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Internet Kraken
Apr 24, 2010

slightly amused

Harrow posted:

I want to mod out enemy dodge chance and just give dodgey enemies more health to compensate. Even if it's functionally the same amount of shots to kill them, it's just so loving frustrating to see that "Dodge - Grazed!" pop-up.

Either that, or just display their dodge chance in the confirm shot window so that you at least know what your odds are.

Dodge is just a stupid mechanic because there's little you can do about it. Armour is a similar but good mechanic; its consistent, its visible, and there are ways to work around it.

Dodge is completely invisible so you only learn about it after it fucks you over. The only way to work around it is with hits that are guaranteed, but that's the same stuff you use against armour. So when you need to shoot enemies with dodge, and of course you will, its just pure RNG. You can shove a shotgun in a Viper's face and it will somehow manage to be grazed for a pitiful two damage.

I dunno how I would rebalance it but it sure as hell isn't a fun or interesting mechanic.

EDIT: I think for starters, dodge chance should fall dramatically as you are closer to the damage source. Long range shots can be avoided, a big gently caress you at point blank range can't be.

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MikeC
Jul 19, 2004
BITCH ASS NARC

Kai Tave posted:

This wouldn't actually make you feel any better when an Archon with 25% evade rate dodges three shots in a row.

But knowing the odds is important for planning

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
I can empirically state that having a psi zombie in the final boss room causes bosses to spawn.

Although maybe that doesn't count as mind control. Hm.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

ZenVulgarity posted:

Anyone have an issue with the All Armor Looks unlock not working with some of the other armor adding mods?
I have. I'm using All Armor Options and I've only been using it in the character pool so far, but if I try to use any full body armors (the civilian or resistance pack ones that require you to make the standard arms/legs invisible) then eventually, either when changing options or loading up that character again, the changes will reset and I'll have a floating torso. I wish they'd stay, because godamn, some of those civilian suits are really cool, but it just seems too unreliable. So I guess I'm taking it out. :(

Harrow posted:

I dunno, would people be more engaged in the late game if it took some cues from Darkest Dungeon, only with less grinding? Make it easier for soldiers to die, but make it easier to recover from that, maybe.
This is why I just picked up this mod, which makes it so the avatar project never gains its own independent progress pips. Instead pips are only provided by alien facilities, which are built slightly faster. So it's now possible to keep it at bay forever, which means you can come back from almost any failure given enough time and effort, and as a result, casualties/mission failures are not such a big deal. However it's not the same as removing the avatar project entirely, because you still have to be on top of keeping the pips down.

Harrow
Jun 30, 2012

Internet Kraken posted:

Dodge is just a stupid mechanic because there's little you can do about it. Armour is a similar but good mechanic; its consistent, its visible, and there are ways to work around it.

Dodge is completely invisible so you only learn about it after it fucks you over. The only way to work around it is with hits that are guaranteed, but that's the same stuff you use against armour. So when you need to shoot enemies with dodge, and of course you will, its just pure RNG. You can shove a shotgun in a Viper's face and it will somehow manage to be grazed for a pitiful two damage.

I dunno how I would rebalance it but it sure as hell isn't a fun or interesting mechanic.

I say just ditch Dodge altogether and use Ranger class abilities to paper over it in less bullshit ways. Archons could have the Ranger's Shadowstep ability so they never trigger overwatch shots, for example, and Vipers could just have a couple more HP and the Ranger's Deep Cover so they automatically hunker down right away after you activate their pod. Show them coiling up behind cover or something. Then they're unique: Archons counter your overwatch ambushes, while Vipers are much harder to take down on the first turn before they can grab you or poison you.

Maybe also give Vipers Blast Padding from the Grenadier class so that the answer isn't just "grenade 'em."

Harrow fucked around with this message at 23:44 on Feb 18, 2016

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

SeaTard posted:

They are? Other than Jane from the tutorial, gently caress if I could tell you what the name of any of the guys in my game. I just know that my main squad is two rangers, two specialists, and then a grenadier/psi.

Yeah, but you also have to remember which specialist got the +20 hacking rolls (they're the only one that can reliably take control of a mech / sectopod), which ranger has the mobility upgrade versus the aim upgrade, etc.

