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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
« on: November 30, 2019, 11:58:43 pm »
Hello Nord, I'm back with more things! And more griping! (but you can mainly ignore that, I'm just salty.)
Let's start off with a few saves. (And hoping I correctly remember what the bugs were.) As always, the saves are in SH/IM, change that how you can for bug checking.
ArmorTear.sav: Concerns the Advanced Bionic Armor and that if you are going diagonally up (So straight up on your screen) you can see some pixels in the top right of the moving character that are not transparent. Not a big deal, but it's a thing I noticed.
IncorrectNoLineofFire.sav: This is a bit of a weirder one and while I do feel like I should have this shot onto the ghost, since if I recall correctly shooting isn't taken from the center of mass but is offset onto the side which holds the gun, but that's not what this is about. Try to fire with MGS Zuzana and when it blinks what's blocking your shot, look at what all it's saying is blocking the shot. Somehow not only is the wall in front of her blocking her shot, but also part of the farthest top cryopod AND the wall past that pod is blocking the shot. I felt that was weird enough to warrant a glance at.
WhatAreWalls.sav: Last of the saves themselves, we have the one in which somehow I can see an enemy through a hole in a wall, but can't shoot them, can't see the area surrounding them (not that surprising) and I have this weird fpslook of MGS Milan's LoS. (Next Attachment) Curiously enough, the walls don't seem to actually exist, which makes me wonder if there is a bug pertaining to using a DPL bomb on the artefact mission site on these walls in which the wall that remains isn't properly coded. (Not your issue, but base game I believe.)
The rest are images and questions I have. (If I can remember the context of them.) Oh, and as a heads up, I believe that ArmorTear and IncorrectNoLineofFire were both made in the 33F version, but after testing in the 34 version, they do still seem to exist.
fpslook002.png: While not readily visible, the soldier can somehow see the head of a naga inside of a downed USO due to the fact that the roof is missing. I was wondering if somehow Nagas are slightly taller than 1 tile, or if instead the wall is somehow lower than one tile. Or is it possible that the naga is standing on something inside the downed USO that is slightly elevating his height? Also, skip down to Screen114.png for a normal view of what's being seen. Forgot I had this.
(Not an image) Btw, I like what you've done with the Triscene weapons. Also, fuck you. I was not expecting a dinosaur with a flamethrower. That group wasn't ready. Good job.
Screen105.png: Not going to lie, I don't remember the context one bit. But I think I saved this due to the fact that it's missing the front window. I think this USO was one of the shielded ones, and I'm curious if the lack of a window is due to them being able to molecularly see through walls or something.
Screen108.png: So... this was my one and so far only Jellyman Outpost Defense and I noticed there were civilians down here with us before I noped away from those probing octopi. Really wishing you could carry 2x2 enemies somehow because I really need them for my next MC research. Anyways, are the civies meant to be in that mission? It feels like they really shouldn't be.
On the topic of so far one and only missions for me, this is going in spoilers as well.
Screen116.png: I don't know if you can precisely control civilian spawning mechanics, but I feel like there should be an algo that checks the surrounding box of tiles of a civilian to see if there is 2 or more civilians already next to them. Because of this party. I am aware the algo state should still allow conga lines. It was just a half-baked idea.
Screen128.png: Yeah. Something tells me this wasn't meant to be able to be done. Also, she couldn't escape that. But hey! She could forever scan to make sure enemies weren't coming through that alley.Some say, Sara Lombardi is still there, to this very day. Others say she and 4 other MC-protected super brain-dead soldiers have taken over Base Zeta and protected it against 23 armored gillmen and Deep Ones just yesterday. But that's just X-COM propaganda probably. Scratch that, we have confirmation that Sara Lombardi is still at main base, and that the leader of the now undoubtedly X-COM propaganda base defense was Laila Mustafa, Commander of X-COM! and Kun-woo Maeng, Captain of X-COM
Uhhh... I've ran out of attachments. YOU WIN THIS ROUND FORUMS!
Time for the text version of images.
So, the topic "Interrogated Engineer" depends on Enhancecd Aquatoid Navigator and is unlocked by Lobster Technician or Armored Gill Man Engineer. Apparently, you get the topic if you complete either of the two unlocks, so I'm kind of confused why it says it depends on Enhanced Aquatoid Navigator. I thought dependencies were required before you could complete a research? Or is it that if I had gotten a EAN completed, I would have been given the opportunity to research this topic instead of needing either unlock req?
Finally, remember my -7000 monthly score a few weeks back? I'M STILL IN THAT SAVE! Literally, the months following that one go: 0, 1400, 900, -5500, and the current month I'm starting at roughly 2k due to for the first time in this playthrough winning an Artefact Site mission. That was +2173 score at like first day, 9th hour of the month. Plus, that aforementioned probably propaganda Base Defense which netted me a nice +505 score and a stunned Armored Gill Man Commander which didn't really help me in the slightest besides allowing me to now break down armored gill men. Which reminds me, why is that I need a live specimen of the Enhanced Aquatoids and Armored Gillmen to be able to dissect their corpses instead of just the corpses like the normal trend? That seems odd.
To end this long rambling post, a final remark and three questions. The remark is that I am now starting the Ancient Naga City mission at nighttime. Does the night time affect the visibility, or is it always this difficult to see in this mission? Secondly, on the topic of night vision, none of the presets seem to be really compatible with TFTD and only change the color of statue eyes the a dramatic effect instead of player visibility. Is there one you recommend, or do you recommend just ignoring that that's a config given? AND FINALLY: Where do freaks exist in this game? Are they just a super-late game enemy that only appears after 2 years have passed or something? I thought they might be the ones in the shielded USOs, but so far that seems to only be Enhanced Aquatoids. If they're a specific mission based enemy, just say that, and I'll be okay with that answer.
