Author Topic: [TFTD] Bugs & Missing/Wrong Alien Deployment Loadouts in Ruleset  (Read 2592 times)

Offline Orz

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[TFTD] Bugs & Missing/Wrong Alien Deployment Loadouts in Ruleset
« on: September 21, 2015, 05:08:42 pm »
version: 1.0
build: git 2015-09-18 21:32

- Right-clicking arrow in craft equipment screen to increase item by 10 (or max it out, if applicable) does not work with SWS's except Displacer/Sonic. Right-clicking will simply increase value by 1 (same as left-clicking). For an easy test, just go into New Battle with LEVIATHAN and (with an empty crew, to be sure) try adding 4 SWS of the same type at once.

- Alien Deployments (aside from Fleet Supply Cruiser, Alien Colony & T'leth) in TFTD are a copy/paste of EU/UFO. I noticed, however, alienRank:3 (Medic) in Battleship, Terror Missions (Port, Island, Cargo & Cruise Ships) and Artefact Sites shows dQty: 0, whereas in EU/UFO the respective crafts/missions come with dQty: 1 instead. All other alien rank deployment values are an exact duplicate of each other, so shouldn't this be the same here too?

- Additionally, alienRank: 1 (Navigator) in Battleship, Terror Missions (Port, Island, Cargo & Cruise Ships) and Artefact Sites is missing itemSets (ie. no weapon loadout at all!).

- Also, Alien Colony Pt.1 & Pt.2 should have the same alien deployment values. However, alienRank: 1 (Navigator) in Pt.1 has lowQty: 1, highQty: 2, dQty: 1; but in Pt.2 it comes with lowQty: 2, highQty: 4, dQty: 1. The latter is likely an overlooked leftover from UFO/EU's alienRank: 1 (Leader) which had the same values for Alien Base Assault.

- And shouldn't Plastic Aqua Armor state Electric Shock instead of Acid? Same goes for Ion/Magnetic Ion Armor: shouldn't Smoke be Dye instead?

- Also, Vibro Blade, Thermic Lance & Heavy Thermic listed under STR_WEAPONS_AND_EQUIPMENT, when they should go under STR_ALIEN_ARTIFACTS.
« Last Edit: September 24, 2015, 12:11:43 am by Orz »