Handcuffs. How do these work...
From a glance at the handcuff script, which may be wrong: handcuffs have a value that's subtracted from strength and stacks across multiple applications. Units have protection from it, which can disable applying handcuffs. These values seem to be 40 for normal cuffs and 60 for Tritanium, and 0, 50 or 100 for protection, essentially either making certain critters (Gilldogs, Waspites, rats, etc) immune or only cuffable by Tritanium (Minotaurs, Werewolves, Zombies, etc). The lists are hand-crafted, so cuff immunity is whatever Solarius wants it to be, no implied relation to strength, e.g. rats are pretty weak. Cuffed enemies are in a state of 'max stun', and recover their true stun values after breaking free. Each turn, units get a percentage roll to escape, with success being [strength - stacked cuff value]%, but always at least 10% chance to fail. Which is a bit weird, because it implies two Tritanium cuffs will keep Werewolves down forever. Maybe I'm mistaken.
I assume their consumable nature is an engine limitation.
Electroflares.
Flares are intentional, since I recall there being a time when they did glow in your hand, and it was a PITA.
Do you get set on fire for walking through fire
No.
for standing in fire at the end of your turn
In or
next to a fire, since fire spreads.
How much damage do you take when standing in fire, or while on fire, do they stack
Standing in fire: 1-12 depending on what's on fire, being on fire: 5-10, seem to stack.
is there degrees of "on Fire"
No.
...how long/what are the chances of stopping being on fire.
Random roll when being set on fire, between one and armour incendiary damage modifier/20 turns, so usually fire lasts for 1-5 turns.
Does unit size change fire damage.
I don't know for sure, but I think not, except for AoE direct fire damage.
Does fire actually burn down terrain, like bushes or hedges or trees?
Yes, but looks like only more flammable types of terrain.
Projectile speed. Is there a way to enhance this further...
The 'bulletspeed' attribute of individual weapons/ammo. For regular guns, 10 is already pretty fast.
Melee Dodge. I can calculate the value, but I don't know how it is applied. I assume there is a randomized contest between the attackers melee dodge, adjusted by Close quarters combat accuracy in some way for ranged weapons, or weapon accuracy for melee weapons, as well as facing.
But what is the actual equation?
Melee dodge is a flat reduction from hit chance, so [calculated accuracy] - [dodge*facing penalty]. Which makes it
very powerful at lower levels. Accuracy calculations are done beforehand, dodge only applies to melee weapons and CQC. CQC accuracy modifier just changes the
defensive gun kata roll, it's not about hitting anything yourself.
Attacks from behind get a 50% penalty, and presumably from the sides are 62.5%, 75%, 87.5%, and 100% for the front.
Mostly. You calculate your melee dodge value, multiply this by the penalty, and that's the value that gets subtracted when you stab people in the back. Scaling is as you write.
Crop Circle Time Limit. Why is this here, and why do your agents die?
Engine limit, done away with after the reinforcement mechanic became available. Presumably, your agents were stuffed into a MiB cell and forgotten.
But, again, still don't actually know how it works.
Does it really matter, unless you want to mod the game yourself? Stab people in the back, take a step away to nullify gun kata, m-click your soldier and press F1 if you want to see the exact hit values (needs debug mode).
Black Lotus Witch's description suggests they should have a forcefield. They don't have that in their stats, in the wiki OR ingame, and also lack any special resistances like 50% kinetic or w.e.
What was intended here? Bug, bad description, or misunderstanding?
No telling with Solarius's take on 'realism'. I assume he just forgot, but maybe there's some extra-convoluted reasoning for it. (Yes, I'm salty. I just read the fire extinguisher debate on Discord, and that confirmed my worst assumptions about his design principles.
)