OK,
1.1.2 has been released.- Reworked Urban Junk terrain.
- General terrain cleanup.
- Minor tweaks to the BlackOps LMG and the BlackOps Assault Cannon.
- Fixed some leftover crashes.
- Fixed missing stairs in one sewers map.
So basically another bugfix release, with some minor tweaks. I hope now it's all done and I can move on to actual fun stuff.
I downloaded 1.1.1a; waht's new?
Nothing warranting a changelog, there was only a misplaced file.
Also to unlock covert operation must research first "basic operations" and then two separate topics "cover:sportsmen" and "cover surfers"; personally i'd like if these were unlocked after researched a topic called "covert operations" after the basic on is completed: wouldn't have been more logical?
Sorry, I haven't fully understood this sentence. Do you mean less "cover" steps for the missions? If yes, eh, sure, everything can be made differently, but why would I gut the early game so badly? Also I can present some arguments for why it works as it currently does, but where are yours?
1) not necessairly a bug, but the handob for the small shotgun it's a regular shotgun one, may need to change?
Sure, some weapons share handobs. Making a special one for every single gun isn't very cost effective, as few people would even notice.
These have also the same price, pheraphs the small needs its price to be cut an half? May i suggest 900$ as price?
Regular shotgun: $2200
Small shotgun: $1700
Am I misunderstanding something?
2) the whole game sees three promotion steps but how to make five to make the game progression more gradual?
Why?
How?
Cannot see why some common items like the pitchfork, billhook and knife have to be researched..coe on these are just common item buyable even fron an hardware store!
Only people who read the Pedia understand such things.
3) may be more variety of layout for the crop circles in the battlescape maps, like the ones seen in TV?
I haven't watched TV for 20 years, I had no idea they are now transmitting standards for crop circles.
But seriously, there are 4 variants already, what's wrong with them? I can't think of anything else I could add.
4) for balancing purposes uzi should be more powerful but less precise than the skorpion SMG; actually the latter does the same damage but is a bit more precise, the former might be a little deadlier (dmg 23?)
But why would two 9mm bullets be different?
Also why don't use the handob from xeno operation mod? (https://openxcom.org/forum/index.php/topic,2913.0.html)
But Uzi already has its own handob... Some other SMGs don't, though.
5) In undercover missinons like the surfers, sky resort and the osiron business should be an escape area maked by green tiles as in xpiratez, though the briefing says that player cannot escape from the mission, if i press A in battlescape, my craft is able to return to base, once i get in geoscape mode. Please double check
What do you mean "should"? Why?
Honestly, you keep talking to me like I have never seen this mod up close. Also, where are the arguments? Reasons? It's like saying "UFO walls should be yellow instead of blue" without giving any justifications.
6) the skorpion smg handib may need to be made more brightned since i think it's not very "eye friendly"
I think you mixed it up with something else, because 1) the Skorpion doesn't have its own special handob, and 2) the one it uses is fairly light. So I can't say much.
7) might some rifles and shotguns have a gunbutt attack option?
Theoretically yes, but deciding which one should and shouldn't would be pretty arbitrary and I am not eager to start this shitstorm. With easily accessible clubs, and also fist attacks, I don't think it's a big issue.
the shotgun and the black shotgun have stats inverted, unless it is intended, see 'shots attached
I can't see anything unintended. Yes, the standard shotgun has better accuracy.
9) I've started a secon base in the USA but i'm a very bad financial conditions any hint to give?
It's a tough question... Selling monster corpses is my main early source of income. Some cult missions have a good chance to yield valuable loot, like money bags.
I've also made some kind of colt M4 which is strangely absent from the game and a couple more of weapon sprites, just in case you'd want to add to the mod, the H&KMP5 navy version, a H&KG36, and a MK3 grenade (the last ones an homage to urban terror!) here these are attached I've made also a fire hatched, may be a sprite recoverable from urban scenarios
Thank you! Much appreciated. I'll add them to the big pile of sprites waiting to be implemented at some point.
These sprites needed some work (palettes, sizes, proportions), but I like the general designs of most of these. I kept the Colt M4, the H&KG36 (and the clip), the MP5 variant and the hoe. I had to fiddle with them a lot, but it wasn't much effort.
The fire hatchet is way too fiery.
Fixing it would be too much effort, almost like drawing it from scratch, so I'll pass. And the grenade is the size of a flamethrower tank.
If you want to make more, could you please leave it in RGB? Your palettes were incompatble with X-Com, so I had to convert them anyway. No need for this extra step.