Harrow
Jun 30, 2012

Speaking of lots of mods and multiple campaigns: is there any way to juggle two campaigns that each use different mods? I'd kind of like to keep my existing Commander campaign going, but I don't want to have to keep track of which mods I'm using for each campaign as I load up the game each time and check them all off one-by-one. If I gotta, I gotta, but I'd rather not.

Vib Rib posted:

This is why I just picked up this mod, which makes it so the avatar project never gains its own independent progress pips. Instead pips are only provided by alien facilities, which are built slightly faster. So it's now possible to keep it at bay forever, which means you can come back from almost any failure given enough time and effort, and as a result, casualties/mission failures are not such a big deal. However it's not the same as removing the avatar project entirely, because you still have to be on top of keeping the pips down.

Oh, I like that. That's pretty great. I'll add that to the list of mods I'll use on my Commander+ campaign. Right now it's looking like:
  • Commander+ difficulty, obviously
  • Increased Enemy Squad Size
  • True Retroactive AWC + pick AWC perks
  • Avatar Project Rework
  • It's Just a Scratch (wounds don't happen unless your base, non-armor HP gets damaged)
  • Grenade Damage Falloff + non-tile-locked grenades and psi
  • Maybe try to replicate some of Beagle's INI tweaks to make enemies smarter in their positioning/preferred engagement range
My goal is to make individual combats harder/less predictable/more varied while simultaneously making the consequences for a lost mission less punishing to your long-term game.

Harrow fucked around with this message at 23:47 on Feb 18, 2016

busb
Mar 19, 2009

Thorgie
You can't have it both ways - people complaining that every battle situation is solved and people claiming the dodge mechanic makes it so that you can't accurately plan out every move.

I think a display of dodge chance would mitigate expectations a lot but getting rid of dodge entirely is a dumb idea, precisely because it makes turns somewhat unpredictable mid-lategame.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

GreyjoyBastard posted:

I can empirically state that having a psi zombie in the final boss room causes bosses to spawn.

Although maybe that doesn't count as mind control. Hm.
Did you get the little cutscene where the first boss appears to taunt you when the psi zombies walked in? My archon didn't trigger it at all, and I was awfully surprised when the first human through the doors did.

Internet Kraken
Apr 24, 2010

slightly amused
Oh and dodge negates crits to. A 99% to hit with 110% to crit turns into 3 damage. loving amazing.

VVV Depends on your ingame situation. Worth noting that the dark event avatar progress will be tied to a random facility, so you can still get rid of it by destroying that facility. I'd normally consider other dark events to be more pressing.

Internet Kraken fucked around with this message at 00:28 on Feb 19, 2016

Destro
Dec 29, 2003

time to wake up
Is it worth countering the major breakthrough dark event? I've just been letting the avatar timer fill up and then hitting a facility or story event after it gets down to a day, so unless the major breakthrough takes time off the timer that occurs after the avatar bar fills up I wouldn't think that it would be a big deal.

aegof
Mar 2, 2011

If you're in contact with, or can fairly easily make contact with, a region with an alien facility or have a plot point you can wrap up on short notice, the avatar timer is no real threat. Once it fills up, you have a period to scramble and do a thing to knock a pip off to be safeish again.

Internet Kraken
Apr 24, 2010

slightly amused
Oh my god sectoids will execute mind controlled soldiers if they don't see anything else to shoot :stonk:

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Internet Kraken posted:

Oh my god sectoids will execute mind controlled soldiers if they don't see anything else to shoot :stonk:

Hahaha holy poo poo, really? That's incredible :magical:

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Internet Kraken posted:

Oh my god sectoids will execute mind controlled soldiers if they don't see anything else to shoot :stonk:

:aaa:

When does that even come up? They blindside a lone scout?

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Lotish posted:

:aaa:

When does that even come up? They blindside a lone scout?