Anyways, thanks for making this great TFTD mod, and until next time
Vigilo Confido
-Green
Let's start off with a few saves. (And hoping I correctly remember what the bugs were.) As always, the saves are in SH/IM, change that how you can for bug checking.
ArmorTear.sav: Concerns the Advanced Bionic Armor and that if you are going diagonally up (So straight up on your screen) you can see some pixels in the top right of the moving character that are not transparent. Not a big deal, but it's a thing I noticed.
IncorrectNoLineofFire.sav: This is a bit of a weirder one and while I do feel like I should have this shot onto the ghost, since if I recall correctly shooting isn't taken from the center of mass but is offset onto the side which holds the gun, but that's not what this is about. Try to fire with MGS Zuzana and when it blinks what's blocking your shot, look at what all it's saying is blocking the shot. Somehow not only is the wall in front of her blocking her shot, but also part of the farthest top cryopod AND the wall past that pod is blocking the shot. I felt that was weird enough to warrant a glance at.
WhatAreWalls.sav: Last of the saves themselves, we have the one in which somehow I can see an enemy through a hole in a wall, but can't shoot them, can't see the area surrounding them (not that surprising) and I have this weird fpslook of MGS Milan's LoS. (Next Attachment) Curiously enough, the walls don't seem to actually exist, which makes me wonder if there is a bug pertaining to using a DPL bomb on the artefact mission site on these walls in which the wall that remains isn't properly coded. (Not your issue, but base game I believe.)
The rest are images and questions I have. (If I can remember the context of them.) Oh, and as a heads up, I believe that ArmorTear and IncorrectNoLineofFire were both made in the 33F version, but after testing in the 34 version, they do still seem to exist.
fpslook002.png: While not readily visible, the soldier can somehow see the head of a naga inside of a downed USO due to the fact that the roof is missing. I was wondering if somehow Nagas are slightly taller than 1 tile, or if instead the wall is somehow lower than one tile. Or is it possible that the naga is standing on something inside the downed USO that is slightly elevating his height? Also, skip down to Screen114.png for a normal view of what's being seen. Forgot I had this.
(Not an image) Btw, I like what you've done with the Triscene weapons. Also, fuck you. I was not expecting a dinosaur with a flamethrower. That group wasn't ready. Good job.
Screen105.png: Not going to lie, I don't remember the context one bit. But I think I saved this due to the fact that it's missing the front window. I think this USO was one of the shielded ones, and I'm curious if the lack of a window is due to them being able to molecularly see through walls or something.
Screen108.png: So... this was my one and so far only Jellyman Outpost Defense and I noticed there were civilians down here with us before I noped away from those probing octopi. Really wishing you could carry 2x2 enemies somehow because I really need them for my next MC research. Anyways, are the civies meant to be in that mission? It feels like they really shouldn't be.
On the topic of so far one and only missions for me, this is going in spoilers as well.
Spoiler:
Screen116.png: I don't know if you can precisely control civilian spawning mechanics, but I feel like there should be an algo that checks the surrounding box of tiles of a civilian to see if there is 2 or more civilians already next to them. Because of this party. I am aware the algo state should still allow conga lines. It was just a half-baked idea.
Screen128.png: Yeah. Something tells me this wasn't meant to be able to be done. Also, she couldn't escape that. But hey! She could forever scan to make sure enemies weren't coming through that alley.
Uhhh... I've ran out of attachments. YOU WIN THIS ROUND FORUMS!
Time for the text version of images.
So, the topic "Interrogated Engineer" depends on Enhancecd Aquatoid Navigator and is unlocked by Lobster Technician or Armored Gill Man Engineer. Apparently, you get the topic if you complete either of the two unlocks, so I'm kind of confused why it says it depends on Enhanced Aquatoid Navigator. I thought dependencies were required before you could complete a research? Or is it that if I had gotten a EAN completed, I would have been given the opportunity to research this topic instead of needing either unlock req?
Finally, remember my -7000 monthly score a few weeks back? I'M STILL IN THAT SAVE! Literally, the months following that one go: 0, 1400, 900, -5500, and the current month I'm starting at roughly 2k due to for the first time in this playthrough winning an Artefact Site mission. That was +2173 score at like first day, 9th hour of the month. Plus, that aforementioned probably propaganda Base Defense which netted me a nice +505 score and a stunned Armored Gill Man Commander which didn't really help me in the slightest besides allowing me to now break down armored gill men. Which reminds me, why is that I need a live specimen of the Enhanced Aquatoids and Armored Gillmen to be able to dissect their corpses instead of just the corpses like the normal trend? That seems odd.
To end this long rambling post, a final remark and three questions. The remark is that I am now starting the Ancient Naga City mission at nighttime. Does the night time affect the visibility, or is it always this difficult to see in this mission? Secondly, on the topic of night vision, none of the presets seem to be really compatible with TFTD and only change the color of statue eyes the a dramatic effect instead of player visibility. Is there one you recommend, or do you recommend just ignoring that that's a config given? AND FINALLY: Where do freaks exist in this game? Are they just a super-late game enemy that only appears after 2 years have passed or something? I thought they might be the ones in the shielded USOs, but so far that seems to only be Enhanced Aquatoids. If they're a specific mission based enemy, just say that, and I'll be okay with that answer.
Anyways, thanks for making this great TFTD mod, and until next time
Vigilo Confido
-Green