And here we go.
Bugreport: M.C. Focuser doesn't work (almost always misses).
- Fixed
Bugreport 2: Ion-Armor psi defense is bugged (and probably STR_WALKER_UC psi defense is bugged too)
- Fixed
Ok, thank you for you patience, but I have another question - is it possible to change that fast rate of fire to more slow via script files according different game difficulty or it's hardcore programed? If you remember Dreadnought in Terror from the deep (vanilla variant, but using openxcom or OXCE) shoots hard but not so fast like that USO. How I can change that rate of fire if it even possible?
Rate of fire of USO's was increased in mod, but power and aim was reduced to maintain balance.
The mission scrip of this mod incredibly bugged. Infinite wave of aliens even on beginner. Testing now in debug mode. This is madness - aliens building their colonies in same spot again and again. Sometimes you can get 2 colonies builded in 2 miles between them or even one under another in same place. Even Meridian mentioned mission generation bugs in his last videos. And what the hell this lady doing underwater?
P.S.
Jesus, as i said totally bugged. I just destroyed 2 colonies in raw, and they build 2 more i same place:
Aliens, building multiple colonies are not bugged, this is an invasion after all.
Building colonies on a single spot is a engine bug, hovewer. I can not fix it.
P.P.S.
More bugs today:
Friendly Jellymen has wrong name if middle click used:
- Fixed
The mod script no longer generate Pirates attack the ship version (which begins Barracuda research line) since June month and you will fail (my last attempt).
Wrong, pirates will spawn until you gain church data bank. And after that church begin to attack military arsenals. (35% chance per month)
I'm not unlock containment because no aliens appears at all, only mission on shore. May be it was my RNG, but I think game script is bugged now. Infinite infiltration waves of USO's regardless of difficulty, starting from June or Jule. Oh, one important moment for me - my last pirate ship mission fails because Triton get destroyed by HK, while it was on the way to mission. May be it affects or may be not, I don't know.
Random allmighty, plus maybe not enough sonar coverage.
Must admit, Meridian in his letsplay countered almost no ifiltration growing. Less than i expected. Because of random, i think.
Having a bug where the upgraded Jet Harpoon ammo is not being brought into mission inventory screen (equippable in base). Any Jet Harpoons with the Supercavitating Ammo do not show up in the post-briefing equipment phase, and none of the unloaded SC ammo shows up either.
I'm on the latest OXCE build, so it may just be some incompatibility there. Lots of other guns are working fine so it's not pausing my progress.
SC ammo can be used only under water. So if you take them to the land mission, they will not be shown.
Seems this mod dead now, because author abandoned it and not response at all. Locust can't be stunned. This noob guy has melee 80% accuracy with tazer and tried few times stun it, but no effect. Beginner difficulty. For people who want and can resolve it, screenshot and save file:
It is intended. Try to hit fly with stick and you understand why.
According USOpedia words about Enhanced Aquatoids: "...As side of effect, we have observed significantly decreased M.C. capabilites...", but after I checked units.rul file, I've found what all psiSkill parameters same as in Vanilla's equal file located in game folder (Path to OXCE installatation\standard\xcom2). For example this from mode file:
- Fixed, thanks.
1. On the second stage of T'leth mission one cannot put all the 30+ aquanauts on evacuation zone.
It's does not sound logical. Only if all the present aliens are killed then one can use all live aquanauts for the 3rd state.
2. Why not replace all aquanauts in T'leth with armored aquanauts or at least with freaks and hellcrabs to make the life of a gamer more amusing?
3. How the freaks can move in land if they seemingly don't have legs? Same for nagas. I don't know any animal that type of anatomy. Snakes don't have hands.
1. Fixed
2. Agree, done. First T'leth level now posessed by Freaks;
3. They have. Look at USOPedia.
So, new version is up.
Changelog:
- New unit - naga honor guard;
- ion armor and ogre shields improved;
- mag-ion armor now calls "mag armor";
- jellymen reaction improved;
- sonic oscillator nerfed even more;
- naga spawn reduced, and additional naga missions stops not after research alien key, but after research naga commander;
- alien key manufacture fixed;
- exosuit now gain additional light in abyss;
- minor fixes, mostly reported by Meridian in his letsplay.
- updated to OXCE 5.6.2.