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OpenXcom => Open Feedback => Topic started by: Dogbarian on February 17, 2021, 08:02:42 am

Title: Game Mechanics - reaction fire
Post by: Dogbarian on February 17, 2021, 08:02:42 am
understand original reaction mechanics quite well, and must say the alternative movement option is a huge change in OXC to be able to sidestep around corners or through doors!  The ability for other units to open a door by right-clicking is also huge! I’m wondering whether there are any changes to those mechanics that I have yet to discover, in both OXC, and OXCE (the answer might be different between them). Specifically the following questions (but any other key thing as well):
1) Does vertical movement now trigger mutual surprise (it did not in UFO)?
2) Can player-controlled units react with other than snap-fire or melee (melee is new, but I saw that one in the “differences” page)?  Or can that be changed by mod or script?  I see a lot of mod weapons with no snap fire.
3) Any change in the “alert” mechanics?
4) I think I had one about whether the bug about Incendiary damage not triggering reaction was fixed, but I think I've already confirmed that in game for myself.

Anyway, that’s it for now. Thanks for any thoughts you share and for reading!
Title: Re: Game Mechanics - reaction fire
Post by: The Reaver of Darkness on February 17, 2021, 09:02:06 am
Reaction fire isn't changed in OXC or OXCE, however mods are able to make it work differently. For example, the original aliens had very high reaction scores, and so would usually get a huge reactions advantage over your soldiers. In mods the aliens may have similar reactions to your soldiers, or lower. Also, while only snap shots may be used for reaction fire, not all snap shots are alike. In my upcoming mod there is a defense turret weapon with a snap shot which is called "Auto Shot" and which fires three shots. Since it is internally a snap shot, it is used for reaction fire. OXCE allows weapon shots to be altered in many ways.

Melee reactions can trigger from moving in front of the unit, but not from attacking them from behind. I don't think attacking them from the front will trigger melee reactions, either. And performing melee attacks during your turn cannot trigger reaction fire at all. The aliens also have this advantage.
Title: Re: Game Mechanics - reaction fire
Post by: Meridian on February 17, 2021, 09:37:40 am
1) yes, vertical movement does count for mutual surprise now

2) only snapshot and melee

3) what is "alert" mechanics?

4) there is no such bug in oxc/oxce

Reaction fire isn't changed in OXC or OXCE

It's as close as was reasonably possible. But there are small differences.

Melee reactions can trigger from moving in front of the unit, but not from attacking them from behind.

In OXCE, they can also trigger when attacked from behind, see parameter `extendedMeleeReactions`.
Title: Re: Game Mechanics - reaction fire
Post by: Dogbarian on February 17, 2021, 09:53:24 pm
1) yes, vertical movement does count for mutual surprise now

2) only snapshot and melee

3) what is "alert" mechanics?

It's as close as was reasonably possible. But there are small differences.

In OXCE, they can also trigger when attacked from behind, see parameter `extendedMeleeReactions`.

Thanks!

The alert mechanics had a couple of examples. The best one I can remember was that if you shot an alien from out of its LOS, the first shot did not trigger reaction, but did put the alien in “alert”, further actions could trigger reactions. I believe there were others, similar cases. What Reaver said about the aliens having super high reaction values was also a big factor.
Title: Re: Game Mechanics - reaction fire
Post by: Meridian on February 17, 2021, 10:20:20 pm
Thanks!

The alert mechanics had a couple of examples. The best one I can remember was that if you shot an alien from out of its LOS, the first shot did not trigger reaction, but did put the alien in “alert”, further actions could trigger reactions. I believe there were others, similar cases. What Reaver said about the aliens having super high reaction values was also a big factor.

Yes, that same alert mechanic is also present in OXC.