Tracking works by showing nearest entities that have recently moved, you should use it at the start of the round. However this and motion scanners are things i have never used in any useful way.Motion scanners come in quite handy in large, multi-story structures (like Exalt HQ, cruise liners, your own bases). The ability to see through walls, floors and ceilings makes up for the short scanning range. I'm not using it enough myself. So far, I've mostly used the ability to find ninjas.
Gym works this way. If you go to your agents list (from base menu) there will be a sorting option but if you bring it up you will see more than that.
How you use Gym in practise is to slap 10 dudes there all the time (Or 20 if you make 2 gyms) while you use the guys not assigned in gym to train them in missions. So when you reach the point where you can field more than 6 guys, you will have reserves of atleast average troops. Not sure about exact numbers and timers of improvement so i wont comment about it.
I am not 100% sure about this, but I think you can take agents on missions and still train them in the gym at the same time. The gym only checks, if an agent is assigned at the end of each day. Having an agent assigned to the gym does not prevent assignment to a craft and vice-versa. Only healing time can interrupt training. So you don't have to constantly shuffle around your dudes between the gym and the transport craft.
Research TimesI assume it works the same, and that helps a HUGE amount in determining which techs are easy and which require thousands of manhours.
A comprehensive list of the time it takes to research a topic can be found at http://www.ufopaedia.org/index.php/Research_Times_(Piratez) Do note that research times vary from 50%-150% like in base XCOM, so don't follow these numbers precisely. Also, a rough estimate of the time is displayed in the tech tree viewer. - is 5, = is 20, and # is 100 (EG. #=-- means the topic takes an average of 130 days)
Dogs.
Strength. Ok, I assume that any armor that effects strength/has negative weight fails to show up in the equipment screen?
Research time. So THAT is what those weird symbols are. I did a search, and found this. I assume it works the same, and that helps a HUGE amount in determining which techs are easy and which require thousands of manhours.
2 Handed Weapons. Is there a quick way to see what is 2 handed and what isn't? Also, do 1 handed weapons have a penalty for duel weilding?
Aim. Ok, so Aimed mode has less aim falloff with distance. That makes sense. Still want to know if there is some new weird equation with longer range, because openxcom wiki claims that Accuracy is more how many degrees off you end up, and with longer range, you are less accurate with the same accuracy value, so I was confused.
Also, shotguns are surprisingly medium range capable, which is awesome and realistic.
Backpack. I don't think the Leather Jacket's description tells you that. Is there a spot in the expanded info that tells you, because I can't find it.
Energy Freshness normalized : 20Could I get an english translation of this? It looks like regeneration/degenration info, but what is fteshness normalized?
Health current : 0.25
Health Stun normalized : -0.1
Morale *100 : -0.1
Freshness normalized : 14
Stun Health current : 0.06
Health : -0.09
Stun current : 0.036
Freshness normalized : 8
Time TU : 0.5
Freshness normalized : 125
Stun damage. Looks like the default is 25%, albiet with a random factor flag enabled. So 20 damage would also deal ~5 stun damage.There is a difference between stun damage and stun damage. Confusing, I know. One is a damage type like electric and incendiary (which can also cause lethal damage, depending on the weapon). The other is the amount of stun an agent or enemy takes from any damage source. Both of these have nothing to do with each other. A Zombie's stun resistance has no influence on the amount of stun it takes from being shot at by a rifle, for example. An unfortunate circumstance. Piratez solved this by renaming the stun damage type to Daze.
That said, Zombies have stun resistance of 70%, so I would expect it to be quite a bit less likely for them to be stunned.
Lighting. Why do you have to Arm Electroflares, and why does it take so long. Why do you have to active Flashlights as well.
Do enemies with <20 sight benefit from your light sources, meaning you can do stealth by keeping in the dark, at least to an extent?
Currently, I enter missions with one hand having a weapon, and the other having a flashlight. It takes 2 TU to either flick it on, or drop it, 4 TU for both in the case of a shotgun/Huntsman Rifle.
