4) bravery of fighting dogs is only 10. They start to panic before anyone else. This is not very similar to "highly trained dogs are fully capable in battlefield conditions". Maybe it makes sense to increase this value? In my opinion, a well-trained combat dog is not afraid of anything at all.
The dogs panicking easily makes sense to me- they're just dogs, after all- and attack dogs in this game are, frankly, *awesome* enough as it is. $10k for a speed demon with a huge melee punch! I feel a little guilty using them; a guilt only counterbalanced by having to endure that awful sound when they die...
5) What a lousy sound of shooting a light machine gun? What is interesting, in the same folder is a file with a much better sound! Did you forget to use it?
For the love of everything, use
Daedalus' High Quality FMP Sounds!
https://openxcom.org/forum/index.php/topic,2502.0.htmlYeah, it was reported before. I will release an update soonish, but I want to port some cool stuff from the X-Com Files, and this takes time.
o.O what sorts of things? More goodies? I have two requests from my almost-complete first playthrough (difficulty=2):
1. A Fire Extinguisher. I have watched, helpless, as a valiant trooper burned slowly to death after suiciding himself into a Cyberdisk.
--- but then again, there should be a reason to fear fire, and the hazmat/toxisuit has to have some use.
2. An end-game upgrade for the Shotgun's "slug" fire mode ("Depleted Elerium" shells, or something)! The shotgun kicks so much ass, and I want to take them into Cydonia so bad.
--- but then again, I'll probably take them with Alloy rounds anyway, if I have to. That 150% accuracy is just impossible to forego.
Finally, The Scatter Laser does not have the 'autorange=30' that the Minigun has. I've added it in, in my local copy, and it makes the Scatter Laser a hilarious amount of fun, just like the Minigun was early-game. Was that omission intentional?