Thanks for your diligent work, as always!
I fixed the strings, except the STR_COUNCIL_POWER_CHAIN_UFOPEDIA, because I've done it already. Your version is better, but I still have some doubts about which one is more informative.
Here is my (brutally mangled) version:
There are two main categories of organizations serving the Council. The first category are referred to as 'technical' and covers global administration; for example, the World Bank. These organizations are expected to do their thing efficiently to ensure that the global order is maintained. Their affairs are generally not discussed during Council sessions, they are only monitored for results. Each of them is supervised by a High Commissar (a member of their inner circle of the Council but not one of the actual deciders) and audited by other High Commissars. The other category is often called 'political'. These organizations, while often smaller than some 'technicals', are considered to be a part of political struggle. Such entities are harming certain big factions while others profit from them, so they are viciously contested and fought over. As you probably guessed, we are in the second category: promoted by some part of the Council, but to the detriment of some other factions. This is why we have so many enemies and stupid obstacles; but also this is why we enjoy so much leeway in our mistakes.
- The Aqua-Plastic Suit 'pedia entry is available prior to being researched.
The silliest kind of bug. Fixed.
- Underwater missions only list Diving Suits and Coelacanths as valid armor, but other armors are allowed as well, such as the Power Armor and the Synthsuit.
I need to talk to Meridian about this, but I think that's before these other armours don't have underwater Ufopaedia pages.
- The Flame Spider article claims it often explodes upon death, but I've never seen this happen.
Well, it should ¯\_(ツ)_/¯
The ruleset looks fine... I should test it.
- The Plasma Sniper Rifle Clip does not have the standard plasma features like setting things on fire or getting 2 damage rolls. Oversight or intentional?
Oversight. The properties were defined twice. Fixed.
- The Fusion Torch should maybe block both hands, because cutting a hole in a wall is no problem even wielding it with just one hand.
Good idea. Changed.
- The Shogg Blade claims it's "too heavy for use by normal humans", but it only weighs 14, which is pretty doable. It also claims it is effective against armor, but it has no bonuses against armor at all.
It's much heavier than other similar weapons. I changed the description to "his short sword is too heavy for
comfortable use by normal humans".
It ha no bonuses against armour, but no penalties either, as opposed to most bladed weapons.
- Perhaps the Blaster Multi-Bombs should be producible, because they don't seem much different than the regular Blaster Bombs.
Yeah, agreed.
- The Ancient Mummy Matriarch is never recovered even if it survives the Ancient Mummy Abode mission.
...And this is a critical fail. Thank you for noticing this. Fixed; you can hack the Ancient Matriarch into your save now.
- Given that the Jarhead interrogation unlocks both the Jarhead Combat Analysis and the Jarhead Pretender Analysis, consider arranging the Jarhead missions so you always get a mission with Pretenders first.
This is a royal pain, are you sure it is necessary?
- I don't think the non-Pretender Jarheads should bleed.
Debatable, but I've decided that since they have pretty normal brains, then they are susceptible to trauma. I'm not sure how much sense it makes from a medical perspective.
- It is possible to pass through any of the the Stormfist's diagonal walls.
Huh, weird - this map is like 4 years old. Will fix it in a moment.
- The built-in weapon of the MAGMA Chainsawbot is misaligned.
Fixed.
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Thanks a lot!