OpenXcom Forum

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

Title: X-Chronicles Release, v.0.99.5
Post by: Nord on November 03, 2021, 11:39:03 am
I realized that i can endlessly add new things and endlessly postpone the release version. So 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://openxcom.mod.io/x-chronicles)

Changelog:
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 undead;
 - more summons;
 - demons;
 - alchemy;
 - dwarves and 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.
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* 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.