I had a more elaborate reply typed out, unfortunately the board decided to glitch out and reset it before i could post it, so i'm going to cut this a bit "shorter" (no spoiler though):
A sort of "sort agent by" in vehicle crew view would help, rather than requiring me to go to agents screen, sort agents and then add them to the vehicle or to look at them one by one.
But you can already sort agents in the craft screen?
Some vehicles have no description or stats listed (private car for example), there's no explanation of difference between private and public transport later in the game[...]
The lore article states that private transport is faster and the public transport article mentions how your agents rent vehicles once they've arrived at the target destination. Yes, having stats for private transport would be a nice addition. Maintenance basically covers unlimited flights per month as well as car rental and logistics.
I like the fluff research but perhaps add slight council rating to every research and write it in the researched thing[...]
Checking the ruleset almost all research has a points value attached, but interrogations don't get you that much. Adding council fluff to dossiers is strikes me kind of redundant seeing how they already state that Interpol has been notified or that the target is under surveilance.
Far faster mundane item research - it shouldn't take more than a few hours for a researcher, yet alone a half a dozen of them, to check out some common rifle or a pistol model[...]
Research progress is only checked at midnight each day. Even if the items in question
would have been completed beforehand you only get the reports at midnight.
Decrease slightly armor on unarmored, human or not enemies - on 'experienced' it's weird when it takes several high powered rifle (say, nitro elephant gun) shots to take down an oversized wolf etc[...]
This is probably due to how xcom calculates damage rolls (0-200%). Not sure if decreasing armor is the best way to fix this. And yeah, some enemies are extremely hard to kill by conventional means, but they are (usually) susceptible to other damage types.
Could the part about solving highly exotic equations in psionic tech be reconsidered? It's interesting, it figures in well with the whole idea that world can be represented by math so by doing math you can affect the world but it doesn't explain how those equations actually change reality and if they're done subconsciously and can be done even by creatures completely unable to do math the scientist should have no idea there are any equations at all.
Then again only humans seem to need PSI-Amps to actually make use of PSI attacks. Maybe the article is specific for humans and describes the closest analog as to how humans can access PSI? Maybe other creatures use other areas of their brains for it?
I am not sure what's the point of weapon slot on Humvee[...]
Good point, i've been wondering about that too. Making use of the turret on the battlescape would be nice, but i'm not sure it's possible to implement.
And when we're at the topic of items and vehicles - is it possible to make the tile rest of vehicle's equipment lands on sorta invulnerable to anything?
You can make the tileset indestructible, but that won't save your items. For that you'd have to make every item indestructible, which kind of defeats the point.
My BlackOps pistol clips keep disappearing despite me barely ever using those guns.
Strange - of course they shouldn't disappear when you're not actually using them. Otherwise, have you tried enabling statistical bullet saving in the options?
Now, small hangars you ask?
A lot of people have been asking for this, but it's not practical as long as we can't assign "large" and "small" to hangars and crafts. Right now every hangar can house any vehicle. Wait for whenever this is implemented in OXCE+.
Only a couple of agents show in sell list for sacking, the rest is in agents tab.
Items and personal assigned to crafts can't be sold afaik.
Same with cults - I should get at least basic intel that in that outpost or whatnot is some high-ranking cult member. Because now I often just land (sometimes next door being surrounded by cultists from all sides which is a thing that could be improved as well) and only then notice there's something interesting.
Cult missions always spawn the highest ranking enemy
for that mission, according to the size of the base/outpost.
Speaking of bones, boomboxes and other such items - they also should be almost immediately identified in research (span of hours if possible).
See research mechanics.
Oh, by the way, yeah. Most of the clips you have in game aren't clips, they're magazines.
And they'll probably always be called clips because X-COM. You can of course replace "clip" with "magazin" in the localization yaml if it bothers you
![Wink ;)](https://openxcom.org/forum/Smileys/default/wink.gif)
Rather than developing many arcs, consider polishing current ones.
I think it's more about making sure that all arcs work as intended at this point. Yeah, additions would be nice, but implementing them probably takes more time than adding lore articles. Also -> "Note that 100% does not mean there will be no changes or additions, only that I consider this arc done and fully functional."
Also, some sort of end-game "the world is saved" I hope will not depend on win over any particular group but on keeping all of them either eliminated or scattered. I also hope they won't be all connected. Right now, it seems that all weird creatures, gangs/cults are somehow stemming from aliens. I don't mind some connection but I also would enjoy if a lot of it would be just "Earth is a much stranger place and there's a lot of weird to it beside alien visitations".
Have you checked the requirements for Cydonia or Bust? Terminating the cults is completely optional (right now at least).
Consider making flashlights less expensive (seriously, a couple of thousands for even a super professional and sturdy spec ops grade maglight or whatever is a stretch) but add some automatically working armor-clipped ones (give light even when not held in hand) that should be crafted at a small expense of time and funds for example after the first promotion.
Personal lights are already implemented, though not all armors have them. You can check the armor Info tab to see what light/vision sources they have. You can also enable/disable personal lights (see keyboard shortcuts).
Alternatively, consider allowing some unprocessable items that bring no benefit to left for the council salvage teams to dispose of in general[...]
COnsider them fluff and auto-sell them.
Possibly it's more of a suggestion for the Extended modification, but it'd be awesome if buy/sell screen would be merged into one, where everything is listed and can benefit from the buy/sell arrows even above/below quantity that's currently at base for buying.
Not sure if that's even possible UI-wise.
Also, another thing that may be an Extended issue but something I certainly would see as welcome in the X-Com Files - when in the aftermission loot screen, specify which items are to be market as autosell by right-clicking there, not at base.
Not sure what you're asking for, you can already sell (and auto-sell) items from the end mission screen.
Storm Rose didn't show up at my craft for agent to equip it for haunted location mission even after I've researched the tech to use it.
Because Storm Rose isn't concealable while the flame glove is.