aliens

Author Topic: difficulty settings  (Read 267 times)

Offline Ethereal

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difficulty settings
« on: August 28, 2023, 01:02:28 am »
I need finer difficulty settings. An analogue of "statGrowthMultipliers:", but increasing the characteristics not in percentages, but in units, that is, without taking into account the basic characteristics of the unit. This also applies to "armorMultipliers:".

The situation with percentages is such that weak units remain weak at any level of difficulty. At the same time, strong units become unbeatable! This is what I would like to fix so that the strengthening of units is more uniform.

New options should work together. First, the unit's stats are increased as a percentage of the "statGrowthMultipliers" and "armorMultipliers" options, then the bonus from the new options is added.
« Last Edit: August 28, 2023, 01:18:38 am by Ethereal »

Offline sudtrap

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Re: difficulty settings
« Reply #1 on: August 28, 2023, 08:47:57 am »
Even if this isn't approved, I can think of some ways to accomplish your goal of having a dynamic difficulty.

You could simply add a mod "Hard Mode" that is bundled with the game that changes the enemies stats.

If you wanted to implement it another way, I wonder if you type a tech research to 'hard mode' and then use that to spawn harder mission varieties..

If you can split the missions up by difficulty, you can introduce additional units to a mission or change up their equipment; I'm certain that introducing additional types of units to a battle could potentially make it substantially more difficult; for instance a more reliable way of scouting agents or maybe a dedicated grenadier or something. Changing the enemy spawn locations or adding additional defensive structures could make the game more difficulty.

Also, there are some available rule changes (like forcing you to capture aliens to get their gear) that can make the game more difficult.

Offline Ethereal

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Re: difficulty settings
« Reply #2 on: August 28, 2023, 09:59:24 am »
sudtrap You made a mistake or didn't read the post. I have my own modification project (TFTU (https://mod.io/g/openxcom/m/x-com-tftu)), which is not compatible with other and even built-in modifications.