Killing downed Enemies. Is there an easy way to execute downed enemies? Obviously I don't have reliable explosives yet. Like stab them with a knife or shoot them or something.
Rifle Bash. Is there a reason that only flashlights have a melee option?
Ufopedia, in battle. If you middle-mouse button on an enemy, and middlemouse button on their portrait, it shows data. That said, there isn't everything. It only shows, I think, their armor. Not their stats, or description, nor is there a link to it. I suppose it might require more research?
Lighting. Why do you have to Arm Electroflares, and why does it take so long. Why do you have to active Flashlights as well.Electroflares are emitting light after being: 1. armed and 2. thrown. You can "turn off" a flashlight by putting it in your inventory (quick draw is 5 TU) and have both hands free. A dog or a Scout Drone have better night vision and could spot nearby enemies.
Do enemies with <20 sight benefit from your light sources, meaning you can do stealth by keeping in the dark, at least to an extent?
Currently, I enter missions with one hand having a weapon, and the other having a flashlight. It takes 2 TU to either flick it on, or drop it, 4 TU for both in the case of a shotgun/Huntsman Rifle.
You can sell live capture humans. Admittedly this is true for aliens in vanilla, but I have to wonder, WHO are you selling these to.Who are you selling to is left to your imagination. I think it is organ donors, but you can come up with a less grimdark explanation. The disposal of civilians is a fine for covering up that you killed an innocent.
And while I'm at it, what is up with the 10k disposal fee for civilian corpses?
Mudranger. Is there an actual use-case for this? My guess is that you would put them on bases inside a cluster of cities, in hopes that attacks snap to said cities. Obviously the larger capacity would be helpful in such a case. But, what is up with the tiny radius? I mean, can't you shove a few barrels of oil into the thing and refuel it on the way, if you can't just use a gas station? What is the justification gameplay or lorewise?You can plant your starting base near one of the Cult HQs, if you know where they pop up later (Black Lotus - Japan, Dagon - midafrica). Other then that it is practically useless, even with the airborne mudranger upgrade.
Killing downed Enemies. Is there an easy way to execute downed enemies? Obviously I don't have reliable explosives yet. Like stab them with a knife or shoot them or something.Apart from what Bananas_Akimbo said, some weapons have a bayonet attack. There is an old russian rifle (
Rifle Bash. Is there a reason that only flashlights have a melee option?
Ufopedia, in battle. If you middle-mouse button on an enemy, and middlemouse button on their portrait, it shows data. That said, there isn't everything. It only shows, I think, their armor. Not their stats, or description, nor is there a link to it. I suppose it might require more research?
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You can sell live capture humans. Admittedly this is true for aliens in vanilla, but I have to wonder, WHO are you selling these to.
And while I'm at it, what is up with the 10k disposal fee for civilian corpses?
Mudranger. Is there an actual use-case for this? My guess is that you would put them on bases inside a cluster of cities, in hopes that attacks snap to said cities. Obviously the larger capacity would be helpful in such a case. But, what is up with the tiny radius? I mean, can't you shove a few barrels of oil into the thing and refuel it on the way, if you can't just use a gas station? What is the justification gameplay or lorewise?
Killing downed Enemies. Is there an easy way to execute downed enemies? Obviously I don't have reliable explosives yet. Like stab them with a knife or shoot them or something.
Rifle Bash. Is there a reason that only flashlights have a melee option?
Ufopedia, in battle. If you middle-mouse button on an enemy, and middlemouse button on their portrait, it shows data. That said, there isn't everything. It only shows, I think, their armor. Not their stats, or description, nor is there a link to it. I suppose it might require more research?
