Incidentally:
* Glass spiders are an interesting concept but *really* annoying to find. I've had missions go 80+ turns against them. Bughunt doesn't start as there are more than 3 left (I've upped it to 10 now in the script).

* I've fiddled with missionScripts.rul in the /mods/XCHR/rulesets directory to change all of the
Code: [Select]
executionOdds to be much lower. Unfortunately it seems to be getting ignored (to test, I deleted the entire script apart from the first 11 lines and stuff still appears). When does it get applied? New month? I really don't want to start a new game to reduce the geoscape-event-rate.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on April 30, 2022, 07:51:56 pm
* Tazers do kinetic damage; should be electric

* Balance: Archmage castle - I don't know if it's because I'm inept, but I've researched just about everything I can at this point (32%), then this turns up. There is -100% chance of me being able to even get past the courtyard. The knights have absurd shields and looking at the specs, 20points of armour too (on top of 50% kinetic resist and 80% melee), so just about no weapons will work against them either (and certainly no reasonable way to capture one). I tried a stand-off in my skymarshal but they eventually swarmed it and all I'd done was kill a single reaper.
The blessed footmen are similarly unreasonable given their armour is higher than almost all damage you're likely to do when you meet them. No idea how I'll catch one given their armour ignores all the stun weapons..

* Still no sign of a rune mage; just swarms of tedious legion with a hint of invader. :-(

Honestly, at this point I think I'll just give up; there's far too much grinding. :-( Sorry.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on May 01, 2022, 03:04:29 am
* Tazers do kinetic damage; should be electric
No they should be not.
Quote
* Balance: Archmage castle - I don't know if it's because I'm inept, but I've researched just about everything I can at this point (32%), then this turns up. There is -100% chance of me being able to even get past the courtyard. The knights have absurd shields and looking at the specs, 20points of armour too (on top of 50% kinetic resist and 80% melee), so just about no weapons will work against them either (and certainly no reasonable way to capture one). I tried a stand-off in my skymarshal but they eventually swarmed it and all I'd done was kill a single reaper.
The blessed footmen are similarly unreasonable given their armour is higher than almost all damage you're likely to do when you meet them. No idea how I'll catch one given their armour ignores all the stun weapons..
Use spells. If you dont haave spells, dont try to beat Archmage.
Quote

* Still no sign of a rune mage; just swarms of tedious legion with a hint of invader. :-(

Honestly, at this point I think I'll just give up; there's far too much grinding. :-( Sorry.
Ok, i'll do something with it. Balance is a hardest part.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on May 01, 2022, 04:14:38 pm
Tazers - real-world they're electric. Game-wise it would make sense too given:
a) the current animation is electric (same as thundermage and the electric wand).
b) it would give an alternative way to stun things rather than relying on kinetic.

Quote
Use spells. If you dont have spells, dont try to beat Archmage.
It's a balance problem because the Archmage can appear before you have battlemages (or even the hint of them!). I've captured just about everything I've seen except the blessed-footmen group things because they only appeared on one mission (about a game-month ago) on a large UFO and I was massively outclassed, them being almost impervious to x-rifles after all, and all the stunning weapons.

---

Balance: Yeah, that's a tricky one. Designing difficulty is a completely different skillset from putting together all of the parts. You're clearly great at putting it all together, but (and I mean no offence), balance isn't your strongest area. ;-) (for my part: I absolutely cannot do art!).
And that's before we get to the difficultly of designing difficulty modes. Heh.

The good news is that it's a thing that can be learnt much more easily than art/programming and there's a ton of blog posts and youtube vids out there on balance and difficulty.

My suggestions:
Geoscape: Think up how many events there should be a month on the geoscape and how many of them the player should feel they need to do. I'd say 3-5 missions per month.
Then balance the appearance of different things so that the geoscape events ramp up to ... say ~10 things a month (middle difficulty), though again with the aim the player isn't doing all of them as missions. Maybe create a spreadsheet to help keep the number-of-events at whatever the target is by including the research/month filters and percentage chances (who doesn't love a good spreadsheet ;-) ).

Tactical: Not sure sure how to fix this one, but having to shoot out ~80 points of shield on a legion footman with an x-rifle is tedious (manipuls even more so!). And when there are ~10 of them on a ship and they're the primary antagonists for a sizeable number of months... :-o

Probably smaller squads to allow lower health on the enemies. Skymarshal is a massive 18 after all (do love the doors!) and I've had that forever. The downside to a larger squad is that you end up with more grind: Either more enemies or stronger enemies. At least with more enemies there are more dopamine hits as you take them all down. :-)

Think about the original XCOM: bullets kill Sectoids in 2-3 hits fairly reliably. Same with gillmen and harpoons, Plasma weapons kill Mutons in 2-3 etc. One or two more hits for the terrorists generally (cyberdiscs and bullets = :-( ). I'd suggest that's a good balancing target. I think it's similar with the newer (firaxis) xcom's.

My 2p. :-)
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Bonegnasher on May 01, 2022, 07:55:35 pm
Balance
I haven't gotten that far myself, but as I understand it, you are trying to take on midgame & lategame enemies with early game/early midgame tech (you get X-rifles in the latter part of the first year) and regular operatives. That's not a balance issue, but the issue of either the RNG/bugs screwing you over or you missing something about the mod mechanics.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on May 01, 2022, 11:13:54 pm
I haven't gotten that far myself, but as I understand it, you are trying to take on midgame & lategame enemies with early game/early midgame tech (you get X-rifles in the latter part of the first year) and regular operatives. That's not a balance issue, but the issue of either the RNG/bugs screwing you over or you missing something about the mod mechanics.

I see where you're coming from and it's a good point, but I'm at about the same level as Skybreaker ( https://openxcom.org/forum/index.php/topic,10233.msg145681.html#msg145681 ) both in time and tech-level. So if it's either the RNG or missing something, it's not that uncommon. The balance issue specific to the archmage is that it probably shouldn't appear that early. Easily solved with either an increase to the "firstAppears" months counter, or (better) add a research requirement for a tech that can handle it (battlemages?) or both (best).
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Bonakva on May 01, 2022, 11:23:34 pm
Logic dictates that this is correct. The taser has small harpoons that conduct electricity, so if they don't penetrate the armor, the electricity probably won't work.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on May 02, 2022, 02:54:42 am
I haven't gotten that far myself, but as I understand it, you are trying to take on midgame & lategame enemies with early game/early midgame tech (you get X-rifles in the latter part of the first year) and regular operatives. That's not a balance issue, but the issue of either the RNG/bugs screwing you over or you missing something about the mod mechanics.
That is a balance issue, because no high-level enemy must spawn when you are not prepared. If you do things right, of course. Now legion and temples came too fast, as i think. Maybe i should implement arc scripts...
Logic dictates that this is correct. The taser has small harpoons that conduct electricity, so if they don't penetrate the armor, the electricity probably won't work.
Correct.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on May 03, 2022, 12:32:16 pm
Logic dictates that this is correct. The taser has small harpoons that conduct electricity, so if they don't penetrate the armor, the electricity probably won't work.
Afraid I must disagree. What if that armour is made of chainmail? High cutting defence (in the real world), and a fair kinetic defence but you're going to be enjoying several thousand volts if a tazer hits you.

Similarly a (sufficiently hot) fire-blade would cut straight through armour that has very high thermal conductivity in the same way a hot knife goes through margarine. And a freezing knife would dramatically increase the brittleness of certain materials making them more likely to shatter even if the damage is applied via cutting (doesn't matter if the knife cuts through the armour, only that the armour has high thermal conductivity to facilitate removing of the heat from the target's body). This is why there is type-specific damage ratings for the armour.

And again, from a game-play perspective (which is more important):
a) The tazer sprite is showing electrical damage.
b) It's necessary to facilitate capturing by having other types of capture damage.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: ohartenstein23 on May 03, 2022, 02:13:15 pm
The point about chainmail is not accurate. If there's an insulating layer below the armor, e.g. padding, then the electricity will travel preferentially through the metal of the armor, not the body. For example, safety gear for doing performances with Tesla coils includes what amounts to a full-body suit of chainmail.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: psavola on May 03, 2022, 09:13:10 pm
I tested this with superhuman. Maybe that was my first mistake - I think many mods are balanced so that you should try much lower level at first.

It's rather difficult to make sense of the game mechanics. It makes no sense that a hunting knife or a basic spear is more efficient than guns against monsters.

In March I was already having a lot of trouble with an orc terror mission, but finally managed it with saves/reloads (each of them took about 3 spear hits; guns were mostly useless). In the beginning of April, a terror mission was spawned with a dozen spellcasters(?), minotaurs(?) etc. Completely impossible to handle more than a couple of them with spears or guns which you will have to hit 10 times to make an impact. I wonder if this is balancing issue, too difficult encounters coming too early, or I'm just missing something? Or like in TWoTS you get a large number of scripted missions way too early which you have zero chance to succeed so you are actually supposed to figure out it's impossible at that stage and abort the mission (e.g. polyph mission at start, alien dungeon when you still have gas cannors, etc.).

I was really interested in trying a fantasy setting but having little idea how you're supposed to manage the more difficult monsters will probably make me go back to more traditional and easily understandable mods. But I suppose some love this "discovery" approach.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on May 04, 2022, 03:53:34 am
..Completely impossible to handle more than a couple of them with spears or guns which you will have to hit 10 times to make an impact. I wonder if this is balancing issue, too difficult encounters coming too early, or I'm just missing something? ..
Use explosives.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: luplay on May 05, 2022, 11:29:52 am
Thanks for your sharing. It is very useful!
Title: Re: X-Chronicles Release, v.0.99.5
Post by: psavola on May 06, 2022, 07:36:26 am
Use explosives.

Yes, that helps a bit, but you may still need to use 3-4 each (or maybe more, when the throws miss). Quite a bit or grenanes if the mission includes about 12-18 monsters. Later on, there apparently were also tougher enemies such as barons with even higher shields. At that point, however, you already have access to the combined gun/grenade launcher (shouldn't the grenades produce an arcing shot? - I suppose the engine doesn't support arcing type for one kind of ammo, non-arcing for another, however), which is awesome and can be used to deal with all the enemies. Except, now, there is a new mission, "spirit hunt" and these don't seem to be able to deal any damage.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on May 06, 2022, 06:36:41 pm
Generally agree with your points about balance psavola. Orcs were a huge pain early on, but I'm afraid it only gets worse later on with new enemies. Fortunately Nord's reply earlier implied there may be a balance pass coming so might be worth waiting.

Except, now, there is a new mission, "spirit hunt" and these don't seem to be able to deal any damage.
They're basically impervious to almost everything (as in 0% damage!). Incendiaries (fire) are the way to go (revolver shotgun!). At the risk of too many spoilers:
there aren't many of them in the battle

The point about chainmail is not accurate. If there's an insulating layer below the armor, e.g. padding, then the electricity will travel preferentially through the metal of the armor, not the body. For example, safety gear for doing performances with Tesla coils includes what amounts to a full-body suit of chainmail.
Duh, of course yes! Silly me! I've even seen people wearning the (grounded!) chainmail suits playing with giant Tesla coils.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: psavola on May 07, 2022, 10:31:03 pm
I had to skip those spirits, because there was no weapon accessible able to harm them. Now I'm in month 14, have set up a couple of bases - for the lack of anything else to do with the sponsor money - and just had the first landed UFO.

For the last 5-6 months, I have no longer had nothing to research, except a random new monster type or a live alien now and then. Looking at the research tree, to get any real progress one would likely have to capture more live enemies to learn of runic weapons, runes, magic, etc. The problem is that there appear to be no means to do so except by accident or by taking big risks of melee combat. Tazer appears to be a useless weapon so you're essentially out of options. Lore-wise requiring capturing more live enemies and interrogating them makes sense (also like in TWoTS) but I wonder if the means how to do so is balanced. The only thing I'm wondering are smoke grenades as an "attack weapon", because it appears to stun the soldiers in one turn, but the enemies don't appear to stay in it long enough or it's not otherwise effective. So, as it is, you just get a random stunning with regular weapons or a surrender now and then. And that doesn't seem to be enough to steadily progress the research tree with only ~50 researchers. EDIT: I had missed dart rifle and tranquilizer darts; those seem to be useful at least against goblins.

Another really strange feature is "melee-range dodging" - there is very little point why it is better to fire your weapons from 1 square away rather than from an adjacent square. I can't understand why you need to run 1 square away before counter-attacking, if an enemy comes next to you (and attacks you first). This makes me even wonder if there is some bug in this feature.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Bonegnasher on May 08, 2022, 02:25:55 pm
I had to skip those spirits, because there was no weapon accessible able to harm them. Now I'm in month 14, have set up a couple of bases - for the lack of anything else to do with the sponsor money - and just had the first landed UFO. ...
Spirits
can also be hurt by explosives. If you went with the US, normal, OICW M2 AR, and M202 grenades should have all killed it with a direct hit. Damage-type grenades for MILKOR MGL do kinetic damage instead of explosive but that's a bug, I figure.
Yeah, this mod expects you to capture at least some of the enemies for interrogation to make progress, that's why you've found your first UFO so relatively late. Enemy bodies are also useful but I think explosives have a high chance of destroying them. To capture them more reliably you can also use melee.
Melee-range dodging is the same as in Files/Piratez and etc. The idea is that the enemy has a reach to try to interrupt your agent's attacks by grabbing his arms, pushing the gun away or something similar. Your agents can do the same. Give some of your agents sticks and police batons and send them in melee more. It's a melee-heavy mod.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on May 09, 2022, 04:18:51 am
...Damage-type grenades for MILKOR MGL do kinetic damage instead of explosive but that's a bug, I figure...
No, Milkor have frag grenades (like in reality), other grenade throwers have HE shots.

