Here we go again. As always, please keep in mind that while it may seem mostly like finding issues, I still enjoy the game quite much, simply concentrating on pointing out things that are really janky, going out ot their way to grab my attention or disrupt things - and usually it's just negative things that do so. As before, what seemed to be outright bugs rather than design or balancing issue was posted in a relevant thread.
First, let me address previous answer
1. Civilian support is fun, but must be done carefully. Apprehensions aren't suitable, because if the police is already on their tracks, why would X-Com even be involved? Also any feature promoting camping is best avoided.
Then it shouldn't be a problem. X-Com would be involved because local authorities are one thing, but if X-Com wants to apprehend and fly out enemies for enhanced interrogation and disposal, pulling them out of police custody is not a great thing. As for camping, again it shouldn't be an issue with proper balancing of number of police vs enemies. Two policemen, for example, are unlikely to turn the losing battle, but they may kill some enemies denying the captures or be killed, lowering points. At least they could help one look for enemies in those pesky multi-store-buildings maps. But sure, I understand your concern.
I'm not too concerned about Sectoids' CQC abilities. I ewant to make aliens more alien, almost Lovecraftian, so a Sectoid shouldn't be seen in the same terms as a skinny gopnik on speed.
If we talk ufopedia entries and what one can learn about sectoids, their mentality etc, stereotypical skinny gopniks on speed are already much more alien and Lovercraftian.
Anyway, I understand the intent. But if the enemy is portrayed and described in a certain way, ignoring those to raise their stats appears to me as very artificial ramping of difficulty for difficulty sake and not adding to the impression of fighting some eldritch opponents at all, at least to me.
3. There should be less anti-alien opertation in the future, or at least they'll be more structured. We'll talk later about balance. Also, aliens only see for 20 tiles at night, so let's not get dramatic.
5. Your dudes have sight range of 40 at day. AFAIR nothing in the game has more.
Then there's some bug, because it's not that hard to find oneself in a situation where enemies, not only alien but human as well shoot from beyond the range of what X-Com operatives see, no matter during the day or night. Again, I am talking (flat) terrain still not uncovered (black), many tiles away, on the other end of the midsize map as if AI would use a spotter mechanic X-Com can use (shoot at a target the sniper himself doesn't see, with a penalty) but sometimes without actual spotters being visible either.
4. You want shiny armours? So you could be sniped by 40 enemies from the entire map? Would make sense if you could turn them on and off... (You can, but for all units at once, and you start with light on.)
As long as those can be turned on and off without penalty and whether the troopers are seen or see the enemy depends on whether they have light on at that very moment - it could work fine. Still not ideal and a bit rough, but hey, at least you don't have to carry a start-game flashlight into the endgame!
6. No, I'm not allowing rifles on QD, lol.
You're right, that is a problem. Is it possible to make QD slot allow only items with certain tags? That'd solve it. If it's not possible, I guess making at least some of those weapons have smaller graphics - wakizashi, stun rods etc - would make sense.
7. Yes, mass driver/Gauss weapons are heavy. Otherwise, not really. But having to buff your troops to let them use these guns is part of the plan.
Problem with that weight requirement is that rookies are often unable to fight at all as they're unable to wield equipment that would let them do things in mission and get better. It's the problem some other people had with when there's no strange creatures missions anymore - at some point there's no way to effectively bring rookies up to speed in general, while veterans still keep being killed later in the game with no even half as effective replacements despite full gym course done.
8. Metamorphs have almost no armour, so eeeeh?
Must have been very weird rolls or visual glitch as they still withstood shots from M83 Barret and either .308 cal Sniper Rifle or BlackOps Sniper Rifle (don't remember which anymore) without flashing red as it happens when the bullet hits and penetrates unit's armor. Small-caliber pistols (Glocks 18 or BlackOps ones my snipers tended to use as default sidearms at the time) were completely useless.