Vampire Knight. Reacted to a Police VS Zombie battle. Aside from the awesome of seeing frikkin TANKS driving around with machine guns equipped, there was a Vampire Knight. I was somewhat concerned when I saw a zombie with a Cape. When he was also wearing a sword, which sliced a solider in half, I was worried. When Armor piercing shotgun shells, flare guns, and ~4 turns worth of fire from Blackops SMG, Hunter rifles, AP Shotgun shells, and Blackops Pistols only managed to piss him off, I had to retreat. Mainly because he charged and sliced two agents in half, despite being on fire. I am either behind, missed a low-hanging fruit of a high-damage option, or this is one of those "Ran into something horrific early, retreat, and prepare next time" situations I expected, like early UFOS. I plan to try and get explosives next time, and more fire, because at the very least, that panicked him.
Oh, and Fire damage, according the UFOPEDIA ignores armor (though presumably not damage coefficients) But, I have no idea how much damage it actually does past that. Aside from 10 damage per round, maybe. Does it stack? If something is on fire, can it be MORE on fire? IF it is standing in fire, does it catch on fire, or only if it is hit by something that sets fire? If standing in fire, does it take damage from both? Does it actually ignore armor? If not, which armor does it effect? Do 2x2 enemies still take quadruple damage, and is that the case for being on fire, or only ground fire? And in the case of ground fire, is it always 4x, or only if all 4 tiles are on fire?
Vampire Knight. Dang. Well, I suppose that I will try and keep one on fire as long as possible, and bring extra flare ammo for future heavy zombie missions. It caused it to panic, and if it ignores armor, that should take one down eventually.
Undercover missions. I have had quite a few missions where people arrive with nothing on them, except for, I think, concealable stuff. This makes sense for actual undercover missions, but It keeps happening for missions without any undercover data in the description. Did I miss something, or is it implied that any safehouse raid mission is considered a concealment only mission? Because some missions have that in their description already, but safehouse missions don't, and I double check every Cult-type mission description, just to be safe.
Industrial Investigation.I have Medkits, Flashlights, and flares. No Taser, which are concealable, and I always bring. No Knives, or batons. No guns of any type, even concealable pistols.
Public/Van
An illegal organization built a sleeping cell to lay low in this industrial complex. We must take down these cultists and possibly arrest their leader. To abort the mission return X-Com operatives to the exit area nad click on the 'Abort Mission' icon.
Ctrl + ALt + B in mission brings up the mission briefing, which is nice.
Industrial Investigation.
Public/Van
An illegal organization built a sleeping cell to lay low in this industrial complex. We must take down these cultists and possibly arrest their leader. To abort the mission return X-Com operatives to the exit area nad click on the 'Abort Mission' icon.
I have Medkits, Flashlights, and flares. No Taser, which are concealable, and I always bring. No Knives, or batons. No guns of any type, even concealable pistols.
Maybe it has to do with how I have kevlar vests for everyone? But there is no data on that in the ufopedia either.
Past that, What vehicles are acceptable for undercover of various types, because extended info doesn't include that. Nor does it for armor, and I assume there are limits there as well.
I need clarification, because these missions appear bugged.
Cult Outpost
We have located an outpost of EXALT, which they are using for cooridination of their agents and for storing supplies. We must subdue all residents, preferably keeping them alive for questioning.
Dog BarkingDid you have your dogs bark at the beetle on your turn or did they do it on the enemy turn?
I had a pair of dogs barking viciously at a giant beetle. I think 6 or so attacks hit, not sure exactly, but I kinda thought that 100+ TU damage and Morale damage would have immobilized it, or caused it to panic. However, it clearly didn't give a damn, and walked up and bit one of them in half. Maybe it beserked? Or it is deaf?
Vampire Knight. Reacted to a Police VS Zombie battle.Ah yes, fond memories. I had this type of mission only once before. None of my weapons could dent its armour. Luckily the thing was too busy slicing up civilians, so I could retreat to the car (or whatever craft I had then) and fetch some high explosives I had scrounged together in earlier missions. I had to expend all the hi ex + some dynamite and a lot of fire, before the vampire knight went down. Not really worth it in the end, loot-wise or score-wise (I had to blow up a lot of civvies along with the vampire), so I might as well have aborted the mission right from the beginning. But it was a fun experience.
