So, what I noticed from 0.7.0 and earlier, wielding shotguns in particular but on other weapons, the game says I have a 100% chance to hit (Or more) but 6 times out of 10 it misses. Is there an explanation to This? Haven't had the time to update but this has happened on every version I've played
*shrug* The mechanics is exactly the same as in other X-Com mods. Weapon stats always vary, but I highly doubt there is anything special in X-Com Files.
So, I gave it another try after having not played it for multiple updates and playing Piratez instead, I would like to write down my impressions:
Thanks a lot for the detailed list of issues. I never have enough opinions!
The beginning is more polished than int he early updates, but there's still the trouble that you must attend to countless cases/monster hunts/Arrest Suspects every month in order to have a chance to get some money (is X-Com the only agency taking care of 'supernatural' cases or what?), something which quickly becomes repetitive and boring. Unlike Piratez, here you don't have alternative ways to get money besides the end of the month rating and whatever trinkets you capture and sell. I think there should be something available earlier to the Workshop to ease the player's tedium a little.
Well, dealing with this sort of things is X-com's only job, unlike in Piratez where you basically run a mercenary business. There is not that much I can give the player to do besides reacting to missions.
I realize the current selection of missions is a bit repetitive (though it gets better). I will work on these as time allows. Also the crop circles missions and the like are kind of a placeholder, since they will be a bit different once we have the reinforcements mechanics in the game.
Adding a smaller/earlier Workshop would not be so bad, I guess. But I will need to design it from scratch - not just the facility itself, but also its use, what you can do there, how much money you should spend, and so on. I will note it down for when I have time.
If you have any other ideas, please also share them.
Also, while the new weapons are welcome, the starting gear continues to be better than most cases as it was before, and then some of the new additions are of dubious usefulness (for example: What's the point of the Kludge? It seems like a poor man version of better weapons you already have access to).
Well, the Kludge is a bit of a special weapon, so I don't think it's the best example. And sure, some weapons are visibly worse than what you already have; I can't see what's wrong with that.
Also, barring the actual worst and best guns, their usefulness heavily depends on player's preferences. I've been humbled many times by unexpected ways people use guns, so I no longer claim to have the best idea on what is good. Let the player decide if a weapon should be added to their arsenal.
Then there's a little issue I have with the Cover: 'X' missions. I get what you were trying to do here, but to me they remind me of a worse version than the Gun Trade infiltration missions. Worse, it's a bit silly that your team bothers to carry appropiate gear for infiltration, when the enemy is perfectly okay to carry SMGs and the like in a ski resort without trouble (and without wearing appropiate clothing to boot! Perhaps Dagon makes these cultists cold-resistant? . It made sense in the deep urban infiltration missions for the bad guys to have superior gear since they were arms dealers, but here it seems a bit forced. IMO you also shouldn't start on your vehicle if possible but at some other designated point of the map.
Well, first of all, enemies of X-Com are badass and they don't care about the weather.
(I could make a winter clothes version of them, but it's not exactly a priority.)
As for their weapon choice, you are on their territory and that's why they do what they want. I have clarified the description a bit. I could give them worse weapons, but they're already rather unimpresive, and I think it would make the mission too easy.
Starting in a building instead of the vehicle (like in the surfing mission) can be done, yeah. Is that what you'd prefer?
Otherwise, it gives the appearance that the X-Com agents' infiltration failed before starting and they arrived here only to find the criminals evacuated the non-essential personnel and are armed and ready for trouble, while you guys were busy switching clothes. Seeing how often the driver parked in front of the enemy HQ in certain missions though, I bet that's what's happening.
I'm not denying that.
Lastly, the public and private transports should give you some stats about their speed and the like (regardless of how slow they are), if only for comparison for the other craft. That info is still missing.
OK, I'll try to add some more info.
In any case, thank you for making this mod following your vision!
Thank you for playing it, despite overall incompleteness!