It doesnt have to be easy, just to get out from the "Ok, I researched it, but it has no value in this game phase" area.
Yeah, though in this case it boils down to the same thing.
Another question: Are there any after effects from Ignoring MIB missions (except the score loss)? Like the Alien infiltration for example has a permenent effect.
Not really, but the score loss for MiB bases are so debilitating you can't ignore them. ( I mean losing a four-digit number of points over a month.)
I very much liked the implementation of the MIB base mission, very nice execution. Their commanders are really tough b#*&^@#s and they dont want to stay down if stunned
It's mostly Robin's work.
I only added dogs, sectopods and power armours.
Hey Solarius,
I checked a FMP-enabled terror mission against antrhopods (I think it was Jstank let's play) and I noticed that spitters' have their own death scream and hatching sound, replaced by some default death scream. Now, the death scream being replaced isn't a problem (use what you like of course!), but the hatching sound (which is used upon death by the spitter variant that "resurrects") being replaced by a death scream doesn't sound right, since what you see is the shell cracking and the (now shell-less) spitter sneaking out (instead of him dying).
(Maybe just by looking at the anthropod mod ruleset it isn't so clear: the are 4 spitter variants: vanilla, retract, retres, and naked. The "naked" is what the "retres" variant leaves behind when it is killed, exactly like a chryssalid spawns out of a zombie. But in case of the "retres" spitter, the death animation shows just the shell breaking and the slug inside coming out of it unscratched; this is to give the illusion that your hit only broke the shell of the creature instead of killing it and spawning a new one; when this happen it should play the "hatching" sound instead of a death cry).
First of all, I'm honoured that you checked out the FMP.
Much of its best qualities are taken from your mods.
As for the screams... yeah, sopunds like a bug to be investigated.
Speaking of Spitters, I also made all types leave a single Geoscape body, because seeing four different Spitter Corpse items on the selling list was a bit jarring.
BTW I upgraded successfully, so can confirm: No saves were hurt durring the update
The only thing that happens, is that for some reason, Gauss, Plasma, Fusion and Laser weapons as well as the alloy scatter need to be researhed again even though you have access to them already. Wonky but I dont think it causes problems.
Huh. Weird.
EDIT: One thing I noticed about the Alien drones (the hybrid terror weapon): It can be stunned and it panics, dont know if this is intentional but its supposed to be a mechanical unit right?
Funny as it is, I think it shouldn't do that.
Quick note, capturing a Sectoid guardian crashes the game. Ending the mission with everything dead is fine.
Where the hell did you find a Sectoid Guardian? O_o They're not supposed to appear in this game at all! (Not assigned to any mission yet, though the unit is there in the data.) But I'll fix it.