9. Sanity is a controversial issue. I'lll keep testing, but for now it stays.
Understandable. I, myself really want to like the feature, it sounds nice on paper, it's just I worry it won't work well in the game in the current form, not without being situational and dependant on many changing factors during the mission. And I bring another example of woes I had with it:
Finishing up Black Lotus. Seems like some single ninja survived and his morale is rock solid, despite his glowy idol and all his compatriots strewn all around the place dead. Was looking for him for about 10 - 20 turns on top of about 30 - 40 of the battle itself. Since it's not a tiny map and there's trees, rocks, nooks and crannies everywhere it's practically impossible to find him, especially with panicking troopers. I've set some explosives around hoping he'll off himself but apparently he's never nearby to trigger them. Possibly he's just stuck somewhere and/or goes back and forth as less aggressive enemies sometimes tend to do. Seems like unfinishable mission despite every other enemy dead now unless debugging is done. Now that my troopers are all around the map and I cannot even bring them back to evac zone due to aforementioned insanity panic, it's the alien base raid all over again. I'll spare you crappy self-therapy fanart for it this time.
It seems that the problem is most noticeable whenever it's not a quick mission or one where the enemies gun for one's troopers soon. I probably would leave weakened ambient sanity effect only on the most bizarre, paranormal missions (rituals, hauntings, underground tombs or whatever missions only if they don't require too much navigation of tiny nooks before finding enemies) and make the rest of it additional, long-term damage from morale-decreasing situations or being hit by psionic attacks (to be honest, the stronger of those attacks probably could be buffed vs sanity, rather than morale and lead to a nice trade-off of long-term recuperation vs "mind control is the best ever, in every situation"). A change like that could cancel most of its danger out, but it will also solve the severe problem where both troopers (and the player in front of the screen) go crazy because they have to play hide & seek with some enemy or because the battle itself is just long, even if seemingly few steps from being victorious.
And secondly, great work on the events! Let me list them here with some remarks.
Glad you like them! Of course, if you feel some other faction than the one presented would befit an event more, feel free to make any necessary adjustments, I have no problem with that whatsoever. Also, do tell what's the issue with the events that you didn't mention, I don't mind adjusting them. I also repeat my offer of making events for various parts of the game that you'd want to prioritize, just tell me what would you like to see, about what and/or where.
As for future events, I really liked UAC letter thing that is more than one screen of text. To be honest, as with randomized loot I wasn't aware was possible, I'd like to know what's the limitations of event system so I could make more events and more advanced ones. Also, what are the character/paragraph/line length limits for various messages? I offer to preformat them for the future.
We already have similar ones, so why not. But I'd rather randomize the loot to make it less repetitive. Any ideas for extending the list?
I tried to make it limited to stuff one could expect during some gorey ritual, so probably remains one can sometimes find in the caves could also work. A few suggestions:
Those-remains/piles-of-meat-I-cannot-remember-the-item-name-of. Mysterious skull. Regular skull. Ancient Tablet. Strange Aluminum Tablet. Rusty blade (the one ghouls wield). Dulled Prometheum Crystal.
Outside of cave stuff:
Ectoplasm (especially useful since it's hard to stumble upon it outside of two non-repeatable missions for now), rosary.
The main problem is just the lack of occult items, be they just lore stuff, scientific research items (would help with the fact that one can go usually straight from parapsychology to metapsychology despite how supposedly researchers have plenty of things to investigate in that new field and that there's almost no lore or investigation on dreaming or Children of Aether) or weaker-tier psi-weapons (some charms, ritual dagger with some bonus damage from Psi strength and skill). I had some hard time finding the gift for "package from unknown occultists" event I've made earlier because it's either useless stuff they wouldn't care to send X-Com or either powerful or at least expensive psi weapons with nothing in-between.
I think it's more of an event than a dossier. Okay.
Yes, it is. What I mean is whether it wouldn't be better for there to be a dossier entry on the celebrity that'd allow the event once researched, for example.