Sale. Coverup fee? I suppose that makes sense. I am honestly just letting them pile up in storage, probably until I actually need the room, or cash stops being tight. So yes, I have a corpse pile. As for selling Cultists and Aliens, Still curious for other opinions.Flares: Turn on, then throw. If you only turn it on and drop it, it will not light up. It was the same in vanilla, so that is how it works.
Electroflares. They do not appear to light up after being thrown. Does it only happen after the end of your turn, is that a bug, or are you expected to turn them on?
As a side note, I have often thrown flashlights as light sources, because of their larger radius. They are easily able to be thrown into the darkness, after all, even with higher weight.
Understood. The stats for nerds extension doesn't appear to work for Armor or Vehicles, just equipment. Even opening all four subtabs doesn't show it.
About Labor, etc. You can use the BlackOps pistol for all covert missions except Beach and the crossbow for the Beach.
No, the blackops Pistol. the First pistol unlocked from Blackops. I guess you get a better version later?
MiB bases can spawn Stormtroopers, they have a end-game flying armour, if you swat him out of the sky you can retrofit his armour for XCOM via workshop, you can also get powerarmours early this way. This stormtrooper armour is JUST GOOD and Powerarmour gives your dude the ability to tank alot of damage and be almost untouchable by standard firearms.
+20 accuracy, +20 reaction, no penalties to anything, flying, good sight in darkness and 80 point of frontal armour (Which means human weapons wont even dent this armour)
(https://i.imgur.com/jF1CK4r.png?1)
It might not be a bug, technically, but in no part of the description does it say "Labor gear only"
STR_INDUSTRIAL_INVESTIGATION_DESCRIPTION: "An illegal organization built a sleeping cell to lay low in this industrial complex. We must infiltrate the facility as workers and make sure this activity stops. Remember: you can only take Labor Gear on this operation. Disguises will be acquired on site."
Energy Freshness normalized : 20Regeneration mechanics. Armor has various statistics, which probably govern them, and those look like equations. But I would like an explaination regardless.
Health current : 0.25
Health Stun normalized : -0.1
Morale *100 : -0.1
Freshness normalized : 14
Stun Health current : 0.06
Health : -0.09
Stun current : 0.036
Freshness normalized : 8
Time TU : 0.5
Freshness normalized : 125
Oh, and Fire damage, according the UFOPEDIA ignores armor (though presumably not damage coefficients) But, I have no idea how much damage it actually does past that. Aside from 10 damage per round, maybe. Does it stack? If something is on fire, can it be MORE on fire? IF it is standing in fire, does it catch on fire, or only if it is hit by something that sets fire? If standing in fire, does it take damage from both? Does it actually ignore armor? If not, which armor does it effect? Do 2x2 enemies still take quadruple damage, and is that the case for being on fire, or only ground fire? And in the case of ground fire, is it always 4x, or only if all 4 tiles are on fire?
Armor/Vehicles for Cover missions. I know that vehicles error out if you use a forbidden vehicle. If a specific outfit is required, it replaces your selected outfit. What if you have Suit + leather Coat as option, What happens?
"Verdammit! Fakking SPIDERZ! Eef I evar meet da FAKKER hwo made zem... SPIDERZ ARE NEVAR A GUTT IDEA!"https://forums.spacebattles.com/threads/shanxi-in-which-turians-learn-to-fear-science-mass-effect-girl-genius.617517/page-12#post-44483572 (https://forums.spacebattles.com/threads/shanxi-in-which-turians-learn-to-fear-science-mass-effect-girl-genius.617517/page-12#post-44483572)
Gym. Is there exact mechanics here? Like is it +1 of every stat per day, +1 of each stat per day at % chance based on difference between zero and max, and up to rookie cap? Also, I think throwing accuracy is different than what the openxcom wiki says.I am reasonable sure, that every day there is a chance (don't know how much) for one random stat (not bravery, reaction or psi) to receive +1.
Do gyms take into account stat bonuses from awards, and do they preserve ANY of the original randomness of a soldier?
