OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Bobit on May 26, 2019, 12:34:48 am

Title: Does TU damage affect the next round?
Post by: Bobit on May 26, 2019, 12:34:48 am
In XCOM-Files there are flashbangs and pepper spray which deal TU damage. Does this damage just prevent reactions, or does it also slow the enemy next turn?
Title: Re: Does TU damage affect the next round?
Post by: Solarius Scorch on May 26, 2019, 07:30:06 pm
In this case, it also affects the enemy's next turn. It's a special script.
Title: Re: Does TU damage affect the next round?
Post by: tarkalak on May 26, 2019, 08:43:33 pm
In this case, it also affects the enemy's next turn. It's a special script.

Does the same apply to Barking?
Title: Re: Does TU damage affect the next round?
Post by: Solarius Scorch on May 27, 2019, 10:25:59 am
No, barking works the usual way (same turn only). The Flashbang is the only exception.
Title: Re: Does TU damage affect the next round?
Post by: Bobit on May 28, 2019, 03:49:11 pm
Two more questions:

Do flashlights make it easier for the enemy to see you?

Is enemy human night vision shorter than day vision?
Title: Re: Does TU damage affect the next round?
Post by: Solarius Scorch on May 28, 2019, 05:16:34 pm
Two more questions:

Do flashlights make it easier for the enemy to see you?

If they illuminate you, then yes, of course.

Is enemy human night vision shorter than day vision?

Unassisted human night vision is 9 tiles; day vision is 40 tiles.
For other creatures (and people with special equipment) it varies.
Title: Re: Does TU damage affect the next round?
Post by: tarkalak on May 31, 2019, 12:50:56 pm
Two more questions:

Do flashlights make it easier for the enemy to see you?

Is enemy human night vision shorter than day vision?

In addition to what Solaris said above.

Note that each suit has an ambient lighting that illuminates your agents and it is set ON by default. If you want to stay in the dark you should switch it off by pressing "L".
The ambient lighting is on by default every time you start or load a mission.

You can also see the exact night vision in the "Stats for Nerds" in the enemy's combat analysis or your armor's Ufopaedia pages.
Title: Re: Does TU damage affect the next round?
Post by: Solarius Scorch on May 31, 2019, 01:34:17 pm
In addition to what Solaris said above.

Note that each suit has an ambient lighting that illuminates your agents and it is set ON by default. If you want to stay in the dark you should switch it off by pressing "L".
The ambient lighting is on by default every time you start or load a mission.

Not true. Do you think I hate you guys this much? :D
Yes, the armours have low level lights to be more visible to the player. But these lights are so feint that they do not count as illuminating anything (for NV purposes); otherwise you'd be sniped across the map by pretty much anyone.
But please note that in some special cases (like HWPs) it can work differently. In these cases, turning off the lights may be a good idea.
Title: Re: Does TU damage affect the next round?
Post by: tarkalak on May 31, 2019, 02:05:10 pm
Not true. Do you think I hate you guys this much? :D
Yes, the armours have low level lights to be more visible to the player. But these lights are so feint that they do not count as illuminating anything (for NV purposes); otherwise you'd be sniped across the map by pretty much anyone.
But please note that in some special cases (like HWPs) it can work differently. In these cases, turning off the lights may be a good idea.

Really? That is great.  :)

I assumed that any lighting is making you visible so I shut it off just to be sure.
Title: Re: Does TU damage affect the next round?
Post by: Solarius Scorch on May 31, 2019, 05:16:09 pm
Really? That is great.  :)

I assumed that any lighting is making you visible so I shut it off just to be sure.

Yeah, it's a logical conclusion, even if incorrect in this case. I'll add a Pedia page or something m
Title: Re: Does TU damage affect the next round?
Post by: tarkalak on June 03, 2019, 04:37:24 pm
Yeah, it's a logical conclusion, even if incorrect in this case. I'll add a Pedia page or something m

A general guide to night combat would be very nice.

Like usage of flares, flashlights and turning then off by putting them in a pocket. Incendiaries. Ilummination tactics - keep agents in the dark and enemies in the light.

The cults are way funnier to fight in the dark.
Until they stop being easy to fight in the dark, that is. ;)