...Tazer appears to be a useless weapon so you're essentially out of options...

What about dart pistol/rifle?
And i think about adding back close-combat shock batons, like.. with melee damage and shock properties.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on May 09, 2022, 08:55:06 pm
What about dart pistol/rifle?
dart pistol/rifle do *less* damage (11) than a tazer (15)!
It's why I said previously that even mid-game enemies are somewhat impervious to all ranged capture tech.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on May 10, 2022, 02:58:39 am
dart pistol/rifle do *less* damage (11) than a tazer (15)!
It's why I said previously that even mid-game enemies are somewhat impervious to all ranged capture tech.
But have way better range an damages target energy.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: psavola on May 10, 2022, 08:41:31 pm
A large UFO landed and the mission seemed brutal. Something like a dozen of warriors with 80(?) shields and some mages with 120(?) shields. So the former take about 8-10 hits from the grenade launcher, the latter even more. Appears to be impossible unless you save/reload to get a very good starting position where they don't kill most of you at turn 1 and from where you can deal with them just one by one. Are you even supposed to be able to deal with them? How?
Title: Re: X-Chronicles Release, v.0.99.5
Post by: xcommie on May 10, 2022, 10:18:38 pm
But have way better range an damages target energy.
I don't know about energy, but while I do love the dart rifle (for the accuracy), the point remains that they're pretty ineffectual against the armoured enemies.

Quote
A large UFO landed and the mission seemed brutal. Something like a dozen of warriors with 80(?) shields and some mages with 120(?) shields. So the former take about 8-10 hits from the grenade launcher, the latter even more. Appears to be impossible unless you save/reload to get a very good starting position where they don't kill most of you at turn 1 and from where you can deal with them just one by one. Are you even supposed to be able to deal with them? How?
Yeah, I know that feeling. :-( Especially as I had a terrible start.
I did it with copious amounts of save-scumming. The mages are fairly easy to kill with conventional weapons (if you survive their attacks). The warriors (legion footmen I guess) are a tedious annoying grind; they're why I simply gave up doing any mission that didn't have something worth capturing. I'd suggest waiting for the balance pass before continuing; I am.
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Nord on May 11, 2022, 05:12:31 am
...I'd suggest waiting for the balance pass before continuing; I am.
I'm working on it.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Nord on June 19, 2022, 02:43:45 pm
Version 0.99.6 is up.
Changelog:
 - added new UFO - the temple ship;
 - IMPORTANT: rebalance, no powerful invaders will spawn while x-com posess no magic nech;
 - bugfixing, all prefious hotfixes included;

Title: Re: X-Chronicles Release, v.0.99.6
Post by: xcommie on June 22, 2022, 11:57:22 pm
Thanks Nord.
I've taken a look at the changes (via WinMerge), and unfortunately there's nothing in there to address the tedious grind aspects. Per my previous posts, there are simply too many geoscape events and too many enemies at those events with far too many hitpoints. But maybe that's just me.
It's a shame, your TWoTs mod was incredible and excellently balanced. I fear I'm going to have forgo continuing this mod. Ah well. Thanks again.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Nord on June 23, 2022, 11:14:51 am
Thanks Nord.
I've taken a look at the changes (via WinMerge), and unfortunately there's nothing in there to address the tedious grind aspects...
Well, there is changes. Dont know how you rank them via WinMerge, but as you wish.

Title: Re: X-Chronicles Release, v.0.99.6
Post by: psavola on June 24, 2022, 02:26:14 pm
I resumed my earlier play. No legionaires anymore (yet). Some small ships are reasonably difficult, when they include a fire and/or rune mage (alienRaces.rul:STR_FEUDALS suggests about 1/10 odds for small UFO being full of mages and wizards, in most cases these are straightforward). You need reasonable RNG and/or save scumming to avoid heavy casualties. Also, just a moment ago (October 2021), a large ship landed on a terror mission. First look outside shows a rune mage and a baron facing the osprey entrance. If I understand correctly, these have started spawning after you get the !X-contract! (why this spelling, by the way?) ie. STR_INTERNATIONALIZATION. At least with that spawn location the mission appears to be impossible, so I might need to skip that (or save scum it)

I kind of agree with xcommie that there are quite a few of "boring" events, which are usually relatively easy but might take some time (graveyards, rifts, other animal encounters, a mad psion). I suppose it could be argued that it's good to have some kind of missions. But these won't really give you much money or points, so I suppose the main point is getting training for the soldiers. I guess there are less than five a month, so not a huge problem.

It is also interesting how the economy of XCHR differs from the main games. At least until now you are almost completely dependent on council funding, you don't get much from missions - except when you can sell ships' rune glyphs. This means that the game needs to run for multiple years (waiting for more money from the council to be able to expand). Likewise, at least so far manufacturing has been useless; there is not much to produce with your engineers, so to date I have only kept 1 engineer. I suppose this results in a "grindier" game based more on waiting for the time to pass by.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Nord on June 24, 2022, 04:30:25 pm
Do you suggest to increase funding? Or maybe increase prices of invader stuff?
Title: Re: X-Chronicles Release, v.0.99.6
Post by: eclecticbibliophile on June 25, 2022, 02:33:31 pm
Can I ask why the x-series weapons are so heavy? The rifle clip weighs as much as a normal rifle, and the x-sniper is actually heavier than the Heavy Cannon.

EDIT: the rifle is heavier than the rocket launcher??
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Nord on June 25, 2022, 07:22:42 pm
Can I ask why the x-series weapons are so heavy? The rifle clip weighs as much as a normal rifle, and the x-sniper is actually heavier than the Heavy Cannon.

EDIT: the rifle is heavier than the rocket launcher??
They are meant to be used not by normal humans, but by psions.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: psavola on June 25, 2022, 11:28:40 pm
Do you suggest to increase funding? Or maybe increase prices of invader stuff?

I'd suggest increasing sell prices of invader stuff, at least. Also, I'd suggest making various special events (beast terror missions, graveyards, rifts, etc.) yield something you can sell for some money (currently the corpses aren't worth much at all), for example shai-huluds could be disassembled to produce expensive teeth or something. At the moment, these missions are money-wise worthless, yet take some time to complete (especially if you have village mazes, tough enemies, etc.; FWIW I also got glass spider once in antarctic and the mission was unsolvable: one of them was camouflaging on an inaccessible ice island, and I had to use debug mode to get rid of it)

I'm currently in January 2022 and total council funding is at 19M (I have the whole globe covered with 6 bases). There's still 3-4M surplus every month (with about 150 scientists). Yet I'm still only 19 % through the research tree. To make the game progression faster and reduce the grinding elements somewhat, I suppose you could also increase the council funding and how fast it grows. There could also be some items engineers could manufacture and you could sell, to make use of engineers and earn money, but I understand completely if you want to avoid that kind of economy (I have felt it's rather stupid myself).

They are meant to be used not by normal humans, but by psions.

Hmm? I wonder if these are phased properly. You are able to get X-contract likely much earlier than getting psions. It seems you get on the path leading to psionic powers through researching fire mage, rune mage, etc. I have postponed researching them to delay legionaires and more difficult enemies appearing.

But for what it's worth, X sniper rifles are at least very usable with humans. Others I haven't used that much (though rifle could be useful with spare clips).

BTW, I think the first alien base (hive) appeared in October 2021 or so. I don't think there's much chance of dealing with it yet, so I have had to leave it be and grow. Also, there have been some other enemies that seem to be non-defeatible for now (for example the UFOs with stalkers and the other beasts, the other ice thingies behind ice rift).
Title: Re: X-Chronicles Release, v.0.99.6
Post by: eclecticbibliophile on June 26, 2022, 03:11:41 am
I only just got a psi lab running, but have been using the x-weapons for months. Can't carry much other gear but they can actually burst down shields
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Bonegnasher on June 26, 2022, 05:00:35 pm
I think there still should be some time limits after which the stronger enemies would start coming, otherwise it's awfully nice of them to just wait for X-Com to get strong enough to deal with them. But they should be higher than the ones in the previous version.

Hmm? I wonder if these are phased properly. You are able to get X-contract likely much earlier than getting psions. It seems you get on the path leading to psionic powers through researching fire mage, rune mage, etc. I have postponed researching them to delay legionaires and more difficult enemies appearing.

But for what it's worth, X sniper rifles are at least very usable with humans. Others I haven't used that much (though rifle could be useful with spare clips).

BTW, I think the first alien base (hive) appeared in October 2021 or so. I don't think there's much chance of dealing with it yet, so I have had to leave it be and grow. Also, there have been some other enemies that seem to be non-defeatible for now (for example the UFOs with stalkers and the other beasts, the other ice thingies behind ice rift).
If you have built a psi-lab and have a surplus of weak artifacts, you should start researching wizards and rune mages asap if you want to progress, you are super close to getting soldiers with a higher potential and the ability to use magic. Don't know where the red line for the appearance of the temple factions is, but I figure it's higher than just learning what you can from those two. Don't go deep into the runes tree though, to be safe.
What would more money achieve? Let the player hire more scientists?
Title: Re: X-Chronicles Release, v.0.99.6
Post by: eclecticbibliophile on June 27, 2022, 02:32:05 am
This feels like a mistake lol
Title: Re: X-Chronicles Release, v.0.99.6
Post by: psavola on June 27, 2022, 10:45:08 am
What would more money achieve? Let the player hire more scientists?

Yes. That would accelerate getting into mid- and end-game. I have already played over two years game time, and am still in early game phase (though I suppose I could have entered mid-game already if I had rushed it). *) It could have gone a bit faster with more research and (to lesser degree) more efficient tech to capture essential and tougher live invaders. But it is of course up to the author how long a campaign he wants to create. In contrast, I loved the pacing of TWoTS, but this mod is obviously intended to run much longer.

*) Other alternatives to accelerate the game could be making the traditional weapons, X-rifles etc. more efficient - to make the missions faster as most enemies would be knocked out with 1-2 hits - and/or reducing the amount of rather useless encounters (animal terror missions, rifts, etc.) that after a couple of instances do not really progress the plot.

This feels like a mistake lol

I reported similar with TWoTS (by the same author). It was intentional that even tanks can be taken out of action temporarily by certain weapons. Of course, the message is confusing - but it is probably engine limitation and cannot be changed. I suppose it's the same here.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: psavola on June 27, 2022, 03:05:35 pm
Just noticed something strange. If Irungu Tikolo launches a grenade at a Footman, the game freezes just before the impact of the missile (and you can't do anything). If you shoot the footman twice using rifles, he dies all right. Previously in the mission I already killed a footman with a grenade launcher. I wonder if Nord/OXCE dev has ideas what's going on? I'm using the OXCE snap 2022-06-16. I still have debug enabled in options.cfg if it matters.

There are some warnings in the logs about some things to fix in the mod, but I don't suppose they are relevant.

[27-06-2022_14-52-46]   [INFO]   Creating transparency LUTs for PAL_BATTLESCAPE...
[27-06-2022_14-52-46]   [INFO]   After load.
[27-06-2022_14-52-46]   [INFO]   Supressed Error for 'STR_MALE_VIP': This unit has a corresponding item to recover, but still isn't recoverable. Reason: (the unit is marked with 'capturable: false'). Consider marking the unit with 'liveAlien: ""'.
[27-06-2022_14-52-46]   [INFO]   Supressed Error for 'STR_PHOENIX': This unit has a corresponding item to recover, but still isn't recoverable. Reason: (the first 'corpseBattle' item of the unit's armor is marked with 'recover: false'). Consider marking the unit with 'liveAlien: ""'.
[27-06-2022_14-52-46]   [INFO]   Loading ended.
[27-06-2022_14-52-46]   [INFO]   Data loaded successfully.
[27-06-2022_14-52-46]   [INFO]   Loading language...
[27-06-2022_14-52-46]   [INFO]   Language loaded successfully.
[27-06-2022_14-52-46]   [INFO]   OpenXcom started successfully!
[27-06-2022_14-52-46]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[27-06-2022_14-52-53]   [WARN]   Image Resources/TerrainPack/Geoscape/TEXTURE15.png (from lodepng) has incorrect transparent color index 255 (instead of 0).
[27-06-2022_14-52-53]   [WARN]   Image Resources/TerrainPack/Geoscape/TEXTURE36.png (from lodepng) has incorrect transparent color index 255 (instead of 0).
[27-06-2022_14-52-53]   [WARN]   Image Resources/TerrainPack/Geoscape/TEXTURE57.png (from lodepng) has incorrect transparent color index 255 (instead of 0).
[27-06-2022_14-52-53]   [INFO]   MCD BOAT_FURN object 0 has 0 armor
[27-06-2022_14-52-53]   [INFO]   MCD BOAT_FURN object 17 has 0 armor
 
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Bonegnasher on June 27, 2022, 06:00:18 pm
Yes. That would accelerate getting into mid- and end-game. I have already played over two years game time, and am still in early game phase (though I suppose I could have entered mid-game already if I had rushed it). *) It could have gone a bit faster with more research and (to lesser degree) more efficient tech to capture essential and tougher live invaders. But it is of course up to the author how long a campaign he wants to create. In contrast, I loved the pacing of TWoTS, but this mod is obviously intended to run much longer.