I could see it, early game you could have a situation where you've got a spare turn but the enemy is all in heavy cover and you can't productively engage because your grenadier or point man got a bad roll on the mindspin so you take a turn to re-position everyone and mind the LOS so they can't get shots on you, then bang

unlikely, and never happened to me, but boy that would be brutal

Deuce
Jun 18, 2004
Mile High Club

Vib Rib posted:

I have. I'm using All Armor Options and I've only been using it in the character pool so far, but if I try to use any full body armors (the civilian or resistance pack ones that require you to make the standard arms/legs invisible) then eventually, either when changing options or loading up that character again, the changes will reset and I'll have a floating torso. I wish they'd stay, because godamn, some of those civilian suits are really cool, but it just seems too unreliable. So I guess I'm taking it out. :(

This is why I just picked up this mod, which makes it so the avatar project never gains its own independent progress pips. Instead pips are only provided by alien facilities, which are built slightly faster. So it's now possible to keep it at bay forever, which means you can come back from almost any failure given enough time and effort, and as a result, casualties/mission failures are not such a big deal. However it's not the same as removing the avatar project entirely, because you still have to be on top of keeping the pips down.

Completely unneccessary. You can naturally hold off the avatar project essentially forever. I finished off every single research project, accumulated thousands of supplies and like 800 intel, trained up six PSI troopers to maximum, and still have more facilities to whack. I've even been skipping missions for months, resulting in several avatar project breakthroughs.

People. The doom clock is meaningless. You have as much time as you want.

Coolguye
Jul 6, 2011

Required by his programming!

Thyrork posted:

Dunno if it'd make your life easier by making and linking mod collections in a weeks time. Would it? :v:

I would unironically enjoy PMs of your preferred mod sets sometime over the next week or so, actually, yes.

Posting it in the thread is cool if you don't have PMs, but you'll want to have it ready for posting sometime next weekend. I'll probably make a post asking for contributions and then give 24 hours to look over it. The reality of the situation is that I'm so busy recently that I hired someone to do sound editing for my loving Let's Play, so an hour or more to crawl through a few thousand posts is something I do not have.

Synthbuttrange
May 6, 2007

If you keep putting off raiding sites til you get magnetic and plate you will get overrun tho.

Internet Kraken
Apr 24, 2010

slightly amused

Lotish posted:

:aaa:

When does that even come up? They blindside a lone scout?

Let me tell you about the Suburban Disaster.



So we have a mission to recover some vial hidden in a Chilean suburb. Right off the bat, I spot a pod containing the first archon of the campaign, so that's great. I want to avoid it before getting the objective, so I sneak around it. I move up to the house containing the objective. Around this time I realize, if I grenade the wall I'll have sight of the objective for hacking. There's a risk there's a pod hidden in there, but I'm super paranoid about the archon patrolling into me so I go for it.

Turns out there was a MEC and two stunlancers relaxing in the family room and I just blew up their TV or something. So they come charging through. Bad, but I kill the MEC and can flashbang the troopers to prevent them from being to damaging. But here's where hubris and poor planning caused my downfall; I realized I could blow up both the lancers cover instead of flash banging them, exposing them to my troops. 3 shots to kill two of them, all with good accuracy though so how could it fail?

Two of the shots miss and the third grazes because lancers have dodge now. Oh.

Lancers respond by clonking a guy unconscious and stunning another. I revive protocol and execute the lancers, but now there's reinforcements coming! Between healing and killing the lancers, I don't have any moves left for overwatch. So out pops a shieldbearer, trooper, and MEC. That's perfectly manageable, except at the same time a viper and 3 sectoids come in from the backyard. So now things are looking pretty bad. I grab the vial, kill the MEC and trooper, and almost kill the shieldbearer. But the aliens retaliate, and its not pretty. Viper poisons two of my guys because of course. One sectoid lands a mind control on a ranger, and the two others actually shoot instead of wasting turns of corpse animation. They both crit my specalist, so she's almost dead.

Oh and then another shiledbearer and viper show up.

So I make a full retreat, abandoning my ranger thinking he would spend a few turns mind controlled and then I could run him out. I evac my specalist with the vial, completing the mission, but I'm still determined to make my stand. This is when I discover that, lacking any targets, the sectoid starts shooting my mind controlled ranger. I was horrified, but there was no way to help him. He should have died, but amusingly the shieldbearer's put up shields on him that gave him enough health to survive. Eventually, he came back to me.