What is the meaning of stat changes when you hit the big Plus Button in the top right corner? Stats usually go up by 1 when pressed, so I guess that is the predicted improvement, but sometimes it goes up more, or not at all. I think.
I know I've seen them before but I can't remember how I did it. Hopefully someone else can recall how to do so.
You mean the BlackOps Spypistol, I assume.
Two of them, technically. There's the BlackOps Spypistol and the BlackOps Smartpistol, the first one is weaker but takes up only one space in the inventory like the light pistol and is the one that can be taken on most undercover missions except for the beach. The latter is just a flat upgrade to the black ops pistol with higher accuracy.
Both require Promotion III. And yes, read the briefing on the map as well as before the mission- it can also give hints on what kind of map to expect (e.g. if it says to bring explosives, get dynamite at least- there's going to be secret doors hidden behind walls or cramped passages that will take forever toove your team through if you march down single file).
Does smoke still do Stun damage? because I haven't seen any effect from sitting in smoke clouds.
Additionally, Smoke Grenades have "Choke" damage, but don't appear to inflict their 60*4 stun damage. Presumably there is falloff of some kind?
Yes, although it's not really noticeable unless your stun levels are already high. It's more obvious on monsters and other things that have a vulnerability to it, although even then there are much more effective ways of causing choke damage. Don't know about the falloff though.
Finally got armored vests. Also grenades, and other explosives. Things are heating up.
I have to say, I LOVE the shield addon for the armored vest. Only heavy weapons, or explosives effect you, and while being limited to 1 hand hurts, it seems to work great with a Magnum heavy pistol. Its not quite invulnerability, but it is quite an improvement.
Finally got armored vests. Also grenades, and other explosives. Things are heating up.
I have to say, I LOVE the shield addon for the armored vest. Only heavy weapons, or explosives effect you, and while being limited to 1 hand hurts, it seems to work great with a Magnum heavy pistol. Its not quite invulnerability, but it is quite an improvement.
Ford Day and Dark mean that flares make it use day camo values?
What is the basic vision range? given values of 15, 30, and 40, I highly doubt 20 is still default, unless longer vision range is a thing elsewhere.
Handcuffs. How do these work...From a glance at the handcuff script, which may be wrong: handcuffs have a value that's subtracted from strength and stacks across multiple applications. Units have protection from it, which can disable applying handcuffs. These values seem to be 40 for normal cuffs and 60 for Tritanium, and 0, 50 or 100 for protection, essentially either making certain critters (Gilldogs, Waspites, rats, etc) immune or only cuffable by Tritanium (Minotaurs, Werewolves, Zombies, etc). The lists are hand-crafted, so cuff immunity is whatever Solarius wants it to be, no implied relation to strength, e.g. rats are pretty weak. Cuffed enemies are in a state of 'max stun', and recover their true stun values after breaking free. Each turn, units get a percentage roll to escape, with success being [strength - stacked cuff value]%, but always at least 10% chance to fail. Which is a bit weird, because it implies two Tritanium cuffs will keep Werewolves down forever. Maybe I'm mistaken.
Electroflares.Flares are intentional, since I recall there being a time when they did glow in your hand, and it was a PITA.
Do you get set on fire for walking through fireNo.
for standing in fire at the end of your turnIn or next to a fire, since fire spreads.
How much damage do you take when standing in fire, or while on fire, do they stackStanding in fire: 1-12 depending on what's on fire, being on fire: 5-10, seem to stack.
is there degrees of "on Fire"No.
...how long/what are the chances of stopping being on fire.Random roll when being set on fire, between one and armour incendiary damage modifier/20 turns, so usually fire lasts for 1-5 turns.
Does unit size change fire damage.I don't know for sure, but I think not, except for AoE direct fire damage.
Does fire actually burn down terrain, like bushes or hedges or trees?Yes, but looks like only more flammable types of terrain.
Projectile speed. Is there a way to enhance this further...The 'bulletspeed' attribute of individual weapons/ammo. For regular guns, 10 is already pretty fast.