*) Other alternatives to accelerate the game could be making the traditional weapons, X-rifles etc. more efficient - to make the missions faster as most enemies would be knocked out with 1-2 hits - and/or reducing the amount of rather useless encounters (animal terror missions, rifts, etc.) that after a couple of instances do not really progress the plot.
This mod is similar to something like Xcom Files so it's got tons of research topics that are just fluff or of minor importance. So you don't have to complete many of them to progress the plot or get cool tech.
Making traditional weapons more effective would raise a question why the countries even bothered with the XCom project in this story. Why learn magic or develop better guns when you can just shoot the guy with a sword? Magic shields have elemental weaknesses so some weapons are better suited to wear them down or can straight up ignore them. As for mission types,
I like rifts, there are higher numbers of enemies but also good rewards if the mission is complete and they give only a small reputation hit so you can ignore them if you don't want to play them.
Animal hunts are more demanding but shorter and also can be ignored.
Cemeteries are short and rare.
Spirit hunts and mad psions are almost like free exp and rep, they are super short. Very rare.
I think one aspect that could be improved would be the maps. I am not a fan of that railway station with a long 2-3 story building across it, for example.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Nord on June 27, 2022, 11:16:16 pm
...otherwise it's awfully nice of them to just wait for X-Com to get strong enough to deal with them. ...
There is one minor trick... aliens will not wait. They will  spawn more and more hives with no excuses. He he he.
I think one aspect that could be improved would be the maps. I am not a fan of that railway station with a long 2-3 story building across it, for example.
Totally agree. Do you have more maps to include?
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Bonegnasher on June 28, 2022, 09:01:46 pm
Do you have more maps to include?
I'd take a look at some of those towns with sand and metal fences everywhere, especially the one with a multi-story construction with fences instead of walls in the south-east part of the map and black colored trash dumps around the middle of map.
Monster hunts/rifts: those abandoned zones with red brick buildings might have a bit too many places for monsters to hide while your soldiers sweep the town, especially the one with big buildings on the north-west side of the map.
One mission against spies was a big nice-looking city street with multiple big buildings but all enemies ended up hiding in the one in the northwest corner of the map behind my transport. I didn't end up needing to check all other buildings and I found the enemies pretty quick, but the only way to get to them without trying to make holes in the walls was a door facing the end of the map with two one-tile-wide paths leading to it, one much longer than the other.
Those cool-looking jungle temples might be a bit too large for rift clearing with too many small ruins and impassable vegetation. Also, I was on the first one long enough to activate the enemy search mode because I couldn't see that the big pyramid has tiny doorways to its basement and the last giant was stuck there.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: vjmdhzgr on July 11, 2022, 08:05:18 pm
It keeps giving me an error when I try to load the mod
"ERROR: failed to load 'X-Chronicles' ; mod disabled
this mod name is already used"
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Nord on July 12, 2022, 11:35:09 am
It keeps giving me an error when I try to load the mod
"ERROR: failed to load 'X-Chronicles' ; mod disabled
this mod name is already used"
Maybe you put both archive and unpacked mod in "mod" folder?
Title: Re: X-Chronicles Release, v.0.99.5
Post by: Meridian on July 23, 2022, 12:09:38 pm
Infinite loop? 0.99.5

0) Load attached save
1) Select batbayar
2) Rotate to point to the legion manipul
3) Take a snap shot

Game freezes just before the projectile hits (but doesn't crash-crash with the crash dialog).

Endless loop during detonation caused by MCDs having zero armor property.

In this case probably BOAT_FURN objects 0 and 17.

But there's a lot more invalid MCDs:

Code: [Select]
[23-07-2022_10-57-47] [ERROR] Error in terrain: XBASE dataset: XCOMBITS object 48 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: RICE_FARM dataset: IDT_FARM object 41 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [INFO] Zero movement cost on floor object:  walk:0 terrain:RICE_FARM dataset:IDT_FARM index:41. Found using OXCE test cases.
[23-07-2022_10-57-47] [INFO] Zero movement cost on floor object:   fly:0 terrain:RICE_FARM dataset:IDT_FARM index:41. Found using OXCE test cases.
[23-07-2022_10-57-47] [INFO] Zero movement cost on floor object: slide:0 terrain:RICE_FARM dataset:IDT_FARM index:41. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: RICE_FARM dataset: IDT_FARM object 51 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: RICE_FARM dataset: IDT_FARM object 52 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: RICE_FARM dataset: IDT_FARM-WATER object 21 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 83 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 84 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 85 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 86 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 87 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 88 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 89 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DUSKURBAN dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DUSKURBAN_2 dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DUSKURBAN_3 dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DUSKURBAN_UNDVSTEMPL dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DAWNURBAN dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DAWNURBAN_2 dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DAWNURBAN_3 dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DAWNURBAN_UNDVSTEMPL dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [FATAL] FileRecord::at(TERRAIN/BEACH.MCD): requested file not found.

That's also not a complete list, as you can see the test crashed because of missing resources.

And here's the missing resources:

Code: [Select]
[23-07-2022_11-03-03] [INFO] ----------------------------------------------2. check for existence of mapblock MAP and RMP files
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN00.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN01.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN02.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN03.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN04.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN05.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN06.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN07.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN08.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN09.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN10.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN11.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN12.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN13.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN14.MAP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN00.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN01.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN02.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN03.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN04.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN05.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN06.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN07.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN08.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN09.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN10.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN11.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN12.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN13.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN14.RMP not found
[23-07-2022_11-03-03] [INFO] ----------------------------------------------3. check for existence of mapdataset MCD, PCK and TAB files
[23-07-2022_11-03-03] [INFO] TERRAIN/BEACH.MCD not found
[23-07-2022_11-03-03] [INFO] TERRAIN/BEACH.PCK not found
[23-07-2022_11-03-03] [INFO] TERRAIN/BEACH.TAB not found
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Meridian on July 23, 2022, 12:24:47 pm
Here's a more complete list of MCDs that need fixing:

Code: [Select]
[23-07-2022_11-21-37] [INFO] ----------
[23-07-2022_11-21-37] [INFO] SUMMARY
[23-07-2022_11-21-37] [INFO] ----------
[23-07-2022_11-21-37] [INFO] AV2: 72, 73
[23-07-2022_11-21-37] [INFO] BOAT_FURN: 0, 17
[23-07-2022_11-21-37] [INFO] CHAIRS: 17, 18
[23-07-2022_11-21-37] [INFO] CONTAINERS: 10, 26, 27
[23-07-2022_11-21-37] [INFO] COPTER: 29, 53
[23-07-2022_11-21-37] [INFO] CRAFTBITS: 0
[23-07-2022_11-21-37] [INFO] DAWNDECOR: 69
[23-07-2022_11-21-37] [INFO] GRAVES: 12, 13, 14
[23-07-2022_11-21-37] [INFO] IDT_FARM: 41, 51, 52
[23-07-2022_11-21-37] [INFO] IDT_FARM-WATER: 21
[23-07-2022_11-21-37] [INFO] IDT_SNOWFOREST: 83, 84, 85, 86, 87, 88, 89
[23-07-2022_11-21-37] [INFO] LANTERNS: 17, 18
[23-07-2022_11-21-37] [INFO] LAVABITS: 7, 8, 9
[23-07-2022_11-21-37] [INFO] MAGIC: 11, 12, 13
[23-07-2022_11-21-37] [INFO] MAGIC_TOOLS: 4, 5, 6, 7
[23-07-2022_11-21-37] [INFO] MEDIEVAL: 39, 40, 41, 42, 43, 44
[23-07-2022_11-21-37] [INFO] NEST_ENTRANCE: 0
[23-07-2022_11-21-37] [INFO] NEST_PODS_1: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] NEST_PODS_2: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] NEST_PODS_3: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] NEST_PODS_4: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] NEST_PODS_5: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] PORTAL1: 0
[23-07-2022_11-21-37] [INFO] PORTALBITS: 0
[23-07-2022_11-21-37] [INFO] QUEEN1: 9
[23-07-2022_11-21-37] [INFO] SAVANNABEACH: 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80
[23-07-2022_11-21-37] [INFO] SHIP_DECK_1: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_1_B: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_2: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_2_B: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_3: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_3_B: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_TEMPLE: 32, 33, 47
[23-07-2022_11-21-37] [INFO] SHIP_HULL: 30
[23-07-2022_11-21-37] [INFO] SHIP_HULL_B: 30
[23-07-2022_11-21-37] [INFO] TABLES: 32, 33
[23-07-2022_11-21-37] [INFO] UFO1: 15
[23-07-2022_11-21-37] [INFO] WALL_DECO: 28, 29, 30, 31
[23-07-2022_11-21-37] [INFO] WARCAMP_CONSTR: 20, 21
[23-07-2022_11-21-37] [INFO] WARCAMP_FURN: 2
[23-07-2022_11-21-37] [INFO] XCOMBITS: 48

And more details can be found in the attached openxcom.log file.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: psavola on July 23, 2022, 01:23:52 pm
Endless loop during detonation caused by MCDs having zero armor property.

In this case probably BOAT_FURN objects 0 and 17.

But there's a lot more invalid MCDs:
...

Seems very likely this is also the cause for the similar bug reported by me last month (the enemy being shot at was standing on the deck of the ship having zero armor properties):

Just noticed something strange. If Irungu Tikolo launches a grenade at a Footman, the game freezes just before the impact of the missile (and you can't do anything). If you shoot the footman twice using rifles, he dies all right. Previously in the mission I already killed a footman with a grenade launcher. I wonder if Nord/OXCE dev has ideas what's going on? I'm using the OXCE snap 2022-06-16. I still have debug enabled in options.cfg if it matters.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Nord on July 24, 2022, 04:04:10 am
That's a lot of bugs. Will do what i can to fix.

Upd.: Most of them are reserved spaces, but some glitches found. Thanks, Meridian.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Bonegnasher on July 27, 2022, 10:23:28 pm
Good news for anyone who would like the mod to have a better English translation. I have been helping Nord with the translation (ver. 0.99.4 got a bunch of my corrections for the earlygame content) and I have finally finished making A TON of improvements to it. Don't know when a new version of the mod comes out so I decided to just post my work here in the meantime. Criticism (preferably any missed mistakes and unnaturally sounding sentences or words) is welcome but no need to bother with midgame (training mages and learning magic) and beyond yet, since I am still working on that.

Installation: download the attached en-US.yml file, put it into the Language directory of the XCHR mod and replace the old file with it. Enjoy.
List of changes: 1) pretty much all of the earlygame and early-midgame content translation should now be correct and all grammar fixed, the content beyond that point have also received some love but there's still much to be done.
2) fixed a minor bug with the Ufopedia descriptions for short and poison short swords.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Scamps on August 21, 2022, 10:44:07 pm
Good day everyone! Here is a long overdue feedback on mod. I mostly played on 99.2, and a bit on 99.6 (continued same playthrough), so some things may be already changed.

First of all thank you, Nord, for making such beautiful mod in a intresting setting! There can not be enough quality mods!

I don't care much about graphics. They are good and functional IMHO. Only issue I ever had is that in craft interception window cannons on some craft (don't remember which exactly) could be made better visible, easy to confuse it with unarmed barge.

Most of the feedback will be about balance. Sorry if it is all over the place.

