Looks like I missed some posts... Let me address them now.
Edit: I looked around and doesn't armored car leads to mounted machine gun? Though I still don't seem to have access to those despite researching it. My humvee's were unarmed, helicopters are getting outdated and I am slowly moving into skyrangers now.
That's only for the Pedia entry, for stats display. There is no such thing for X-Com. (And you shouldn't even know about this research, it's all this goddamn tech tree viewer's fault.)
I understand. Maybe then interrogations on MiB scientists could also lead to such theoretical research topics? After all, they have to get the inkling of how to make such kind of stuff, since I got my first non-alien laser rifles off of MiBs. And since it's still relatively strong mob one needs to catch and interrogate it wouldn't be too easy either.
The MiB have it easy, they just get alien goodies with a manual attached... But on the other hand they do have a robust lab, as evidenced by using Reptoid tech.
Still, I think there are more direct sources than the MiB. Not sure which ones, but Reptoids have power armours, so they must have good batteries.
As for general battery issues and getting the tech too soon, maybe it could be handled by allowing one to make weaker batteries by default (offering merely something like two shots that would make them work but much harder to employ as easily as currently) and setting up current batteries as an upgrade that'd have to be looted of MiBs if one wants to have such without researching his own? It certainly worked pretty well with regular and larger magazines for Glocks where with the former the pistols would probably be quickly forgotten, but then the latter gave them new life.
Yeah, I've been thinking something similar, but it all depends on where this tech comes from.
Just in case, I played around with a debug and indeed there were small pockets of space in those areas imprisoning the creatures just with no way to get to them. Also, funnily enough 10 - 30 minutes later IRL I got another cave mission, this time with giant worms and they had similar issues - one or two were stuck in inaccessible area and the rest couldn't squeeze themselves through most corridors, just sitting there stuck and waiting to be killed (though they could at least shoot back).
I went through all these maps and while I noticed a few imperfections, I don't think it was anything as bad as you described. Next time it happens, please attach a save in case I missed something.
Perfectly understandable. Plus, the claustrophobic areas add to the challenge. I think just widening corridors to two tiles so aforementioned shamblers and other similar creatures can squeeze through would be enough to make those caves dangerous enough without being too open - wouldn't even have to be all of those corridors either, just enough of them so the creatures can move at all and be approached.
I don't personally think it's a huge problem, but I did widen some corridors.
I may be mistaken, in which case feel free to correct me (and I cannot even check mapping manual right now since I get timeouts) but aren't starting locations for agents and the equipment not put on them set manually? Moving them to the same tiles entrance/evacuation tiles are would probably do it.
But there is no entry area on that map as such. It's a special case.
Not sure if this counts as a bug, but I just had a civilian steal a sonic pistol during a Deep One sacrifice/attack. Is it possible to configure how loot picked up by civilians is treated?
AFAIK it is not possible to discern between researched and unresearched weapons when it comes to civilians.
My headcannon is that civilians are so stupid that safety measures fail to stop them.
The last paragraph of the Black Lotus rationale ufopedia entry has an unecessary space in front of it: (...)
Indeed, thanks.
Cyberweb Raid map has non-solid terrain in one of the small hills on ground level:
Is this intended?
Sorry, I don't understand what you mean... And can't see anything wrong with that hill.
BTW, did you have any luck yet figuring out the soldier sprite issue? Have you been able to reproduce it? Otherwise I'd have to look on my end, might be something esoteric like driver issues etc.
Yeah, I'm getting this too. Will investigate further, hopefully just a bad handob.
Any mission that ends in a surrender with space cyberweb personnel causes the game to crash.
Oh boy... Sorry about this. Will throw a quick fix on GitHub in a few minutes, working on a proper fix.
Chemical flares get destroyed even when they aren't activated.
This one is intended due to how they work.