Melee Dodge. I can calculate the value, but I don't know how it is applied. I assume there is a randomized contest between the attackers melee dodge, adjusted by Close quarters combat accuracy in some way for ranged weapons, or weapon accuracy for melee weapons, as well as facing.Melee dodge is a flat reduction from hit chance, so [calculated accuracy] - [dodge*facing penalty]. Which makes it very powerful at lower levels. Accuracy calculations are done beforehand, dodge only applies to melee weapons and CQC. CQC accuracy modifier just changes the defensive gun kata roll, it's not about hitting anything yourself.
But what is the actual equation?
Attacks from behind get a 50% penalty, and presumably from the sides are 62.5%, 75%, 87.5%, and 100% for the front.Mostly. You calculate your melee dodge value, multiply this by the penalty, and that's the value that gets subtracted when you stab people in the back. Scaling is as you write.
Crop Circle Time Limit. Why is this here, and why do your agents die?Engine limit, done away with after the reinforcement mechanic became available. Presumably, your agents were stuffed into a MiB cell and forgotten.
But, again, still don't actually know how it works.Does it really matter, unless you want to mod the game yourself? Stab people in the back, take a step away to nullify gun kata, m-click your soldier and press F1 if you want to see the exact hit values (needs debug mode).
Black Lotus Witch's description suggests they should have a forcefield. They don't have that in their stats, in the wiki OR ingame, and also lack any special resistances like 50% kinetic or w.e.No telling with Solarius's take on 'realism'. I assume he just forgot, but maybe there's some extra-convoluted reasoning for it. (Yes, I'm salty. I just read the fire extinguisher debate on Discord, and that confirmed my worst assumptions about his design principles. :-\)
What was intended here? Bug, bad description, or misunderstanding?
Projectile speed. Is there a way to enhance this further, at least for rapidfire weapons, such that weapons with 5-10 rounds don't take so long? I have bullet speed maxed already.
battleFireSpeed: 1000There will also be no firing animation to speak of. Bulletspeed is technically the better solution, or even something like the Hyper&Trajectory mod. But it requires a lot of boring manual work, because there are so effin many weapons.
As a result, all shots are instantaneous and there is no delay between hits.
There will also be no firing animation to speak of. Bulletspeed is technically the better solution, or even something like the Hyper&Trajectory mod. But it requires a lot of boring manual work, because there are so effin many weapons.
It all depends on the target.Of course. Your method is very nice if you don't care about shooting aliens in the face with LAZORS and PLASMA BULLETS! Some others might care about that, though.
From a glance at the handcuff script, which may be wrong: handcuffs have a value that's subtracted from strength and stacks across multiple applications. Units have protection from it, which can disable applying handcuffs. These values seem to be 40 for normal cuffs and 60 for Tritanium, and 0, 50 or 100 for protection, essentially either making certain critters (Gilldogs, Waspites, rats, etc) immune or only cuffable by Tritanium (Minotaurs, Werewolves, Zombies, etc). The lists are hand-crafted, so cuff immunity is whatever Solarius wants it to be, no implied relation to strength, e.g. rats are pretty weak. Cuffed enemies are in a state of 'max stun', and recover their true stun values after breaking free. Each turn, units get a percentage roll to escape, with success being [strength - stacked cuff value]%, but always at least 10% chance to fail. Which is a bit weird, because it implies two Tritanium cuffs will keep Werewolves down forever. Maybe I'm mistaken.Ah, that helps. Looks like it changed since the older version, since you used to be able to handcuff zombies with the basic one. And it also implies that they should't be able to die from overstun either, which I think they used to be able to, but not 100% sure since that was like a year ago.
I assume their consumable nature is an engine limitation.
Flares are intentional, since I recall there being a time when they did glow in your hand, and it was a PITA.I can imagine. Good to know. Now if only there was an indicator for "is Illumiated" because I am not entirely sure about how far from flares I need to stand. Wish there was a filter that made the border blatent, because apperantly my eyes are terrible at judging what other people consider clear color borders.
