Only thing I disliked in latest update is the mansion timer. [...]
Does weather affect enemy?
I am also not the fan of the latest changes - mansion timer/weather conditions(basically timer).
I do understand that you want to force the hit&run nature of mansion missions, but it could be implemented by arriving backup forces if you are not on time. Then you need to fight more and more enemies. etc.
Weather conditions are on the other hand horribly bad:
1. Do not influence enemies at all, so hey, not cool, I feel just cheated by the devs.
2. No clear indicator what sort of conditions you are going to face (I start to wonder if sub Sahara is already extreme or not? Is this yet a forest or a jungle?), so you can choose right armor.
3. Most of my gals fade away from cold/hot in 5-8th turn. I understand that translating turns into minutes might be hard, but I think it is safe to assume that first 5-10 minutes of extreme weather should not effect you much (at least heat/cold). Are we stronger than human?
4. So, I am getting cold inside my craft, no heating? On 10000m, standard cruising altitude, there is -60 celsius, but we got cold the second we touched the ground?
5. Is it cold on the desert during the night?
6. How is bottle of water/oxygen tank helping in the arctic exactly?
7. Why is it so hot in the jungle? I understand that it's humidity that gets you, but seriously, it is not that bad. At least it does not destroy you in first 15 minutes...
8. All in all it is adding timing to the missions. I like the flexibility of the old XCOM.
Realism aside, I know the original XCOM engine has its limitations, but I guess we are just going in bad direction.
I hated new XCOM/XCOM2 because of all those restrictions, old XCOM was so open, you could do so many things. New XCOM has limit to 4/6 operatives, in the old one, you could take 20, if none of them was good, they would be all killed by 3 mutons. New one has timing in missions to push you, has timing in overall game to push you into the rails etc. I really like the PirateZ cause you theoretically do not need to do the plot, or you can go in the pace you like.
Also the limited crew space in the ships. It was never an issue in the old XCOM, but I understand that you need to scale it for different time lines in Piratez.
But previously (.99C) in the beginning, when your operatives are untrained and weak you had Bonaventura with afair 14 crew. This helped to survive the mission - 10 gals shooting, one hits, profit. Now it is Airbus, 6 crew, terrible.
I understand that the mod is not finished yet and a lot of those ideas need refinement, but I do not like the direction, I think it is losing the original flavor, openness and creativity of the old XCOMs. I absolutely love the mod and appreciate the Devs work (I even donated money), but I need to say this just because I like it and value it co much.
PS: I fully understand you may not agree with me, I just want to know how to disable the hot/cold effects (tried editing Piratez_Planet.rul but no luck).
Piotr