Anyway, good job.
Other suggestions: aside form farmers, also lumberjacks were involved in aliedn abduction stories; may add them by modifying the farmer sprite: lore they give may be more or less same as farmer, pheraps some new content. And while farmer may be armed with pitchfork, lumberjack with axes. For farmers i've made an hoe too here.
We have the Forester unit, which could be used. But they'd need a new mission anyway. I'll think about it.
As for gameplay: i'd add an handful of new common firearms to be found in the initial phases of the game, for instance an MP-40 which is way more common than the grease gun. Cannot remember if it's already in the game, sorry, if so please mind to make some new ones? In the meantime i'm making a nice with research and i was abble to afford a third base
Well, some players are already complaining there are too many guns...
I don't agree myself, though. More will be added when I feel like it, but let's face it, they only matter in very early game, before you get into BlackOps, UAC and M.A.G.M.A. Also, while I have quite a lot of graphics for new weapons, it's hard to make them different enough to matter and it wouldn't be good design to turn them into simple reskins.
Lastly: snother interesting thingh missing from the mod are: firefighters! May be involved in missiins helping the player in a burnin scenario where it is necessary to save secret documents, a mission style like "hot pursuit" in xpiratez; they should be equipped with frie extinguishers and hatchet (see above)
Yes, there are many options. Osobist made some very nice firefighter sprites. We'll see when I have more time.
Edit: made some adjustments to sprites, hope you like these:)
Thanks man!
I've launched Lunar satellite, rescued MAGMA cosmonaut, but nothing changes during last 3 month. No lunar missions appeared.
Every possible techs are learned. What do I need to continue Lunar arc?
Have you researched an Ethereal Commander and The Martian Solution?
One Question about the changes between 1.0.2 and 1.1. I did a file comparison between both versions to check the consequences of this disastrous "issue" some days ago. I've been playing the Cult HQ Mission and wondered about the map. If i remember it correctly, i think it was some sort of jungle environment. This time it's been an "usual Base". The changelog already hints "Removed all terrains made by Hobbes", but it seems you've been forced to "fallback" to some default maps completely, or am i completely wrong?
Yes, some of his maps were used, so naturally they had to be replaced with something else - sometimes with vanilla terrains.
Why there is no in-game info about that??? A lot of hours of the real life fucked down...
I'm not sure how to communicate it better. Will think about it before the next release.
Congrats on making it to 1.0
Thank you!
I just wanted to ask two things. First the mod is balanced for experienced difficulty only correct?
It's not exactly balanced for any specific difficulty, this isn't
Overwatch or any other competitive e-sport title. It's more of a personal choice, just assume that the lowest and the highest difficulty are borderline cheaty (for good or bad). The middle difficulty is, well, average.
Second in regards to the default list of mini mods that openxcom comes with do I just leave everything off? Right now I'm just running the stat-string mini-mod because it doesn't effect game play at all.
Yes, leave everything off. These mods won't do anything, and might mess with the settings. They're meant for vanilla.
The statstrings mod is pretty non-invasive, but also not very well adjusted to XCF, as the stat scale is different.
I'm not sure if it's been mentioned before, but it bears repeating: The mod doesn't exactly require, but would be better if there was some sort of "mind shield" against psychic attacks. Piratez has two types, and X-COM should be able to whip out a solution for that: Some sort of "neural shield" to protect weaker units from mind-rape. End-game power armor would have that option already built-in (since they lack space to carry additional stuff due lacking a backpack slot), at the expense of being more expensive.
I've been considering this, but the engine limitations prevent me from doing it the way I like it. This is something I'm thinking about pretty often though, so might happen in the future.
Also, is the regular helicopter you unlock early intended to be allowed for infiltration missions? I suppose it makes sense that a civilian type helicopter is not too eye-catching compared to a hi-tech airship, but I wish to confirm just to be sure. Too bad the Skymarshall lost its frontal door.
Basically, yes.
Additionally, there's another copter in the making (not by me), so if it's ready, I'll probably use it. It would be a tiny one for only two people, but super stealthy.
Finally: Is there any thought about having an attack-type vehicle between drones and the HWP platforms? Before unlocking the small-sized tanks, I meant stuff such as military, bulkier drones. These are a thing IRL and they carry machineguns and stuff like that, so it would make sense if at Promotion 2 you can eventually unlock the option to have that before Promotion 3. Naturally, said unit would be big, but not as big as the HWP, and would be limited to having a machine-gun weapon only for balance purpsoses.
Thoughts?
Maybe, if I have a nice sprite.