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.
I assume their consumable nature is an engine limitation.
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.
Not surprised about the consumable nature, although if it were added to their inventory, you would think it would be lootable like any other loot. Not a huge deal though.
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.
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.
Fire is complex. And probably still not able to burn down sections of forest in a reasonable time period to clear LOS.
Still, thanks.
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.
Red flash on damage helps a lot, but sometimes it hits with no flash, and causes bleeding. Somehow.
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.
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.
Makes sense.
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.