It's been a very long time since I've been here last. Most probably didn't notice, what's with me being some random anyway, but despite rather hectic situation in real life I finally got to play some more X-Com files and now I do my part reporting some things.
First a couple of issues when I tried to run the game in Brutal OXCE to test the facilities mod (I really like the smaller garages for smaller vehicles) - posting them just in case someone can confirm/deny they're really BOXCE fault and its dev(s) should be notified or not:
- Some things I found and got from land surveys yet I couldn't research: [regular] secret files (despite still having some of its dossiers unknown, top secret files works fine), human sacrifice, [generic] corpse
- Can't use melee with some guns, only those who had special attack (bayonet etc) given to them. Just no firing mode option for that. However, operatives have no problem bashing things with rifles in melee reaction fire.
- Taser cannon can and will be used by everyone. Random Strange Life Form mission with zombies, civilians ran straight for my van to pick up some. Police vs Monsters mission - some policemen AND a zombie knight who first panicked and dropped his greatsword also ran for my vehicle and picked some taser cannons to use. Men, monsters and supernatural creatures, all united in harmony by the prospect of zapping others.
- In general, I am pretty confident the above is a common issue in regular OXCE, with many creatures having no problem with putting their claws/paws/hands on X-Com guns and using them with no issue - but just in case I am wrong...
Some other stuff, with game run in OXCE/likely unrelated to BOXCE
- Inconsistency: autopsy of a muckstar reported that the creature generates and uses bioelectrity, live muckstar research day later told me it attacks with psionic abilities.
- I found a canister gun. I could research it and then have its recipe in the workshop, despite never acquiring, yet alone researching a single piece of alien alloy it requires.
- In general, perhaps some entries for certain otherwordly creatures and cult units should be slightly changed to "uses unknown, possibly yet not understood, paranormal means" rather than declaring psionics, since one can research and being told about their abilities long before metapsychology prerequisite and coining the term in-game happens.
- Exorcism (haunted house) mission - loadout items all spawned outside the evacuation zone making the player lose it all should they evacuate (screenshot)
- Some text strings missing (screenshots)