But its all gone to hell. We can't take out all the aliens and there's an army of zombies slowly crawling out into the forest. The viper spits more poison on my soldiers, and without medkits left there's no way I can win. Everyone evacs out, so we survive but our pride has been wounded terribly.



Oh well! Its not like the avatar project is about to complete or anything! :shepface:

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!

SynthOrange posted:



http://steamcommunity.com/sharedfiles/filedetails/?id=626235605

Fancy Dress Party has been updated to include a unicorn mask and a wizard hat, as well as enabling them on civilians and off-duty soldiers.

Welp. So much for doing my IG voicepack before the weekend. This poo poo needs a proper wizard voice.

Schizotek fucked around with this message at 01:17 on Feb 19, 2016

Away all Goats
Jul 5, 2005

Goose's rebellion

Holy poo poo, reading some of the game design ideas in this thread over the last few pages makes me really glad none of your were actually involved in developing this game.

Also some of you need to get it out of your heads that getting a flawless rating where nobody on your team takes any damage at all should be a rare occurrence, not the guaranteed outcome of the flawless execution of your tactical genius.

"No battle plan survives contact with the enemy" and all that.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Internet Kraken posted:

Oh and dodge negates crits to. A 99% to hit with 110% to crit turns into 3 damage. loving amazing.

VVV Depends on your ingame situation. Worth noting that the dark event avatar progress will be tied to a random facility, so you can still get rid of it by destroying that facility. I'd normally consider other dark events to be more pressing.

You know they could just have dodge eat into crit before becoming damage avoidance - so 25% dodge against a 25% crit shot just makes sure the shot can't crit, but against a 15% crit shot there'd still be a 10% dodge chance (and not obfuscate dodge stats for the player obviously). That way you can counter it without removing the mechanic entirely.

Edit: vvvv Overwatch is really gimped badly enough with the massive aim penalty and opportunity cost, it doesn't need another exclusive penalty. But if you got rid of the aim penalty and made dodge overwatch exclusive then...that'd be cool too.

DatonKallandor fucked around with this message at 01:31 on Feb 19, 2016

Morzhovyye
Mar 2, 2013

Dodge should only apply to overwatch shots, you can't really dodge bullets when you're in cover/standing still. You still can't really dodge bullets while running from point to point, but I'd assume it's easier.

02-6611-0142-1
Sep 30, 2004

I'm about to hit the blacksite because the doomclock started counting down, but then just as my dudes were healed up a terror mission popped up right next to the blacksite. When I finish the blacksite, will that terror mission still be available?

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

02-6611-0142-1 posted:

I'm about to hit the blacksite because the doomclock started counting down, but then just as my dudes were healed up a terror mission popped up right next to the blacksite. When I finish the blacksite, will that terror mission still be available?

Yes it should be.

Edit: I think you have like a couple of days before a mission disappears and you get whatever penalty for skipping it.

Taffer
Oct 15, 2010


Is there a mod that applies (or adds another way to unlock) the continent bonus that allow reusable PCS and weapon upgrades? Searching "lock and load" on the workshop was no dice.

There is a mod that turns the +1 weapon upgrade continent bonus into a proving ground project, which I love. Advanced Modular Weapons

Snow Job
May 24, 2006

Harrow posted:

I want to mod out enemy dodge chance and just give dodgey enemies more health to compensate. Even if it's functionally the same amount of shots to kill them, it's just so loving frustrating to see that "Dodge - Grazed!" pop-up.

Either that, or just display their dodge chance in the confirm shot window so that you at least know what your odds are.

Someone should make the stock add its damage to graze hits. I poked around in the files, but damned if I can figure it out myself.

wuffles
Apr 10, 2004

So I'm probably jinxing myself but I've just been able to get my Legend Ironman run off the ground and somewhat stable. I just completed my second retaliation mission, have GTS, power, and 1 day from AWC. My next construction project will probably be a workshop then proving grounds or resistance comms depending on Avatar progress. I messed up a bit and didn't do the Faceless autopsy right away but it's in progress now and I have enough corpses for 1 beacon. I've picked up some advice from this thread for the early game (added a second flashbang to my load out for example) but if anyone has pointers for the next few months I'm all ears. I'd love to get a psi lab up ASAP but resource/power wise I'm not sure how practical it'll be.

