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« on: July 31, 2014, 01:17:27 am »
Hey guys, I'm having a blast playing the 1.0 release of OpenXCom. Excited to see you're working on TFTD compatibility as well!
I had some questions/thoughts about how a few TFTD terrorists are going to be handled. There are some common bugs and inconsistencies with many of them.
Deep Ones - In the base game, they have a spit attack like a Celatid. But their UFOPaedia entry shows them with a gun and says their attack is an electric discharge. I believe I read that the Bio-Drone was built over the Silicoid's entry and that's why they leave a burning path, are Deep Ones built over the Celatid? I'm honestly not sure how they were intended to work. TFTD Extender gives them the gun in the UFOPaedia image and a sonic-like attack, but that feels completely wrong to me.
Bio-Drones - Well known bug of having 0 melee skill and therefore never using their close range attack. I'm guessing that's easily fixed since it's patched up in the TFTD Extender. Also, as above, they leave a burning path like a Silicoid. Not sure if this was intended or just a remnant of the Silicoid.
Hallucinoids - My understanding is that they're bugged to not use their ranged attack unless on land, where they never appear. I have the old TFTD strategy guide and it definitely lists their ranged attack stats, so I'm sure that's intended to work. It's listed as a freeze attack and TFTD Extender resolved it by giving them a Thermal Shok Launcher built-in, but it's clearly not intended as an AoE and the strategy guide states that its a lethal attack.
Anyway, you all may not even be this far into the build, but I figured I'd ask.
Thanks again for releasing an open port of such a terrific game.