Tactical part
- Soldier stat caps are probably the first thing that player sees. And are they low, especially HP! Yeah, this is probably realistic, but requires getting used to. Armour becomes MUCH more important.
- And you don't really have defence against most wands until well in game (I am not there yet). Speaking of which I don't believe I could play this mod on hardcore. Even if I was patient, used smoke cover(which is also an attack) extensively, still there is too much left to chance, and mages have too high reaction and too good shields IMHO. If there are fire mages against exit of the craft, expect to be brutally murdered by reaction fire fire. One somewhat reliable strategy against arcing wands is to hide under the craft. It can not be intended, right? Right?
- Low stat caps don't cripple starting weapons too much, you still get decent accuracy (and it is easier to reach top stats). One exception is Saiga that can reliably miss from 3 tiles (and I am used to perfect close-range precision of shotguns from other mods).
- But melee is near impossible with limited accuracy coupled with dodge mechanic and LOW TUs!!! TUs are IMO more important to melee-oriented characters than melee accuracy. And enemies have much hugher TUs. Only melee weapons with decent accuracy are enchantred spears, BUT they 1) break, 2) don't pierce shields unlike slashing weapons. Second best is composite spear, but hit chances are rather low.
- X weapons. Is this indended that STR influences accuracy more than ACC for all weapons, from pistol to sniper rifle? Keep in mind that they are available well before soldier enchancement, but it is very hard to get decent accuracy from them. I use just one, shotgun. This thing is an absolute shield-breaker and orc/minotaur killer. Pistol and rifle I tried and rejected. The rest I saw in paedia and did not try (I expect perfect accuracy from sniper rifle with its rate of fire).
- Bow fire arrows ignoring shields while tazers do not. Where is concistency? Intuitively neither should ignore shields. Is it posible to add fire damage via scripts only if shield is down?
- Smoke choking friend and foe. While maybe realistic to a degree, it can be used to cheese game in unfun ways. Smoke even affects shelds! On 99.2 where there was a mage camping on lowest deck of a ship, without stairs, killing him was a nightmare. I used grenade launcher to make hole in floor, and then immediatily recieve reaction fire, plenty of it (since guy had full TUs with nowhere to move). Downed him by throwing a smoke grenade through a hole and waiting for many, many turns.
- Shields are generally a pain, they just take so many time to breach with conventional weapons (speaking of legion especially). If there are a number of legionaries around craft, and you can't bring them down fast enough, there basicaly only one option - to retreat. Probably introduce some kind of bullets or grenades or something that would be better against shields, but no effect on enemies (a response using Earth tech, though weaker than magic options)?
- SU-57 widely available in 2021. This makes the mod a fantasy one, not portals or fireballs ;-)
- GM-94 using single grenades along with batches of 3. This does not work very well1 1) you can't load 3 single grenades in a row to get 3 total, 2) you don't have reason to load single grenades, because it is not faster than loading 3. 3) GK-94 autoequip tends to take grenades intended to Grozas. I suggest dropping support of single grenades.

Strategic part
- Item costs are generally lower than in other mods, even craft ammunition. This feels good as you don't feel limited. Earth weapons are intended to be bad compared to magic anyway, right?
- Most of income comes from score and capturing live enemies (and later from flight glyphs). This gives reason to completing missions and capturing enemies, which is good.
- Research pace is generally unchanged from vanilla and here is a problem, because researchers cost the same and are the largest part of player's expenses.  You eagerly expect end of every month to build another lab (or couple, if you did good) and hire scientists. Techs which don't lead to practical results are a pain. Like researching a giant rat or something. Result is like "Just a giant rat", but research costs suggest you probably did a full genome decryption.
- While you wait that much time, there is nothing new to do. All missions have been replayed over and over. You keep downing small crafts to keep money flowing, but this is done with same weapons, against same enemies, again and again. You get at max a couple new toys a month (and X toys are too heavy to enjoy right now).
- All good things are bottlenecked by strong artifact. I looked in paedia browser where I can find it, and it looked like some very hard encounters. I never captured a commander, and never once saw a nest. And have problems with legionarries even. Maybe there could be an event or somethin to spawn the thing if you don't find it in some reasonable time? Continuing the story, it is november 2021, I got 120 scientists and decided to stop wasting time on giant rats and research the artifact after all. After paedia disappointment, I looked in mod files, in hope of event which I suggested above, and found that artifact could also be found in high-level bases.
- Okay, let's find a base. There are some countries with high alien activity, and I saw ships landing in specific places. Let's scan. Nothing. Nothing. Nothing. WTF? I opened a save and confirmed there are 3 bases, at least one of them high level. And it is in the same country I am searching. What's wrong? Copy-pasted its coordinates to craft (with some perecision loss), but still could not find. WTF?
- All craft have base detection range 10 km???!!! This is next to nothing. Base radars also don't detect enemy bases. Is this intended? I suppose it could be, bases need to level up undetected, otherwize you won't get the artifact, right?
- Tactical mission was a major pain in the butt, I never savescummed this much. In the end I did not manage to clear the fort, but was lucky that one mage carrying artefact died near my craft, so I loaded uncosious soldiers and retreated. To be researched and continued... Sometime, maybe.

P.S. One tiny thing, if I may. Regarding weapon accuracy. Some examples as composite spear that has 105% * 1.1 * MELEE accuracy. What is the point of 1.1 multiplier? One thing I like in Piratez is that what I see is what I get. Displayed accuracy is chance to hit when all attributes are 100. Even if there are complex calculations. Same applies to X weapons, where 1.5*STR-0.006*STR^2 + 0.2*ACC results in 90 when both STR and ACC are 100. It would be easier to compare weapons Piratez way, and because of that, easier to balance.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Nord on August 22, 2022, 08:45:42 am
Thanks for feedback.
Half of issues, described in it, was fixed (i hope so) on the way to the current version.
Important things i must look at is:
Smoke damage - too harsh for lower hp levels,
Melee accuracy - need to balance somehow...
Research cost. Yep, maybe.
Thanks again, i have things to think about.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Bonegnasher on August 22, 2022, 05:39:12 pm
- All good things are bottlenecked by strong artifact. I looked in paedia browser where I can find it, and it looked like some very hard encounters. I never captured a commander, and never once saw a nest. And have problems with legionarries even. Maybe there could be an event or somethin to spawn the thing if you don't find it in some reasonable time? Continuing the story, it is november 2021, I got 120 scientists and decided to stop wasting time on giant rats and research the artifact after all. After paedia disappointment, I looked in mod files, in hope of event which I suggested above, and found that artifact could also be found in high-level bases.

It's a possible reward for a rift mission.
Title: Re: X-Chronicles Release, v.0.99.6
Post by: Nord on November 09, 2022, 12:42:04 am
Version 0.99.7 is up.
Changelog:
- Added new primitive race: serpenters;
- Added new undead transform;
- Added new plane: Vulture;
- Added stun batons (i know you wanted it);
- Added many missing ufopedia articles;
- Added new events;
- Improved many ufopedia articles;
- multiple bugfixing and balancing (including less damage from smoke and better melee accuracy);
Title: Re: X-Chronicles Release, v.0.99.7
Post by: Nord on November 12, 2022, 10:57:59 pm
Version 0.99.8 is up.
Changelog:
- Fixed critical bug with interception sprites;
- Fixed bug with Aliens on flying ships instead of Adventurers;
- Added new units: earth golem, solaris, triffid;
- Added new spell - poison cloud;
- Added new facility - Artifical Sun;
- Fixed Legion cowardness by adding new unit - Legion Saggitarius. Now footmen will rush into melee properly;
- Now player can manufacture lesser wands without scriptor;
- Increased efficiency of stone shield and darkness shield against bullets;
- some new research topics;
- as allways, bugfixing and balancing.
Title: Re: X-Chronicles Release, v.0.99.8
Post by: eclecticbibliophile on November 20, 2022, 01:46:38 am
I had this event pop up in the first few months of a campaign, well before I'd discovered any magic. Probably needs to be a check so this only happens after you actually have healers.
Title: Re: X-Chronicles Release, v.0.99.8
Post by: Nord on November 20, 2022, 02:02:28 am
Ok, will check.
Also, i can not upload new version now, so:
If someone capturing legionaires, you need to add string
liveAlien: ""
to the STR_LEGION_SHOOTER
in the file
units.rul
Title: Re: X-Chronicles Release, v.0.99.8
Post by: coorta88 on December 01, 2022, 10:41:02 pm
I like this mod so far but what I miss are some extra ufopedia explanations at the start of game regarding what is going on, why is X-com even formed (as while goblins, orcs, serpenters might be dangerous for local police, they don´t seem too threatening to any competently led modern army unit). I would also like if there were more bafflement of scientists researching magical topics and them trying for a time to explaing everything as some weird advanced technology and then giving up and accepting that magic exists.

What I would also like to see is something similar to what you had already made in The World of (Terrifying) Silence - improvised X-com weapons using alient tech - what I mean is something similar to zrbite torpedo or ammunition for heavy weapons, in this case it would be I don´t know, maybe heavy sniper ammo and ammo for heavy cannon using parts of magic crystals (or any other rare substance which would force you to use such ammom sparingly and only on heaviest of enemies) to cause devastating effect on shielded targets.
Title: Re: X-Chronicles Release, v.0.99.8
Post by: Nord on December 05, 2022, 01:34:58 pm
...What I would also like to see is something similar to what you had already made in The World of (Terrifying) Silence - improvised X-com weapons using alient tech...
There is something like this in midgame.

Version 0.99.9 is up.
Changelog:
- added ability to damage armor for many creatures;
- added missing ufopedia articles;
- fixed HWP reload (no more reload for tanks during mission);
- fixed many shock weapons to ignore stun immunity;
- fixed pilot bonuses;
- fixed sentinel transformation;
- fixed plane glyphs manufacturing;
- fixed high blessings requirements;
- nerfed Lumen resistances;
- fixed spawned units, now they have no TU right after spawn;
- multiple minor fixes of research tree and ufopedia;
- minor balancing;
- added new race - dwarves (not finished yet, but allready can be encountered);
- added new items - magic gloves;
Title: Re: X-Chronicles Release, v.0.99.9
Post by: coorta88 on December 06, 2022, 05:24:01 pm
Great work so far. Do you plan do add missing descriptions for knights and knight captains in next version? And regarding humanoid invaders (including elves and dwarves) - are there plans for player to be able to recruit them later in game? Another thing I would like to see in mod is extra hint article regarding stats of operators - player should know right from start that stats limits mentioned in article about x com operatives are final and only way to increase them is via various transformations and maybe you could add some extra transformation between Basic operators and psions - maybe state you are cooperating with should allow you to inject your agents with some kind of supersoldier serum (which should raise stat limit for your soldier by 5)
Title: Re: X-Chronicles Release, v.0.99.9
Post by: coorta88 on December 07, 2022, 03:17:23 pm
Another thing I noted today that after constructing farsight chamber and detecting UFO text says : Hyperwave transmissions are decoded. Maybe replace it with something else, I don´t know, our farseer has detected an object or something like that...
Title: Re: X-Chronicles Release, v.0.99.9
Post by: Nord on December 08, 2022, 08:16:22 pm
Great work so far. Do you plan do add missing descriptions for knights and knight captains in next version? ...
Now, when i know about it, sure.
Quote
... are there plans for player to be able to recruit them later in game?
Not recruit, but peaceful interactions are planned.
...Hyperwave transmissions are decoded. ...

Thanks, will fix.
Title: Re: X-Chronicles Release, v.0.99.9
Post by: coorta88 on December 09, 2022, 08:27:43 pm
@Nord : About those hybrid weapons present in mid game - do you mean pulse weapons ? As I managed to get them by the time I already had effective melee weapons and enough capable mages and they were not very usefull. Also why do I need to capture hybrid weapons from enemy agents before being able to develop my own pulse weapons ? Why cant my scientists develop their own pulse wepons (of course after knowing enough about mana and having scriptor probably) without need to capture hybrid weapons ?

And if I may ask, is there a reason why Avenger (The Ultimate Craft) is the slowest of all hybrid ships ?
Title: Re: X-Chronicles Release, v.0.99.9
Post by: coorta88 on December 09, 2022, 08:45:09 pm
Another thing are there plans for extra X-com drones after getting basic set (with machinegun, rocket launcher) ? Even if magic wood can not be used to make a better armored drone, maybe you could equip drone with at least some mana enhanced missles or pulse machine gun.....

Edit: Alson noticed that some creature currently known to me as STR_DARK_LADY is missing description in research screen.
Title: Re: X-Chronicles Release, v.0.99.9
Post by: coorta88 on December 10, 2022, 10:37:53 am
Noticed strange thing while playing - i encountered white werewolf in combat but in after action report despite paralyzing one, game still reports to me that I acquired only white werewolf corpse. And while I clicked on one during combat by middle mouse button, despite being alive game reported me that I´m looking on white werewolf corpse.

Edit: Noticed that vulture ship has 4 available weapon slots (with being unable to mount anything on fourth slot) on equip craft screen despite description speaking only about 3.

Noticed during air combat that vulture ship is missing model and instead there is only shield glyph displayed.

Edit2: And if I may ask - what is higher education that is required for many highly advanced research topics ? (is it Psi Institute, if yes that why rather not call prequisite to many advanced technologies Psi Institute rather than higher education)

Is it intentional that revenants can not wear armor of any kind ?
Title: Re: X-Chronicles Release, v.0.99.9
Post by: coorta88 on December 10, 2022, 08:54:47 pm
In tech tree viewer I noticed topic lacking proper name - STR_INVADER_REPORT_PALADIN.

Also noticed in tech tree viewer that large rockets and incendiary rockets tech is present in game, but I´m unable to research them - do you plan to add them later or are they something to be deleted ?
Title: Re: X-Chronicles Release, v.0.99.9
Post by: coorta88 on December 11, 2022, 10:45:29 am
It seems that I can not unlock research topic Invader ruler interrogated despite having interrogated Archmage as well as Thunder prelate (could it be connected to item required : Invader ruler interrogated ?). Edit: Temporary (not sure if it will not cause another problems) fix seems to be just removing line needItem: true from STR_INVADER_LEADER_INTERROGATION in research.rul.