Sure, very vanilla. (The players will curse us for all these negative events!)
Hm, you say? I'll try to add a few more positive ones for the future.
Cool, but it should be enabled also by beetles. (Which means I'll have to add a separate research... )
True. As mentioned I don't know what are the limitations of the events (what triggers them, what they can activate in turn) so I work kinda blind, using the events I've already seen as the basis. Apologies.
(renamed to "Prelude to Invasion"), Holy Protection, New Age. Other events are to be decided, as per my remarks above.
Sure. Though if the event is to be prelude, it probably should be triggered a bit before invasion itself, just when first scout UFOs are being seen (which is usually, IIRC, third quarter of 1998?)
I wait for the remarks for some of the other events I've made and you didn't seem to comment on yet so I can adjust them as well the stuff you've mentioned. A few new ones I'll probably include with the next feedback.
Thanks, man!
Hey, thanks to you. I just do a bit to flesh out what I can.
Now, onto weird stuff I found so far:
- Knockout grenades give "correctional officer", likely due to their stunning nature but almost never "grenadier". In general grenadier progresses very slow because compared to number of times an agent shoots a gun per mission, grenades aren't used as often even if from player's perspective every mission finds some use of them.
- Currently one either has to force agents to use thrown weapons like throwing knives or shurikens or they'll have a very hard time improving throwing accuracy with stuff like grenades as well.
- You can get laser weapons technology lead by researching alien laser rifle, but you cannot do the same with human laser tech (used by MiB), laser pistols, hydra laser and similar if you find them first - they don't lead to the laser tech at all and/or cannot be researched till later in the tech tree than alien laser rifle tends to be.
- Lost CQC struggle with a spider. While using pretty strong character. Spiders and other smaller creatures shouldn't even attempt such thing, not knowing what a gun is. I can understand them generally flailing at whatever is pointed at them and can also imagine CQC involving them jumping at an agent, but they still should have considerable disadvantage.
- Exalt HQ raid is a battle mostly inside a modern, furnished building. It should get many more artificial lights, if only for the sake of defenders protecting it at night.
- One can fly fighter jets (Arrow), make and fly Shyhawk and Skyrider before researching advanced flight training. An early game anti-UFO ship that's dependant on regular flight training would be good, possibly with Arrow pushed a bit further back and slightly upgraded into an actual tech (maybe even making it a choice - one either can unpack mothballed Arrow to get a single fully functional aircraft or research it to design something that will cost time and money themselves). At the same time Helix transformation tech depending on some advanced aircraft flying skill seems kinda weird.
- Many "normal" (as in not energy-blade ones, but tritanium and below, including regular combat ones) knives still unavailable for covert labor missions.
- Muton corpses allow one to extract synthmuscles but mutons captured alive who then turn useless (no new research topics to investigate) can only be sold. An analogy to bioextraction option for zombies, that allows processing of both corpses and alive subjects would be welcome.
- Gillman attack is very strong, while accurately employed as a mortar attack outside of whatever gillman sees. Stuff like cyber armor seems to not really protect against it despite resistances, allowing it to instakill troopers that can tank high-caliber sniper rounds and rarely even energy weapon like laser or plasma (one-shot kills against experienced, 60+ health agents in cyber armor are hardly rare). The ufopedia entry is suspicious in that it's supposed to be 90% accuracy aimed attack but there seems to be no accuracy penalty with distance, allowing gillman that accuracy even when shooting from 20 - 25 tiles away at a trooper hiding in a narrow alley between two buildings. The enemy's pretty alright but if their attack is more powerful than what majority of their compatriots can throw at the player - be they Dagon cultists or Deep Ones - shouldn't they attack in boundaries of what they see or be moved to more strategically important missions like outpost defense (especially since their ufopedia entry claims they're mostly employed for guard duty but I see them in every deep ones raid)?
- Also, I assume it's a matter of redesign and assets, but ufopedia portrays Gillmen as using guns.
Once again, thanks for your time.