In or next to a fire, since fire spreads.Fire is complex. And probably still not able to burn down sections of forest in a reasonable time period to clear LOS.
Standing in fire: 1-12 depending on what's on fire, being on fire: 5-10, seem to stack.
Random roll when being set on fire, between one and armour incendiary damage modifier/20 turns, so usually fire lasts for 1-5 turns.
I don't know for sure, but I think not, except for AoE direct fire damage.
Yes, but looks like only more flammable types of terrain.
The 'bulletspeed' attribute of individual weapons/ammo. For regular guns, 10 is already pretty fast.This, plus rest of discussion lower down. Understandable. Mainly it is the part where for rapidfire guns like the Minigun and machine gun have you follow EVERY SINGLE BULLET, which is okay for some weapons.
Melee dodge is a flat reduction from hit chance, so [calculated accuracy] - [dodge*facing penalty]. Which makes it very powerful at lower levels. Accuracy calculations are done beforehand, dodge only applies to melee weapons and CQC. CQC accuracy modifier just changes the defensive gun kata roll, it's not about hitting anything yourself.Makes sense.
Mostly. You calculate your melee dodge value, multiply this by the penalty, and that's the value that gets subtracted when you stab people in the back. Scaling is as you write.
Engine limit, done away with after the reinforcement mechanic became available. Presumably, your agents were stuffed into a MiB cell and forgotten.Makes sense. Good to know.
Does it really matter, unless you want to mod the game yourself? Stab people in the back, take a step away to nullify gun kata, m-click your soldier and press F1 if you want to see the exact hit values (needs debug mode).Stepping away is something I do often, yes. But I also sometimes have a melee guy next to an enemy ranged attacker, and want to know how badly that effects them, and what the effective dodge/clash chances are.
No telling with Solarius's take on 'realism'. I assume he just forgot, but maybe there's some extra-convoluted reasoning for it. (Yes, I'm salty. I just read the fire extinguisher debate on Discord, and that confirmed my worst assumptions about his design principles. :-\)Hmm. I should probably enter the discord. That sounds fun.
And it also implies that they should't be able to die from overstun eitherYeah, looks like it.
Now if only there was an indicator for "is Illumiated" because I am not entirely sure about how far from flares I need to stand.I think the auto-lights are about at the threshold. Toggle the lights a few (hundred) times, and then gauge battlescape lighting according to that.
...probably still not able to burn down sections of forest in a reasonable time period to clear LOS.Explosives. Lots of explosives has always been the X-Com answer to everything. :D
Mainly it is the part where for rapidfire guns like the Minigun and machine gun have you follow EVERY SINGLE BULLET, which is okay for some weapons.Miniguns are already very fast, aren't they? Machine guns, rifles and SMG's, there I agree. I added bulletspeed 8-12 to those myself, and it's more or less okay.
Red flash on damage helps a lot, but sometimes it hits with no flash, and causes bleeding.Maybe the red flashing script doesn't account for miniscule damage? Because only damage is supposed to cause wounds in core code. IDK, I haven't really paid attention.
But I also sometimes have a melee guy next to an enemy ranged attacker, and want to know how badly that effects them, and what the effective dodge/clash chances are.Enable debug mode, m-click, press F1.
I should probably enter the discord. That sounds fun.Well, it's where the XCF development and discussion is these days. Myself, I dislike Discord for anything complex, since it's hard to make a good long argument in that format, any filtering between your brain and your fingers is more or less gone, and browsing for information is non-existent. Vast numbers of people disagree with me.
There is also explosion speed, but it is only on Miniguns, and I have no idea what it does.That speeds up the 'hit explosion', which is analogous to bulletspeed for projectiles. Setting that to even 2 or 3 is, again, a more immersive solution than deleting the hit animation altogether.
I want it to be faster, but not instant
So I just need to identify all the SMG in the gameSolarius has helpfully already done that. Use his item filter strings to search for specific item classes.