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Author Topic: Re: The X-Com Files - 3.3: Mysteries Ancient And New  (Read 2001118 times)

Offline Juku121

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Re: The X-Com Files - 3.2: The Colors of Sin
« Reply #6015 on: April 14, 2024, 01:07:56 pm »
In the early game, higher-tier cultists quite often don't get killed by a single grenade.
Fair, but in that case you were going to throw more grenades anyway. If you are relying on saving some TU from the rarer cases by not double-tapping the tougher enemies, you are courting disaster anyway. And that's the main difference between instant and non-instant from that particular balancing POV.
« Last Edit: April 14, 2024, 01:09:33 pm by Juku121 »

Offline Solarius Scorch

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Re: The X-Com Files - 3.2: The Colors of Sin
« Reply #6016 on: April 14, 2024, 09:33:36 pm »
Because right now, I can only do the 'make 0-turn grenades' submod. But there's the argument (supported by several people chiming in and a bunch of gameplay footage) that most players might want this as the default, necessitating changes in XCF itself, and then I'd make the other submod to let those people keep their cake.

Ah, okay, I understand.

Well, it's a hard question. One idea what should be done, if anything, is forcing 0 turn on some of the "classic" grenades, like the basic black grenade. Leaving the timer (annoying or useful, doesn't matter) for more "advanced" explosives. But don't know if it's a good idea, it's just a thought.

If you have information to the contrary, or dislike 0-turn grenades and thus don't want them in the mod, do tell.

On the contrary, I like them. Just never made them.

Warning, rant incoming!

I see and understand your points, but I still disagree. Instant grenades break the flow of battle. It's hard to put into words, but they make the game worse.


Offline Juku121

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Re: The X-Com Files - 3.2: The Colors of Sin
« Reply #6017 on: April 14, 2024, 10:30:49 pm »
Well, it's a hard question. One idea what should be done, if anything, is forcing 0 turn on some of the "classic" grenades, like the basic black grenade. Leaving the timer (annoying or useful, doesn't matter) for more "advanced" explosives. But don't know if it's a good idea, it's just a thought.

On the contrary, I like them. Just never made them.
Well, that was exactly what I had in mind. I made three versions, pick which you want (probably not the instant one :D ) and I'll post the other two separately. Or even one, if you want to include two in the XCF distribution.

I see and understand your points, but I still disagree. Instant grenades break the flow of battle. It's hard to put into words, but they make the game worse.
Can't say I understand (IMO, waiting for grenades to explode is what breaks the 'flow', if anything), but I suppose we'll just have to agree to disagree.

Offline Zharkov

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Re: The X-Com Files - 3.2: The Colors of Sin
« Reply #6018 on: April 20, 2024, 01:44:08 pm »

Is it intentional that the Syndicate Dragonfly crafts are armed? That came as a surprise to me because the x-com ones do not have weapons pods.

Offline Solarius Scorch

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Re: The X-Com Files - 3.3: Mysteries Ancient And New
« Reply #6019 on: Today at 12:45:10 am »
Is it intentional that the Syndicate Dragonfly crafts are armed? That came as a surprise to me because the x-com ones do not have weapons pods.

Yeah, the Syndicate is evil and puts weapons on a perfectly benign Toyota Hilux aircraft.

All the more reason to shoot them!

EDIT: Version 3.3 has been released.

- New missions: Hybrid Workshop, M.A.G.M.A. Reactor Attack.
- New armors: Shadow Suit, Prowler Suit (sprites for both by Brain_322).
- New HWP armors: Taser Drone (paperdoll by Barghum), Sectopod Mass Driver, Sectopod Gauss.
- New weapons: Dragon Breath Pistol, Dragon Breath SMG, Dragon Breath Rifle, Heavy Dragon Breath (all sprites by Brain_322), Turbolaser SMG.
- New ammo: Tactical GL Smoke Grenade, HWP Minigun Tritanium Clip.
- New Commercial map.
- New event: M.A.G.M.A. Targeted by MiB.
- New Apocalypse legends: Wraith By The Bar, Stone of Discordia, Skulls and Roses, The Asphalt Entity, The Magma Massacre, Spectral Invasion, The Obliviatrix.
- New staff input.
- New Ufopaedia articles.
- New Polish names.
- Added mild weights to agent nationalities.
- Vapor trails on some weapons.
- New mini-icons for some scout drones.
- Reptoids use Dragon Breath weapons instead of Gauss.
- Reworked the Alien Abduction and the Hybrid Keep missions.
- Cleaned up default armor lists.
- Streamlined dog inventory slots.
- Nerfed kukris.
- Plasma blade weapons are lighter.
- Ghost Neuralizer, Katapeltes Spiritus, Klein Bottle Grenade and their ammo can be produced.
- Gillman Hero gives Juggernaut Suit now.
- Added paperdoll for damaged Zombie Trooper (by Nord).
- Added soldier icon for Medical Drone (by HinterDemGlas).
- Improved Cyber Armor sprites (by Talpiot) and buffed it slightly.
- Improved paperdoll for Chtonite (by Nord).
- Improved Tomb Guard sprites (by Nord).
- Improved Metamorph sprites (by Osobist).
- Less enemies on The Sound of Graves.
- Researching Syndicate Floppy Disc now makes the Syndicate grumpy.
- No penalty for killing own ghost tentacles.
- Added a balcony to ISLANDURBAN03.
- Fixed the missing urn in The Root of All Evil (sprite by Nord).
- Fixed Arbiter map.
- Fixed turbolaser weapons' selling prices.
- Fixed Counter-Terrorist Combat Analysis.
- Fixed Small Hybrid Convoy.
- Fixed Dagon Temple yields.
- Fixed some trainings not being available for some agent types.
- Fixed Technician giving TU instead of Stamina.
- Fixed Sanity loss mitigation on extraordinary high Bravery (by zRrr).
- Fixed Canister Gun palette (by Nord).
- Fixed Shambler sprite (by Nord).
- Fixed swapped floorobs for Dagon Chosen and Sorcerer.
- Fixed M66's posture.
- Fixed some male paperdolls' shape.
- Fixed Sea Habitat walls.
- Minor fixes.