Edit:

In en-US.yml I noticed small typo:

STR_WHERE_THEY_FROM_UFOPEDIA- expected0 extra 0
Title: Re: X-Chronicles Release, v.0.99.9
Post by: coorta88 on December 18, 2022, 02:54:07 pm
I find it bit strange that all advanced ships, such as Avenger, Owl, Vulture does not require anything to built aside from mana crystals. Not even runewood or flightglyphs (and in case of Vulture not even trapped dark spirit) are required.
Title: Re: X-Chronicles Release, v.0.99.9
Post by: Nord on December 18, 2022, 07:29:37 pm
I find it bit strange that all advanced ships, such as Avenger, Owl, Vulture does not require anything to built aside from mana crystals. Not even runewood or flightglyphs (and in case of Vulture not even trapped dark spirit) are required.
I've added mana capacitor to the requirements in next update. Good idea about dark spirit.
It seems that I can not unlock research topic Invader ruler interrogated despite having interrogated Archmage as well as Thunder prelate (could it be connected to item required : Invader ruler interrogated ?). Edit: Temporary (not sure if it will not cause another problems) fix seems to be just removing line needItem: true from STR_INVADER_LEADER_INTERROGATION in research.rul.

Edit:

In en-US.yml I noticed small typo:

STR_WHERE_THEY_FROM_UFOPEDIA- expected0 extra 0
Thanks.
Title: Re: X-Chronicles Release, v.0.99.9
Post by: Metalmario64 on December 21, 2022, 04:33:01 am
Hello there, pretty good mod, I really enjoyed it so far, in particular in the early-ish game when you're using explosives and grenade launchers to defeat goblins and pirates.
Just have a few questions. First, how long does it take a nest to get to level 3? I've been waiting to get a tentacular so I can finally progress with the main story. Also are there any issues with the temple of light ships? I haven't seen any so far, so I had to use Necromancy instead.
And last, any plans to include golemancy? Could be fun to use them as replacements for drones later on.
Title: Re: X-Chronicles Release, v.0.99.9
Post by: Nord on December 22, 2022, 09:29:16 am
Hello there, pretty good mod I really enjoyed it so far, in particular in the early-ish game when you're using explosives and grenade launchers to defeat goblins and pirates.
Just have a few questions. First, how long does it take a nest to get to level 3? I've been waiting to get a tentacular so I can finally progress with the main story. Also are there any issues with the temple of light ships? I haven't seen any so far, so I had to use Necromancy instead.
And last, any plans to include golemancy? Could be fun to use them as replacements for drones later on.
Thanks.
Time of nest growing is randomised to 2-3 monts for each stage.
Yes, looks like temple of light have some issues, but i ca not understand it now.
Yes, golems are planned.
Title: Re: X-Chronicles Release, v.0.99.9
Post by: Nord on February 12, 2023, 07:46:30 pm
Version 0.99.10 is up.
Changelog:
new:
- dwarves arc is finished (or maybe 99%). New units, new mission, new research tier.
- 3 new X-com units: golems (for summon and for manufacturing);
- new Ufopedia articles;
- new Amazonian level;
- new enemies for Amazonian hell (final bosses);
- new intro;
- multiple new events;
- hazmat wooden vest added;
- new Needle ship graphics;
fixing:
- X-Com undead energy, wounds and armor fixed;
- empty retaliation fixed;
- many ufopedia articles fixed;
- invader lord interrogation fixed;
- temple of light mission spawn fixed;
- manufacturing fixed;
- minor bugfixing;

Upd.: sorry, small but nasty bug has been forgotten. Download will be available tomorrow.

Upd.2: Download available.
Title: Re: X-Chronicles Release, v.0.99.10
Post by: Tchey on February 13, 2023, 08:07:55 pm
Hello,

I’m trying this mod for the first time (i play XFiles a lot, loved it, and also some 40K and PirateZ but didn’t like them).
Can you give some general hints on how to start and want to expect, so i may avoid many hours of restarts ?

I go with one base in France, and then i select Russia, as i guess they will be more blunt and brutal and dwarfy ?
Then there is a mission with 5 one-eyed wolves and they destroy me.
Back to the base after i reload and retry several times, but even many bullets seem to not kill anything, so, escape.
I wait until the Russia let me buy some items like armors and guns.

So, am i suppose to "wait" at first, to get some better stuff, or should i go and try and die more ?

Thanks, this mod seems very worthy.
Title: Re: X-Chronicles Release, v.0.99.10
Post by: Nord on February 13, 2023, 08:31:09 pm
First missions CAN be completed with starting equipment. Expect casualties, though. Recommendations: use various approaches, not only rifles.
Title: Re: X-Chronicles Release, v.0.99.10
Post by: xandao78 on March 09, 2023, 08:02:08 pm
hi...

playing this mod and its amazing, tks for your work on it.

just something curious happens. I have two terror mission at same city at same time.

Dont know if is a bug or if should happends but here it is.
Title: Re: X-Chronicles Release, v.0.99.10
Post by: Nord on March 10, 2023, 02:50:02 pm
Thanks.
This is not really bug. Just random thing. And not too many cities in your region. I have in plans to add more cities, but this is low priority task.
Title: Re: X-Chronicles Release, v.0.99.11
Post by: Nord on July 11, 2023, 09:55:45 pm
At last!
Version 0.99.11 is up.
Changelog:
- Added more craft maps;
- Added new rift encounters:  floating rocks, with air elemental enemies and cydonia with ghosts;
- Added new encounter - UFO and sectoids;
- Added new buildings: detention center; rehabilitation center;
- Added peace with Legion;
- Added new random events;
- Added 2 new blesses;
- Fixed psi-crystall production with new specialist - crystallomancer;
- Fixed chosen one abilities;
- Bugfixing.

Next update after two months.
Title: Re: X-Chronicles Release, v.0.99.11
Post by: Apocca on August 10, 2023, 02:33:51 pm
This mod looks interesting, I'll start to play it.
Title: Re: X-Chronicles Release, v.0.99.11
Post by: GumChewer on August 15, 2023, 09:33:13 pm
The recoloring of the hair at the Battlescape does not work for the Choosen armor.
It works if the script for the glowing stripes is removed.
I'm not familiar enough with y-scripts, but could that be fixed? Maybe by adding hair recoloring too in the script, or checking the api if that is supposed to happen?
Thanks in advance  :P

Apart from that, you made a nice mod! I finished my first campaign two months ago and it was fresh and really fun.
Title: Re: X-Chronicles Release, v.0.99.11
Post by: GumChewer on August 15, 2023, 09:33:59 pm
I worked on the English translation and fixed smaller issues/inconsistency/etc with the ruleset.
Can these things be included? What is the best way to do that? Do you have a Github repository maybe?
Title: Re: X-Chronicles Release, v.0.99.11
Post by: Nord on August 16, 2023, 09:02:52 am
I worked on the English translation and fixed smaller issues/inconsistency/etc with the ruleset.
Can these things be included? What is the best way to do that? Do you have a Github repository maybe?
Thanks.
Post file here or through discord. I will merge it before the next update.
Title: Re: X-Chronicles Release, v.0.99.11
Post by: GumChewer on August 16, 2023, 10:02:16 pm
Thanks.
Post file here or through discord. I will merge it before the next update.

See the attachment.
There were a lot of non-existing bulletSprite=100 entries. I marked them with FIXME and gave them the value 0 when I could not find a proper one.
Title: Re: X-Chronicles Release, v.0.99.11
Post by: Nord on August 17, 2023, 04:37:06 am
See the attachment.
Thanks.
Quote
There were a lot of non-existing bulletSprite=100 entries. I marked them with FIXME and gave them the value 0 when I could not find a proper one.
Thanks, but i will fix it another way.
Title: Re: X-Chronicles Release, v.0.99.11
Post by: Hadriex on August 23, 2023, 12:36:50 am
Game crashed when I researched Extraterrestial Equipment. The error log says 'Research STR_UFO_MATERIALS not found'

I have it recorded on video and I have the save file, if there's any more info you need.
Title: Re: X-Chronicles Release, v.0.99.11
Post by: Nord on August 23, 2023, 02:57:04 am
This is a bug, yes. New version is on the way, will be ready in a week or less.
Title: Re: X-Chronicles Release, v.0.99.11
Post by: Nord on August 30, 2023, 08:30:58 pm
Version 0.99.12 is up.
Changelog:
 - added new spells: degeneration, repair armor;
 - added new armor: medic;
 - added 2 new events;
 - added multiple cities on the globe, thanks to Solarius Scorch;
 - Balance: more chances to prevent invader missions by shooting down their ships;
            greatly increased mana training speed, mana shield now train mana too;
            more retaliations;
            more psi-skill drawback from heavy armor;
            shield of light now counters curses;
            some research tree tweak;
 - Fixes: multiple unit sprites fixed;
          rifts now opens near your bases more often;
          less invader ship stairs burnouts;
          fixed some movement costs on the different terrains;
          fixed maps of marshall and rifts;
          multiple minor fixes;
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Hadriex on August 31, 2023, 12:52:15 pm
Great. :)

Also glad to see the rifts fix. I lost one game when I tried to stick to 1 base because no rift spawned in range for 3 months so I'm super glad to see that patch note.


I would love if the low walls could be vaulted or climber over. Both for the player and the enemies. I know someone was working on something like that, though I have no idea if it went anywhere. Looks like it made all walls climbable which is definitely not what I'd want, but it might be on the right track to making selective things climbable (or even the creation of climbing enemies or climbing armor).

Here's a link to a showcase: https://www.youtube.com/watch?v=zVQrEJTwuAg

On the subject of fences, the chainlink fences are impervious to nearly all small, or even heavy weapons fire. Explosives still tear them down, but I've had tanks fire machine guns and every bullet bounces harmlessly off a chainlink fence. I suspect this has to do with the lowered damage and hit point values in the X-Chronicles. I'd much rather it were easier to tear holes in the fences. If possible I wish melee weapons could cut through them as well, so enemies could slash through the fence.

On a whole I'm loving the concept and enjoying seeing all the cool shit you put into this. I'll no doubt have more feedback when I complete the game.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Vakrug on September 07, 2023, 04:57:24 pm
Every X-COM player knows that completing missions with rookies is very frustrating. Well, how about completing missions with civilians with 40 TU? Search for the last hiding alien was never so frustrating before... Also, if in other mods a trained soldier had no problems breaking walls with his mighty fist, in X-Chronicle he can't break even glass doors, not even with assault rifles.

The idea of this mod is great, but realization not so much. It is too grindy. Missions are similar, too little immediate goals in geoscape. "How long do I have to perform such things?" -- player asks regularly. Who knows? There are lot of research locked behind acquiring something specific and player have no idea where to get them. Which means player can't skip missions, because, maybe it is there...

I like the fact that there is no soldier's ranks. Even in base game soldier ranks does not represent soldier's value, especially if you hired many rookies to guard secondary bases.

I played at most 1/5 of this mod (probably less) before finally decided to debug to the end. O-o-ohhh... This mod is huge and hardcore! Enemies immune to Ctrl+K and Ctrl+J is something new!
No, sorry, I don't think I will return to this mod. Too hard, not rewarding enough.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Nord on September 08, 2023, 01:32:03 am
Thanks for feedback. I'll check glass doors. It is needed, but too time consuming.

As about other things... yes, it is somewhat grindy. But i have the central idea, around which the mod is built. And if i change story too much, this idea suffers. So, only balance tweaks i can do without lose my "core" of the mod.
But, latest changes with mission breaks (by shooting ufos) and using tech tree can decrease grind level.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Hadriex on September 09, 2023, 02:20:27 am
three questions.

how do I do the battlemage exam? I researched it awhile ago, but while the healer exam shows up in my transformations, battlemage exam is nowhere I can find.

What is the mana operator? I see it mentioned in UFOpedia and was expecting to find it in a research. but I've researched everything available and did not find it. Am I missing something?

I've gained the ability to create spells, but for some reason only fireball and fire claw. How do I get the other level 1 sigils?
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Nord on September 09, 2023, 06:24:58 am
three questions.

how do I do the battlemage exam? I researched it awhile ago, but while the healer exam shows up in my transformations, battlemage exam is nowhere I can find.
You need a psilab and a polygon facilities.
Maybe i miss it in ufopedia, will check.
Quote
What is the mana operator? I see it mentioned in UFOpedia and was expecting to find it in a research. but I've researched everything available and did not find it. Am I missing something?
Any soldier with mana.
Quote
I've gained the ability to create spells, but for some reason only fireball and fire claw. How do I get the other level 1 sigils?
By interrogating Aliens (alien spellcasters).
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Vakrug on September 09, 2023, 11:33:17 am
Few words about story. Mostly related about "Aliens".
Initially I misrecognized aliens as slightly more scary animal races. My bad, ufopedia mentioned the distinction, but I noticed that only later.
Oh, just noticed that there is no article for "Contact: Animals". No wonder I missed the difference.
Interrogations of invaders grants information about them and their society, but nothing about their relationship with animals and aliens. I would expect something like: "Yes, Reapers and Dire rats are our pets, but we also have no idea who are Aliens."
After acquiring strong artifact, scientists learned that artifacts comes from alien organs. Why invaders haven't told about that earlier? Why invaders never speak about aliens?
Invaders' agenda: "... The invaders do not try to conquer new worlds, the reason for which the subjects we questioned describe as 'The arrival of the Master'. ..." Well, that is interesting. Can you tell something more about that "Master"? Apparently no. Subject already expired...

