Hey Scorch, how long until the next update? From what I gathered so far, it seems it will be a massive overhaul with tons of new stuff, but it seems nearly finished to me.
Sorry, am pretty busy and with a long backlog. I have one long mission to finish, working on it with Brain 322's help (new terrain pieces). After it's done, I hope to release immediately.
Well well well, what do I see? X-Com Files already reached version 1.7. Whoa.
How long was that? I remember posting here back in 2017 - and it is still alive. Amazing. I will give it a try... yet again.
Hey, welcome back!
Is it a new avatar? I nust get used to the change
*De-lurks again*
Waaah! D:
Don't do that bro, you'll give me a heart attack :q
The mod has grown significantly since I last touched it, and there's a lot of cool and awesome stuff in it. Kudos to Solarius for sticking with it so long and all the neat map work!
Thanks! Yep, still at it. And it's still a bit to go...
The mod has been going away from its roots as a tactical game about an alien invasion into something best described as 'Piratez'. I.e., it is steadily going down the path of something along the lines of a cyberpunk adventure. Apparently, people like this well enough. I do not, especially since Piratez already exists and is much better at it.
Wasn't really my intention, my inspirations for how arcs work came mostly from
UFO: Aftershock, and their objective is to push the player into some specific, varied
tactical challenges. If it is similar to Piratez, then it is for completely different reasons and I honestly can't see it. I guess you can't really do it in any different way when expanding an X-Com-like game to such proportions.
The sniper-spotter mechanic, as implemented, is gamist insanity. Everybody and their dog is a spotter, and while I don't know the exact mechanics behind what the 'sniper' field does, I don't really think it's a chance of 'snipering' per turn. I had a whole EXALT base unload on me almost without anybody 'sniper' sitting out when the values were 50 and 75. Pulling them down to 10-20 actually made some of the cultists decide not to 'sniper'.
And there are way too many snipers as well. I think ohartenstein said in the original thread that it's a good idea to have maybe 1-2 snipers on a mission as a general rule.
The only snipers in EXALT are Enforcers and Liquidators, literally. Whereas all X-Com agents are snipers...
On that topic, the current implementation of sniper/spotter is more along the lines of 'alien death sniper' rather than 'human marksman taking potshots'. Some of the blame lays with ohartenstein, who's stuck on this being the 'one true way' of AI sniping, so it's this or nothing. But I digress...
So I can see why Solarius might have thought it to be a good idea to make lots of 'snipers', but it is neither fun nor immersive when the second you get smoke grenades they become half-obsolete, without even thermovision being a thing yet; and what feels like half the opposition unloading on any soldier unfortunate enough to be out of hard cover.
Doesn't convince me. Never felt that way, and I don't really get such complaints to any notable degree.
I don't want to paternalize, but maybe just don't waltz around on the open ground?
Having said that, I actually recognize that the mod in general is a bit too anal as it is now. I am currently in the process of addressing it.
I won't touch the traditionalist 'grenades are better for killing enemies halfway across the map than rifles' too much, because this seems to have become a centerpiece of the X-COM experience somewhere along the way.
Always has been, since 1994. Can't really do much about it apart from decreasing grenades accuracy, which I've done.
Well, I could also limit throwing ranges, but not sure if I want to. It's a possibility.
The same goes for the damage formula vs early-game armour. Say what you will about wound models, but I'll just point out that IRL, people who get shot in the chest with a handgun while wearing even soft body armour generally do not spend a week (or a month!) in the hospital afterwards. They might be sore for a while, but so will limp-wristed shooters.
Yeah, or they're dead, because they got hit between the eyes. Or die from random shock. Or just plain ignore the bullet like nothing happened... While I am all for approaching rfealism when possible, this is still a game with a set of rules, and I can point to bigger flaws than unrealistic hospitalization.
The high values of LoS contribute nothing to the gameplay either, IMO. At least the pistols got nerfed, so no more 'sniping' enemies across two screens with a dinky handgun (I watched entirely too many episodes of an LP proceeding exactly in that manner ).
Well, it was like the most important thing. Nobody used rifles back then, except for role-play purposes.
Also, 20 tile distance works in a 320x200 resolution, but feels silly on a modern screen. At least to me.
X-COM seems to attract the most panicky individuals ever. Your guys are lucky to have 50 bravery; I just looked at my agents at random, and there were five guys with 10 bravery in a row. That is literally the same as a chicken! Yet random civilians have bravery 70-80, and many enemies as high as 90+, which means they are very near immune to routing. You have to go out of your way to panic them instead of just, you know, killing them. Except dogs. Even zombie dogs are chickens.
Regarding X-Com: so what's new?
Regarding enemies: well, they are mostly cultists and other maniacs, who actually prefer to get killed to being captured. Game-wise, I think they surrender at the right moment.
The early weapons progression is set up so that the most natural path is from the magnum/MP5/Nitro Express tier straight to BlackOps. You might use some scavenged weaponry in-between, but as soon as Promotion II arrives, the vast majority of historical weaponry goes out of the window, without you ever getting to use them. Going for cult arms dealers looks like a waste of time, because you'll maybe get a marginal increase in lethality vs scavenged stuff, while the outposts/bases are significantly harder.
This is a very divisive point, so I won't really comment on it. Just do what you feel suits your objectives.
While not a personal complaint, there are way too many early missions where you're nose-to-nose with your opponents (who have full TU!). The OG at least gave you cover in three directions straight from the beginning, but I lost count how many times one streamer just took off after firing a few token shots. It might be 'realistic' in some sense, but it is not very fun.
I get it, but there isn't much I can do about it... Cars are cars.
I don't really expect much to change about these things, since Solarius has indicated that he has little interest in changing the balance back towards the 'tactical' side of things (see the weapon balance thread). And most players seem to be happy enough with the mod as it is. But I kinda felt the need to rant a little, since I've spent a few years now watching the mod go further and further away from both what I consider the 'X-COM' and 'Files' parts.
You are welcome to rant, and I always read feedback seriously. If you got the impression that I'm ignoring feedback, then I don't think it's a fair assessment, especially considering how many times I threw things out of the window due to feedback. The latest overhaul of cult weapons access tree being a case in point.
*Re-lurks*
Later!
@Mrvex, @Mitra Lightbringer: I think the X-Com mechanics is actually pretty damn ingenious, but it "suffers" from two factors:
1) Terrain and units have simplified shapes. If you're treating in-game graphics too literally, you'll get burned. Remember that it's all built from voxels, which are completely separate from the graphics and can only roughly follow them. Also, all units are cylinders.
2) The konga of death would be mitigated by much larger maps, like the Root of All Evil mission. But it would make the game pretty spread out, and I'd rather keep it packed. (Especially on urban maps...)