Hi , just wanted to say that I'm quite enjoying the mod right now. I originally wrote a much larger reply, but it got lost due to the session closing, so this is a brief version with some questions and suggestions.
Hello, amnd thank you!
- Is there a way to hide items from the buying list? It gets quite crowded as the game goes on, but i believe is the QoL feature that would be most welcoming if not implemented
Yes, R-click on itgems on this list (as well as manufacturing, etc.); to undo, check the "Hidden" category under filters.
- You should get the Osprey if you take down any sect base. In my game I didn't prioritize Black lotus due to how the bases were positioned , but it felt bad to know that there was a competent transport after defeating Exalt and the Church with the dragonfly. Feels more logical to get the big bad boy if you are preparing to take down a heavily fortify base.
Sorry, I do not know how it relates - priorities for the Osprey are completely different, not dependent specifically on Black Lotus in particular (at least not more than the other three cults).
- The Bio Suit feels quite useless right now, i don't know if I'm missing something but the armored vest seem better as a load out in most situations .
Did you mean the Bio-Exo Suit?
If yes, well, it's one of the most useful things in the mod, as attested by many players...
- It is necessary to advance in all the storyline to win? The zombie line seem to be very hard for what you get in return.
No, this arc and similar aree optional. They don't even give you anything really good right now, but I'm working on it.
- One minor thing, but giving MAGNA access to titanium should come after you research how to manufacture it yourself.
I see where you're coming from... You're right, I'll change it.
- Why is the option for instant explosions from grenades not up to the player?
Because it's the worst cheat in the history of cheats.
- After seeing that we can recruit rats, which was a pleasant surprise, could we get expand options to recruit other monsters for example shadow bats or werewolfs? In the case of the latter and for more OP beast, they could get a sanity hit in every mission independently of the situation, making then unable to be deploy in every missions and being sub par if things drag too long. Also their availability should be limited to those that you captured, making then a finite resource.
Yes, I have such plans (I even have a list of Shadowbat names already in the mod!), they're just not high priority.
- More alternative research options would be welcome , specially from when the player is out of research options because he lack something. This was something that happen to me in the Final mod pack, as well as in my first run of this mod andiIn the current game I was saved by some allien alloys while I wait for the final promotion. They shouldn't be very flashy things, but options to keep the sense of novelty and escalation. Some concrete example would be for example some weapon modifications ( give a rifle a bayonet, make the farming flamethrower useful), use for materials (the spiderweb can be a good candidate) or specialized gear( A better weapon for different type of infiltration mission for example).
https://openxcom.org/forum/index.php/topic,8729.0.html XD
But seriously, such things must be done with care, because they take a lot of time, it's not very fun to do, and the added value is negligible. I like having lots of stuff, but it should serve some more specific purpose than "make sure the player never runs out of research".
-Do stat gain from awards allow soldiers to go over their training limit? Honestly I prefer the final mod pack system of soldier awards being purely cosmetic.
Yes, they definitely allow you to go over their normal caps. This is a crucial part of the XCF balance, together with soldier transformations.
-How does unit size affect soldier accuracy? Because there seem to be little difference in shooting a Rat and shooting a zombie from a distance
There is a difference. I can't explain it in purely math terms - I don't think even a person who understands it completely could do that, it's just too complicated - but smaller targets are harder to hit, and also they have an easier time hiding behind obstacles.
-Finally about balance, two points:the cattle prod should be better than the electric club due to difficulty in storage and the bigger TU cost, and the 45.
It's also much more primitive. No.
Cal Smg should use 30 round magazines.
Which one? And why?
Real guns generally have real stats, but many of them exist in multiple variants, so I had to pick one.
Also black ops contact should probably come after contacting the cult arms dealer as their stuff (Black ops)is most of the time superior.
It almost always does; cult dealers are significantly easier to get. Perhaps your playstyle leads to a different result, but it's not typical.
Ps: If I wanted to use TFTD damage formula or the 50-200, would I need to modify each weapon entry or it is stored elsewhere?
You'd have to modify each entry (except for explosives, which as 50-150% by nature).
Still, I don't recommend this, as the 0-200% model seems more realistic due to counterbalancing certain quirks in the X-Com mechanics (such as unit shapes being cylinders).