And now the most "funny" part.
The main threat: "... Then, in the deepest nest, what the invaders call the "Advent" will happen. ..."  :o So does that means that event the last goblin peasant knew that Aliens will eventually destroy Earth and nobody told us earlier??? Why???

I think game would be much engaging if the main threat would be known earlier and then player would have to consciously gather pieces of solution.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Nord on September 09, 2023, 12:15:58 pm
I think game would be much engaging if the main threat would be known earlier and then player would have to consciously gather pieces of solution.
Maybe. You have some ideas?
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Hadriex on September 09, 2023, 12:56:34 pm
Thank you, that cleared up a couple things. But the sigil thing continues to be a problem. I've interrogated every spellcaster available. I have the sigils unlocked but cannot craft them.

Easier to show, here:

https://www.youtube.com/watch?v=XLTXuJNowBs
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Nord on September 09, 2023, 01:16:58 pm
...I've interrogated every spellcaster available. I have the sigils unlocked but cannot craft them...
No. You have researched spells, from books maybe. To craft their sigil you still must interrogate live alien spellcasters. Look into aliens in the techtree to see what they can provide to you. Like on the screenshot.
I definetly must add more explanations of this into ufopedia...

btw, another playthrough, good. More bugs to be revealed nad fixed.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Vakrug on September 09, 2023, 02:57:11 pm
Maybe. You have some ideas?
I already mentioned 2 important ideas: "aliens = bad" knowledge earlier, what to do next info all the time.

I think after researching "Invaders' spoken language" it should be possible to interrogate for "alien threat". Average marauders know only basic stuff about Earth's inevitable future, but they should know those who know more (and where to find them).

In original game you research alien corpse that gives you alien containment, then you research live soldier that tells you that you need a leader and where to find it. Then this leader tells about commander. Player always know what to do next. In X-Chronicles this is especially important, because finding yourself out of research topics is very likely.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Hadriex on September 09, 2023, 05:21:28 pm
Ah I see, I need to capture more monsters. All right then. Thank you.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Apocca on September 10, 2023, 01:33:34 pm
I am able to make battemages and mentats but I can't seem to make farseer and biomage specialist. I have several soldiers with more than 35 psi skill. What else is needed? The ufopedia only lists 35 psi skill is needed.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Nord on September 10, 2023, 04:51:44 pm
I am able to make battemages and mentats but I can't seem to make farseer and biomage specialist. I have several soldiers with more than 35 psi skill. What else is needed? The ufopedia only lists 35 psi skill is needed.
Biomage requires psi-lab, 15 mana crystals and one healer adept.
Farseer requires psi-lab, 15 mana crystals, crystal orb and mentat adept.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Apocca on September 10, 2023, 10:12:13 pm
Ah, so I need a healer and a mentat adapt. Got it. Thank you.

I like that you need to train your soldiers as requirement for certain buildings. It's a unique concept for an x-com mod.
Currently enjoying the mid game. I must admit the beginning was a bit of a grind, but it gets a bit better with weapons that have better accuracy (and soldiers with better accuracy).

Still trying to figure out the weaknesses of enemies. Sometimes they go down with a single electric blast, sometimes it takes 4 electric blasts for the the same unit. Some units are immune to certain elemental damage, etc.
So far fire looks the weakest. Electric is good against shields. Ice is also good.

Mana crystals are hard to come by, but I just got the tech to be able to manufacture more.

I like the small numbers with damages and health. And big numbers with the shields. Makes it also more unique.

Research tempo is fine, I'm used to X-pirates where research is also slower and have 'gateway' research that takes very long to complete.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Hadriex on September 12, 2023, 04:35:47 pm
How do I make medical armor? I can make warrior and crusader, but I can't seem to craft the savior/medical armor.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Nord on September 14, 2023, 07:57:49 pm
How do I make medical armor? I can make warrior and crusader, but I can't seem to craft the savior/medical armor.
You can not.  ;D
It is a bug. Watching your playthrough, allready fixed a ton of bugs.
Dont know, should i release new version with only fixes, or begin to add something new and update later.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Hadriex on September 15, 2023, 01:04:38 am
Ah. OK then.

I'd like a bug fix patch if you've already got the work done.
Title: Re: X-Chronicles Release, v.0.99.12
Post by: Nord on September 16, 2023, 01:42:04 pm
Version 0.99.13 is ip.
Changelog:
New:
 - added new items: frost staff, auto cannon;
 - new unit: legion speculator;
 - phantom now gain same skills as summoner (requires nightly OXCE);
 - scepters can be manufactured now;
 - mana shield available without armor;
 - new ufopedia articles and hints;
Balance:
 - stronger flying ships hull;
 - nerfed fire staff;
 - nerfed telekinesys hp damage;
 - cheaper invader equipment research;
 - dart gun and rifle now have range power reduction;
 - less range for MI-8;
 - slower handheld miniguns;
 - more shots for tank minigun;
 - simple amulets can be researched without psi-lab;
 - more nest for harder difficuty;
 - more temple retaliations;
 - temples of light and death arrive earlier;
 - more cores beyond rifts and as reward;
 - balanced alloy spears.
 - removed some unnecessary techs;
 - more ways to get golem techs;
Bugfixing:
 - HUGE ufopedia articles fixing (mostly for EN).
 - windwall shield now really immune to smoke;
 - no more overflow mana pool from mana shield training;
 - collapsed units no more regain shields;
 - fixed 40 mm grenades for Groza rifle;
 - undead pain immunity properly placed;
 - fixed active/inactive obelisks requirements;
 - minor terrain fixes;
 - minor bugfixes;
Title: Re: X-Chronicles Release, v.0.99.13
Post by: EleriumWard on September 18, 2023, 07:57:10 pm
Good evening, I would just like to share an error that I encountered. I have attached the screenshot of the error and my current save to this message. Hoping for your swift response. Thank you.

Title: Re: X-Chronicles Release, v.0.99.13
Post by: Nord on September 18, 2023, 10:39:42 pm
Oh, my bad. Replace your file with this.
Upd.: in fact, take this too.
Title: Re: X-Chronicles Release, v.0.99.13
Post by: Hadriex on September 21, 2023, 04:34:53 pm
Thank you.

I'm at November 2023. I think the bottleneck is that I need to meet a dwarf, how do I find one?
Title: Re: X-Chronicles Release, v.0.99.13
Post by: Nord on September 21, 2023, 06:26:00 pm
Thank you.

I'm at November 2023. I think the bottleneck is that I need to meet a dwarf, how do I find one?
To meet dwarves you need to research all of golems. It can be done via capturing them (hard to do after "earth defense force"), or by interrogating spiritists and other ivaders (which you prefer to kill or ignore).
But bottleneck is not only there. Your last nest mission in the nest must have been special. But it was not.  :-[ I have noticed a serious bug. It will be fixed in the next update, but now you can provide your savefile and i will redact it manually. 
Title: Re: X-Chronicles Release, v.0.99.13
Post by: Hadriex on September 22, 2023, 12:48:21 am
https://drive.google.com/file/d/18JZxC7sFWhzWidWAD_Gm1sxQlYzoitKa/view?usp=sharing
Title: Re: X-Chronicles Release, v.0.99.13
Post by: Nord on September 22, 2023, 12:13:36 pm
https://drive.google.com/file/d/18JZxC7sFWhzWidWAD_Gm1sxQlYzoitKa/view?usp=sharing
Here it is. One is fixed, other is fixed and 4 more spiritists in prison.

Dont forget to update to a new version.

Version 0.99.14 is up.
Changelog:
Critical fixes.
- fixed critical bug with old nests;
- fixed critical bug with legion villa;
- fixed events placeholders;
- fixed alien units  melee threat;
- balanced psi-college cost;
- balanced handheld shields, now they discharge slowly over time;
- balanced psi-weapons aim, now psi-strength can cause decrease of aim, not psi-skill;
- rebalanced nest growth speed;
Title: Re: X-Chronicles Release, v.0.99.13
Post by: Apocca on September 22, 2023, 05:40:44 pm
To meet dwarves you need to research all of golems. It can be done via capturing them (hard to do after "earth defense force"), or by interrogating spiritists and other ivaders (which you prefer to kill or ignore).
But bottleneck is not only there. Your last nest mission in the nest must have been special. But it was not.  :-[ I have noticed a serious bug. It will be fixed in the next update, but now you can provide your savefile and i will redact it manually.

Oh shit, I researched "earth defense force". Never saw a spiritist.
I'll update to the latest version. I see there is a fix with: "more ways to get golem techs"
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Hadriex on September 23, 2023, 01:23:31 am
Thank you
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Hadriex on September 23, 2023, 04:15:18 pm
I can't figure out how to make the hero armor.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Nord on September 23, 2023, 10:45:07 pm
I can't figure out how to make the hero armor.
You can see items you can manufacture, but havent fulfill requirements in manufacturing window, button in the upper left corner, choose "facility missing" instead of "default".
You can use tech tree to see manufacturing projects (marked with [m]) to see which facility it needs.

For hero armor you need psi college.

Also, chosen one pulse have perfect aim, but somehow it doesnt display correctly.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Blazen on September 25, 2023, 10:35:32 am
My game crashes when I try to build a detention centre.

In the attached save at the end of the day the detention centre research is completed, but the game crashes when I build one.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Apocca on September 26, 2023, 09:28:38 pm
There is a bug with Battle Magisters. Once they reach this level they are unable to hit anything with weapons (staff, rifle, etc)
Also their hit changes become very low. Less than 50% when standing almost next to it. Or 20% when a few tiles away.
But they'll have over 100 points in firing accuracy.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Nord on September 27, 2023, 09:23:45 am
It is not a bug. Read the ufopedia of staves/scepters.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Apocca on September 27, 2023, 03:52:27 pm
Ah, got it. I'll use their powers to increase their psi skill then.

I have the chosen one with the hero armor.
I also have researched inactive obelisk and golem origins.

I went to an old nest again with the hero but I got the same cut scene again and the hive was destroyed.
Do I need dwarves to continue the story?
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Nord on September 27, 2023, 05:56:45 pm
Yes. And legion patrician.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Apocca on September 27, 2023, 07:01:14 pm
Ok, I hope those have a high change to spawn during the month.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: LuigiWhatif on October 07, 2023, 04:34:16 am
Where do I get a rune workbench?  Based off lore I assume invader forts but I haven't seen any.  Do I need to let invader camps develop?
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Bonegnasher on October 07, 2023, 12:37:32 pm
Where do I get a rune workbench?
Can be found on a ship of stronger Invaders.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: LuigiWhatif on October 07, 2023, 06:17:45 pm
My first large ship just spawned and it had one.  Thank you.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: LuigiWhatif on October 10, 2023, 04:37:36 am
It seems the recipe for sorting dwarf warrior's stuff is incorrectly bound to the dwarf hunter's corpse.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Nord on October 12, 2023, 01:38:30 am
Thanks, fixing.
Title: Re: X-Chronicles Release, v.0.99.14
Post by: Nord on October 14, 2023, 11:54:15 pm
Version 0.99.15 is up.
Changelog:
- added new units: lich, golden snake, poison spirit, chain werewolves;
- added new mission: post-apoc ruin rift;
- added new items: new arrows, 8 new artifacts, scrolls, x-shields, bag of holding, improved amulets;
- added 3 new armors for summoners;
- added new spells: fire extinguisher.
- added new facility: gate polygon;
- new mechanic: flying suits without mana become walking;
- new mechanic: regenerative armor.
- buffed late-game enemies;
- minor balancing;
- fixed detention centre building;
- fixed temple vs undead mission;
- fixed manufacturing tree;
- fixed burning through shield;
- minor bugfixes.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: LuigiWhatif on October 16, 2023, 05:02:15 pm
Not sure if this was included in bugfixes, but in my 0.99.14 game I encountered a few bugs with stairs.  In the first picture soldiers cannot walk up the down right/up left stairs below the selected unit.  This also affects other stairs on the map with the same orientation, but the down left/up right stairs work fine.  In the second picture there is floor over the stairs down.  The unit cannot go downstairs directly, though they do seem to be able to walk through one of the window tiles to fall to the ground floor which I assume is another bug.

Edit: Installed update and went to test stairs.  Issue remains, and I encountered a new bug where I have two options to equip psion suit.  I don't see any difference in stats, is there any other difference?
Title: Re: X-Chronicles Release, v.0.99.15
Post by: Apocca on October 16, 2023, 05:31:19 pm
Finished it. Was nice seeing a different map for the endgame than the pyramids.
Good mod!

The research for stealth suit seems bugged. I got all 3 different enemies researched but it never unlocked.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: Nord on October 17, 2023, 05:00:22 am
Oh, i saw a stairs bug. Forget to fix, sorry. Next time will do.
Research of stealth is suspicious, i admit. Need to think about.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: LuigiWhatif on October 17, 2023, 12:10:07 pm
I've found a few bugs with scrolls.  First, the main entry for scrolls is not in english.  Perhaps related is that the manufacturing options show debug text, though they do still work.  What doesn't work is researching scrolls.  My base Manufacturing has a shock bolt scroll it should be able to research, but no option appears in the research list.

Also, I have a follow up on the Psion suit issue I mentioned in the edit of my last post.  I noticed one of my mentats is not able to see though walls.  I believe they were one I equipped with the suit after the issue started.  I also noticed that my non-specialized troops only have one option.  Could the second option be a generic version of the suit without the specialization-specific abilities?

Edit: Added a battle save showing the suit issue.  Inge Skjelbraid Should be able to see the enemy but cannot.  She also has a normal punch instead of Paralyzing Palm.

Edit2: The entry for "Orc Soldier" under "Invader Races" causes a crash on viewing.  It should already be unlocked in the already attached save.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: Nord on October 18, 2023, 12:31:56 pm
Oh, thanks for bugreport. Will fix soon.

To research scroll, you need to know proper spell. So if you want fireball scroll - you need to know what fireball is. After that, scroll can be researched without scientists. Just empty research project.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: LuigiWhatif on October 18, 2023, 04:42:34 pm
In my earlier post I neglected mention that I did have shock bolt researched.  Could you define "empty research project?"  Unless I am misunderstanding you, I meet all the requirements but still cannot research the scroll.  Here is my latest save, and the scroll is in the base named "Manufacturing."
Title: Re: X-Chronicles Release, v.0.99.15
Post by: Nord on October 19, 2023, 07:16:04 am
Found it. Here, replace this file.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: LuigiWhatif on October 19, 2023, 08:49:26 am
That worked.  Thank you.

Edit:  I have some new bug reports.  The numbers of Psi-lab space and laboratory space for the Shrine are mixed up.  Also, I can't find a description for the Nova spell.  I don't see it listed in the Ufopedia and middle clicking the Nova Sigil in the craft equip screen won't bring up the description.  In the included save, I have one on the Avenger at the base HQ.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: Nord on October 21, 2023, 05:05:58 am
Thanks, will fix.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: LuigiWhatif on October 27, 2023, 06:20:38 pm
I'm having trouble finding some of the endgame items I need to research.  I need
to capture a patrician and archmage and find a tower core and (two?) inactive obelisks.
  The only hint I have is that someone here mentioned an
archmage's castle
which I presume will have two of what I need, but I don't know what triggers that to spawn.  I have
completed the "Legion" research which is supposed to affect game progression and stormed a level 3 nest and finished the master related researches.
  Is there something else I need to do or am I just being unlucky with mission spawns?
Title: Re: X-Chronicles Release, v.0.99.15
Post by: Nord on October 28, 2023, 07:43:02 am
archmage tower will spawn randomly after "Invaders' agenda" researched, patrician can be acquired via special mission after "legion" research, inactive obelisks can be found on temple ships or in archmage tower.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: LuigiWhatif on October 28, 2023, 09:00:51 am
Thank you.  I haven't seen any of those missions yet, so I maybe I am just unlucky.  Though what causes
Temple Ships
to spawn?  I've had the several of the temples run cleansing/conversion/etc but they never brought any.  Have I been shooting them down too aggressively/not aggressively enough and they ended their flight mission early or are they part of a different flight mission I just haven't seen yet?
Title: Re: X-Chronicles Release, v.0.99.15
Post by: Nord on October 28, 2023, 02:27:06 pm
..Have I been shooting them down too aggressively..
Yes.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: LuigiWhatif on October 28, 2023, 07:25:54 pm
Dang.  I'll try letting the next ones run free then.  Thanks again.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: Suuum on October 29, 2023, 04:20:29 pm
(https://i.imgur.com/pjg2PF1.png)
Title: Re: X-Chronicles Release, v.0.99.15
Post by: Nord on October 29, 2023, 05:44:14 pm
Yes, i'm fixing it.
Title: Re: X-Chronicles Release, v.0.99.15
Post by: LuigiWhatif on October 30, 2023, 09:34:22 am
I have encountered another crash.  For me it occurs soon after starting the attached save.  Taking different actions (launching craft, starting production, etc.) seems to slightly alter the time it occurs, but nothing I have tried has averted the crash.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Nord on October 30, 2023, 06:49:50 pm
Version 0.99.16 is up.
Changelog:
- Added new items: chain lightning spell, stigmata rod.
- Added new events;
- Added new transformations: body might, spiritual might;
- Fixed ufopedia pages: ork, arrows, scrolls;
- Fixed Mess mission CTD;
- Minor bugfixing;
- Minor balancing;
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Blazen on November 01, 2023, 09:51:29 am
Minor bug, I think when a soldier wearing the hazmat version of the wooden armour dies, they don't leave behind a damaged suit of wooden armour for repairing.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: LuigiWhatif on November 09, 2023, 06:46:03 am
I finished the game today.  I found the progression of things interesting, going from normal guns to magic guns to pure spells and melee.  The diversity of enemies was also fun, and the way different shield types encouraged diversity in weapons.  I did find the final part of the final mission to be an anticlimax, since I was able to win it before the enemy got a turn, but I choose to believe I was just too well prepared.  A few other things I wanted to mention:

It will probably be a while before I play again, but I'm interested to see what additions you will have made when I do.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Nord on November 09, 2023, 11:00:26 am
Thanks, i ill look at invisibility research.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Vakrug on November 28, 2023, 08:03:18 pm
After intense inner debate I decided to give this mod another chance. Oh, it is so good that I did that! After an intense and seemingly endless early game grind with “civilians” (this time I was morally prepared for it) something entertaining finally began to happen. The true “beginning” of this mod is when you acquire “strong artifact”. Before I share my impressions and everybody falls asleep, I want to report about multiple bugs.

Some articles in ufopedia are missing (texts in translation files are present): Nest study report #6, Stalker, Blood magic and Invader interrogation 2, which is especially disappointing, because this 1 of 2 indicators, that invaders know about aliens (the other is chronomancer legend).
I managed to get “Nest study report” even after killing the queen. After reading “Alien origins” I assumed that you need live queen.
No animation for dying Insectoid. My blood lust demands it!
When Wight dies it produces a stray pixel. Yes, I am very nerdy right now!
Machine guns of tanks eats ammo even if I don't shoot. I know that in X-Piratez there is no such problem, so it should be solvable, I guess.
Something is wrong with the intellect of many units. Often, when there is no trajectory (bows) or too far away (wands), enemy unit just stands still.
Staffs are 2 handed weapons, but red “2” is visible only in inventory screen. Also, it looks like mages don't know about that and often have knives in their second hand. This prevents them from shooting at me. But some mages actually are able to use staffs with one hand!
Ufopedia says that Fire Shields don't protect from smoke, but it does.
Ufopedia says that Dragonsnake has 80 Fire Shield, but in reality it has 180.
Something wrong is with the research of Spitter. When I researched Naked spitter, I got an article about Armored spitter. When I researched Armored spitter, I got an articles about Creeping spitter and  Naked spitter. Also the images in Ufopedia (and in battlesacape when middle clicked) of all 3 spitters are the same.
Araja produces footsteps sound while moving. How cute! Actually many units produces footstep sound while clearly shouldn't.
Frost geode does not extinguish flames on the floar. Does it suppose to work only on units?
And finally the most funny bug. Battle cocktail: “... Extremely unhealthy, those who uses it will suffer a -30 penalty to morale.” There is one caveat: you can't use it on yourself. And the one who is loosing morale is the “doctor”. A remorse, I guess...

If someone is still reading this, I want to talk about not necessarily bugs, but strange things.
“Rift Stabilization” article suggests using “the isolating equipment”. I guess article means gas mask, what else could it be? Well, nothing on the other side was toxic. Sometimes it was cold, once there were no air at all, but nothing that gas mask could solve. Also, none of enemies uses gas weapons (except gas balloons), only me! Why gas mask even exists in this mod?
There is no indication whether Flash grenade was effective or not. (X-COM files has.) This is one of the reason why  Flash grenade as almost unusable. Do they even works through shields?
Does Farsight chamber works as mana detector? Looks like no, but that should be noted in the article.
Lumen suppose to fly around and light up an area, bet it is subjected to the same “L” rule. So, if you want that Lumen to actually shine, all your soldiers have to shine as well, and that is not what you want at night!
Sometimes you can't see an alien in alien nests at all, despite standing right next to it. I figured out what is the problem. While you are standing on top of pipe-like terrain, your head is inside the ceiling, so you can't see anything (checked with F10). Is that an intended behavior?
Can you please explain the difference between QBL-06 ammo? I can't understand that.
Can you please explain how blocking with shield works?

And now, when nobody is still reading this, I want to talk about an overall experience. No, I haven't finish the game. It is the November 2022. Still waiting for an arrival of an Archmage. (15% per month... I hope I will not have to modify game files to proceeder.) Not seen any Temple ship yet. (Do I have to stop assaulting other landed ships?) But I managed to capture the Tentaculat. Initially failed to research the Savage Magic before goblin raids stopped occurring. It was literally the last thing I got from shaman. Never saw a goblin leader. Will he ever come? Luckily there was one goblin raid recently, so I got that  Savage Magic.
As I said earlier, the beginning was very tedious. Not so tedious as previously, because I already knew what was coming. But that also means, that transition between “civilian” soldiers to “supermen” psions was even more satidfying. Normally, if mod is good, I can't wait to play it again. This time I am actually horrified by the necessity to go through the early part of the game. But it could be even worse if there was no “shield left” indications. I actually wish such indications were in other mods with shields too. Normally I rarely use explosive weapons, but here they are very effective, somewhat different experience for me.
In the middle game it was somewhat unpleasant to constantly patrolling the globe with balloon in search for new nests. Sadly this process cannot be automated. Luckily I already build large detectors, so most of the globe is covered.
I often used a possible exploit to train mana. You just stand in smoke while wearing Psion suit. You don't even need to participate in battle. Is this an appreciated tactics?
Runes and most other amulets are so underwhelming! How many damage I must take to confirm that they are actually working as intended? Because if they are not, then I will probably will never notice it. Also their research is very time consuming and leads nowhere. I think runes should be reworked into something tangible.
Next problem is not unique to X-Chronicles, but here it is much more obvious. Most corpses/live animal researches gives nothing except flavor text. You need one corpse to unlock a containment, but what to do with the rest of them? Discard them just because you already saw their articles in the previous champaign? I strongly believe that player should not choose between lore and progression. And I have a solution! For each corpse/live specimen that does not unlock anything, besides what every  corpse/live specimens unlocks, there should be 2 research projects: lengthy project (100 scientist-hours) and quick project (10 scientist-hours), that have the “containment” prerequisite. Once you research your first corpse (lengthy project), quick projects for all other “lore” corpses unlocks and all lengthy projects are blocked. Now you don't need to spend tons of research for an essentially useless project. What do you think about this idea?

X-Chronicles is probably the only mod where “mana” is mana and not something else. X-Chronicles finally taught Celatid how to multiply. Ufopedia of the original game mentioned Celatid ability to clone, but Celatids were never able to do so. Until now.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Vakrug on November 30, 2023, 01:18:22 pm
Looks like I have a problem.
For testing purposes I tried to force the generation of the "Temple Mess" and the "Archmage Visit" so that they appear during next month.
I modified "executionOdds" to 100 of "templemess" and "archmagevisit".
"Archmage Visit" did appeared in the "alienMissions" section, but "Temple Mess" not.
I noticed that "templemess" has "conditionals: [-3]". My knowledge of game modding is limited, but, after reading docs, I assumed that mission with label 3 should not be generated in order to generate "templemess". The mission with label 3 is "templeraids", so I modified "executionOdds" of "templeraids" to 0.
Then I restarted the game, loaded save before month ended, waited until new month and checked generated missions: still no "Temple Mess", but STR_TEMPLES_RAID is somehow present despite I set "executionOdds" to 0!

Am I doing something wrong? Have anyone seen "Temple Mess" in the latest version (0.99.16)? I have a suspicion, that something is broken...

---UPDATE---

I figured out that STR_TEMPLES_RAID on the new month (with 0% chance) was the leftover from the still going mission from the previous month. So I deleted this mission form "previous month" save file. But I still can't see "Temple Mess" in the next month (diespite 100% chance)!

---ANOTHER UPDATE---

Oh! "Temple Mess" has "STR_RUNE_RULES" research prerequisite, which I can only get after conquering the mage tower! That is why mission didn't spawned.
Looks like everything is working fine. I hope I will have patience to wait for "Archmage Visit" with it's 15% chance per month.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Scamps on November 30, 2023, 04:56:03 pm
I continued my playthrough, which began on older version of the mod (paused on 99.10 or about that).

What is the expected order to unlock major roadblocks? Mine was strong artifact (from rift) -> psi initiation (from grinding small Legion ships, mediums are above my ability). I have yet to get runes. If wizards are guys that pair with barons, then I only ever saw one a while back. Capturing him proved troublesome, and I just killed him. Don't remember encountering a runemage either.

In recent versions it seems that less ships enemy spawn (less grind, hooray!). Also crew seem more random, I got to see medieval guys a couple times again (without mages though), and somewhat less legion ships.

Now I got my first nest, and it doesn't seem plausble to clear it with terrestrial tech. Will try with my limited stash of wands. But the biggest problem seems to be the high morale hit, there are 4-5 turns before everyone starts panicking. Otherwise I could try grinding. (Yes, there are a couple unresearched amulets, which could possibly help with morale given their names, but still no way to replicate them). What is expected tech level to clear nests?
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Vakrug on November 30, 2023, 09:20:38 pm
Looks like you are on the right path. Strong artifact and few mages (rune or general) are required to get really started.
Clearing a nest with only one level is doable with psions armed with autocannons. (You have to search them with balloons before nests grows larger.) Aliens are scary, but not very resistant against explosions. The biggest threat will be Dragonsnakes that are hard to kill even with autocannons.

---UPDATE---

Cannot use "Blessing of the Sun". A Ritualist is holing it in hand, use costs 0 (instead of 85% TU), clicking that does nothing? Does this thing requires not releases version of OXCE?

---ANOTHER UPDATE---

Oh! Blessings can be activated using upper right button! Understood, but it would be nice to have that in description somewhere.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: MobiusKlein on December 01, 2023, 05:15:05 am
Thanks for the mod, it's been on my must play now for months.

My current frustration is that certain missions no longer show up, such as the Archmage castle in the clouds.
When it did show up, it was far too difficult to finish even with save scumming.
Now I get tons of swarm missions (up to Large size, and Old nests that are too hard for me), Legion missions, and just started getting Death Temple ones.

Never got missions for Legion Patrician, and no longer getting missions for Archmage things. 

I think my lesson is to never finish the research saying "Affects Game Progression" until I finish all the things from the current phase of the game
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Scamps on December 01, 2023, 11:00:18 am
A question about a certain "commendation"
I have "After the Limb" on all soldiers except ones recruited in later versions of the mod. Even on soldiers that never saw battle. Looking at translation files, is it supposed to be granted after a certain mission?
If it is a bug, I will remove it by editing savefle. Should help with nest morale problem somewhat )
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Nord on December 01, 2023, 02:08:07 pm
A question about a certain "commendation"
Looks like a bug. I must check it, thanks.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: MobiusKlein on December 02, 2023, 06:02:54 am
While playing the mod, I have had no base defense missions.  Is that intentional?  There are base facilities around that, but never happens.  Maybe later in the game?
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Nord on December 03, 2023, 04:10:15 pm
Only temple factions can do base assaults, so you must annoy them enough by shooting down their ships.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Vakrug on December 17, 2023, 11:09:20 am
I played more and encounter more bugs:
No ufopedia articles for "Sign of Master" and "Death temple retaliation".
"Armor repair scroll" does not work (but also does not get consumed).
When I shot down the biggest temple ship and ground assaulted it there were no ship! Only light temple warriors randomly standing on the map. And I was hoping to get the "Inactive obelisk"...
Also, ufopedia page about stalkers did appeared. It looks like not every stalker reveals it.

Sadly I don't think I will finish my current campaign. I am morally exhausted for waiting for an unknown. Looks like I need the "Inactive obelisk" in order to progress. As far as I know, it can be found in archmage's castle or on temple ship. I had an "archmage visit" once, but found only "Active Obelisk" (if I recall correctly). I had "temple mess", but not found a ship at all. Both events are rare and who knows when they will appears. Please, reconsider that 15% chance! I think 33% would be fine.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: MobiusKlein on December 17, 2023, 08:22:43 pm
I'm almost stuck in the same trap too Nord.
Saw two archmage visits when my tech was laughably low, and got slaughtered, even with max Save Scumming.
None since.   

Since the author suggests in this thread that folks should let certain alien flights go unharmed, to unlock important events, this advice should be codified in some in-game hint as well.  Or otherwise suggested when you research certain keystone topics.     I have researched all the Legion things except for Legion Patrician, which I am still waiting to see.   How do I get to see that?  Do I need to leave Invader Forts around for a month untouched?

Similar for Fire Temple missions, and Death missions.  Those research trees seem to have reached an impasse.

 
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Nord on December 18, 2023, 03:48:34 am
...
Thanks, that is an important feedback. I shall fix these bugs ASAP.
Maybe this is bugs. I really should check.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Vakrug on December 18, 2023, 10:46:59 am
I have researched all the Legion things except for Legion Patrician, which I am still waiting to see. How do I get to see that?
I am not 100% sure, but by reading mod files this should be something like:
Get inactive obelisk from archmage or temple ship.
Use it to unlock mission with more advanced Dwarves.
Capture dwarf VIPs and learn how to open your own rifts. (Also learn how to finally beat the game.)
Open rift to patrician villa and make Legion patrician suffer for all the hassle you had to go through to get here!!!  >:(
Title: Re: X-Chronicles Release, v.0.99.16
Post by: MobiusKlein on December 19, 2023, 04:48:59 am
I guess I should have shot down the Huge temple ship, instead of waiting for it to land
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Vakrug on December 19, 2023, 07:45:01 am
I guess I should have shot down the Huge temple ship, instead of waiting for it to land
As far as I know, they never land. So you have to shoot it down.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Scamps on December 19, 2023, 02:22:52 pm
Been continuing my playhrough. Will post general observations another time, now some map issues.

1. Floating little trees. Should probably be 1 level lower?
2. No floor behind the door. Seems to be unintended.
3. Stone floor in Archmage tower is flammable?! Was initially ignited by HE autoguns, then fire spread. Can't extinguish with either extinguishers or wands (worked on stairs, but not on floor).
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Nord on December 20, 2023, 01:36:36 am
Thanks, i will check.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: MobiusKlein on December 29, 2023, 05:33:25 am
As far as I know, they never land. So you have to shoot it down.
Good to know.   
I spent a full month or so only battling aliens, letting everybody else go through. I managed to get both an Archmage and a Huge temple ship handled - so now getting back onto track.   My difficulty now is to get a Shrine, I need to capture a Priestess of Light.  But since we are allied, I don't fight them anymore.
I even stunned one in a Magic Battle, but she did not end up in my inventory.
So I can't build a shrine )-;
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Nord on December 29, 2023, 07:42:33 am
...
So I can't build a shrine )-;
You can buy a priestess after legion peace treaty.
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Meridian on January 06, 2024, 10:37:01 am
Hi Nord,

X-Chronicles uses alien race attribute `retaliationMission`, which will be removed next week in the new oxce release.

Please update to replacement attribute `retaliationMissionWeights`
Title: Re: X-Chronicles Release, v.0.99.16
Post by: Nord on January 07, 2024, 09:33:09 am
 Ok then, new update will be soon.
Title: More endgame questions
Post by: MobiusKlein on January 12, 2024, 06:55:02 am
I'm getting much closer to the endgame, but still stuck waiting for events.
By now, have gotten two heroes, and one dwarf visit.
Sadly I didn't get all the types of dwarves stunned and captured, so I'm stuck waiting for one more visit.
No more research available until i get the dwarf hunter.  How many months do I spend blowing up swarms before I get another visit?

I am leaving one Nest at the oldest stage, just in case I need it for the final endgame.  Any suggestions on how to move the plot along better?
Title: Fire Temple retaliation caused crash
Post by: MobiusKlein on January 12, 2024, 07:28:46 am
My game just had a fire temple retaliation that went straight to my base, then crashed xcom.    I have a save file that will reproduce it.
Crash dialog says "Map generator encountered an error: map block XBASE_M_19 is not defined in XBASE.

Quote
[11-01-2024_21-11-23]   [WARN]   No free channels available
[11-01-2024_21-11-24]   [WARN]   No free channels available
[11-01-2024_21-11-24]   [WARN]   No free channels available
[11-01-2024_21-21-31]   [FATAL]   A fatal error has occurred: Map generator encountered an error: map block XBASE_M_19 is not defined in terrain XBASE.
[11-01-2024_21-21-31]   [FATAL]   0x5da620 OpenXcom::CrossPlatform::stackTrace(void*)
[11-01-2024_21-21-31]   [FATAL]   0x5db490 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[11-01-2024_21-21-31]   [FATAL]   0x41c880 exceptionLogger()
[11-01-2024_21-21-31]   [FATAL]   0xbf68d0 MPEGaction::MPEGaction()
[11-01-2024_21-21-31]   [FATAL]   0xe31680 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[11-01-2024_21-21-31]   [FATAL]   0xe41f10 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[11-01-2024_21-21-31]   [FATAL]   0x5245c0 OpenXcom::BattlescapeGenerator::generateBaseMap()
[11-01-2024_21-21-31]   [FATAL]   0x529a40 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, OpenXcom::RuleStartingCondition const*)
[11-01-2024_21-21-31]   [FATAL]   0x52e4e0 OpenXcom::BattlescapeGenerator::run()
[11-01-2024_21-21-31]   [FATAL]   0x6f9f00 OpenXcom::GeoscapeState::handleBaseDefense(OpenXcom::Base*, OpenXcom::Ufo*)
[11-01-2024_21-21-31]   [FATAL]   0x6fe640 OpenXcom::GeoscapeState::time5Seconds()
[11-01-2024_21-21-31]   [FATAL]   0x710cc0 OpenXcom::GeoscapeState::timeAdvance()
[11-01-2024_21-21-31]   [FATAL]   0x6be2a0 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[11-01-2024_21-21-31]   [FATAL]   0x5f2d40 OpenXcom::Game::run()
[11-01-2024_21-21-31]   [FATAL]   0x41c950 SDL_main
[11-01-2024_21-21-31]   [FATAL]   0xa11c10 console_main
[11-01-2024_21-21-31]   [FATAL]   0xa11d30 WinMain
[11-01-2024_21-21-31]   [FATAL]   ??
[11-01-2024_21-21-31]   [FATAL]   ??
[11-01-2024_21-21-31]   [FATAL]   0x7ffe0a5b2560 BaseThreadInitThunk
[11-01-2024_21-21-31]   [FATAL]   0x7ffe0abaaa30 RtlUserThreadStart
Title: Re: X-Chronicles Release, v.0.99.17
Post by: Nord on January 15, 2024, 06:42:08 pm
Version 0.99.17 is up.
Changelog:
- fixed critical bugs;
- fixed a lot of minor bugs;
- fixed unit resurrections (OXCE 7.10 needed);
- added more map blocks;
- expanded fire prism to be multi-charged;
- removed funding rise from countries without alien activity.
Title: Corrupted save when loading prior game in v.0.99.17
Post by: MobiusKlein on January 18, 2024, 07:45:27 am
I just downloaded 0.99.17, and saw a message around corrupted save

Quote
[17-01-2024_21-19-16]   [INFO]   Loading ended.
[17-01-2024_21-19-16]   [INFO]   Data loaded successfully.
[17-01-2024_21-19-16]   [INFO]   Loading language...
[17-01-2024_21-19-16]   [INFO]   Language loaded successfully.
[17-01-2024_21-19-16]   [INFO]   OpenXcom started successfully!
[17-01-2024_21-19-16]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[17-01-2024_21-19-25]   [ERROR]   Corrupted save: Invalid base for mission.

Since I was on openxcom 7.9.8, I updated to the newest: 7.11.0
I saw the same issue at startup there.

Using v0.99.16 with 7.11.0 allows the save to load, just like with 7.9.8

Attaching save to help diagnose.  Thanks



Title: Re: X-Chronicles Release, v.0.99.17
Post by: Nord on January 18, 2024, 09:05:46 am
As always, please upgrade versions ON THE GEOSCAPE.

Upd.: forget to remove test objects. version updated, if you want to play - please update.
Title: Re: X-Chronicles Release, v.0.99.17.1
Post by: MobiusKlein on January 27, 2024, 08:53:17 am
Hi Nord - I finished the game in 0.99.16 - never got any of the 0.99.17.1 versions to run, always had the same error reported above.

If you would like, I can give a summary of my impressions and suggestions.

Regardless, thanks for the impressive and imaginative mod.   It's the first I have finished in the OpenXCom install, first X-Com of the old series I have finished since 1995!
Title: Re: X-Chronicles Release, v.0.99.17.1
Post by: Nord on January 27, 2024, 06:59:58 pm
You' re welcome.
Title: Re: X-Chronicles Release, v.0.99.17.1
Post by: SIMON BAILIE on February 15, 2024, 09:15:20 pm
Just tried version 0.99.17.1 and get the following error message-see attached.
Title: Re: X-Chronicles Release, v.0.99.17.1
Post by: Meridian on February 15, 2024, 10:42:58 pm
Just tried version 0.99.17.1 and get the following error message-see attached.

That's a recent change in OXCE.
https://github.com/MeridianOXC/OpenXcom/commit/25e5545e59fc1ad7148c849e3052e8493c9fa10f

I will write a separate post about what it is and how to handle it.

We will also change it from an error to a warning (for a limited time) to give modders time to migrate.
Title: Re: X-Chronicles Release, v.0.99.17.1
Post by: Yankes on February 16, 2024, 12:01:26 am
continuation of Meridian post:

To allow new version of OXCE handle this dummy rulesets, I added new node `ignore: NAME`. This inform engine that it should skip
this position. Name can be even `~` if you don't need any.