My advice for the early Legend campaign (which some may disagree with) is to skip the first VIP mission. You pretty much HAVE to get that engineer in the first guerrilla ops mission but I don't think it's worth the risk for the scientist and Intel from the first council VIP mission. For me its always been easier to hack the box in 8 turns than get a VIP to the evac in 12 without getting all my troops killed or in the infirmary. The VIP missions are the worst because if you gently caress up or have bad luck you can't evac.

They're actually the shittiest missions in the game because of how unfair the loss condition is. Think about it:

Capture/protect/destroy the objective: if you fail the timer you can get kills, loot, and exp and leave the mission with SOME benefit.
If you meet the timer but have to EVAC you still counter the dark event and get exp and maybe loot from whatever kills you did secure.
If you get too many civilians killed on a retaliation or have to evac you can still leave with your soldiers, exp, and possibly loot.

Fail to meet the timer on a VIP mission? Anyone not in the dedicated evac is captured and if they were holding the loot it's gone. It's very likely a total loss. Can't cut your losses and leave, and most likely you'll be mowed down booking it to the evac zone.

TheSpiritFox
Jan 4, 2009

I'm just a memory, I can't give you any new information.

Schizotek posted:

Welp. So much for doing my IG voicepack before the weekend. This poo poo needs a proper wizard voice.

This would be loving amazing.

Dongattack
Dec 20, 2006

by Cyrano4747
I'm falling asleep here, but Beagle mentioned a mod that automatically changed between uniforms you set for the vegetation the mission has or a mod that showed you what camouflage would be appropriate for the mission on the stream. Anyone know what mod this is? So I can install it tomorrow.

wuffles
Apr 10, 2004

Away all Goats posted:

Holy poo poo, reading some of the game design ideas in this thread over the last few pages makes me really glad none of your were actually involved in developing this game.

Also some of you need to get it out of your heads that getting a flawless rating where nobody on your team takes any damage at all should be a rare occurrence, not the guaranteed outcome of the flawless execution of your tactical genius.

"No battle plan survives contact with the enemy" and all that.

No poo poo. The best part is how no one suggesting changes that make the game harder in such bullshit ways are playing on Legend.

Dongattack
Dec 20, 2006

by Cyrano4747
Also, there is a mod on the workshop that makes timers not tick when you are concealed, but the idiot has started putting obnoxious feature creep into it last I checked. Anyone know how to make this change myself? I'm guessing there's more to it than a ini edit.

Harrow
Jun 30, 2012

Away all Goats posted:

Holy poo poo, reading some of the game design ideas in this thread over the last few pages makes me really glad none of your were actually involved in developing this game.

Also some of you need to get it out of your heads that getting a flawless rating where nobody on your team takes any damage at all should be a rare occurrence, not the guaranteed outcome of the flawless execution of your tactical genius.

"No battle plan survives contact with the enemy" and all that.

Part of the problem is that the bolded part is not currently true of XCOM 2. Once you're out of the early game, an engagement in which you don't kill all of the aliens, or most of them, before they even get a turn is fairly rare, not the other way around. A lot of the conversation so far has been about ways that we can mod the game to make that less possible. On Legend, from what I've played of it and what I've seen of good Legend players, it's rarely "all" aliens but certainly "most"--you will lose a protracted firefight.

wuffles posted:

No poo poo. The best part is how no one suggesting changes that make the game harder in such bullshit ways are playing on Legend.

I'm not currently playing on Legend because I don't want the marathon pace. I'm pretty excited about the Commander+ difficulty mod someone made, because it gives you the combat difficulty of Legend with the pacing of Commander. That's something I wish had been in the game from the start.

Out of curiosity, which suggestions people have made are "bullshit?" Some of them are, sure, but I'm just curious if any of mine have been.

Harrow fucked around with this message at 02:09 on Feb 19, 2016

Crosspeice
Aug 9, 2013

Maybe it might be my reckless playstyle, or just getting lucky/unlucky, but I hardly ever got Flawless on Commander or Legendary, but the best thing to do so is to mitigate the amount of shots your enemies get and to debuff them a lot. Suppression is great, Poison is great, Smoke might be good if I ever bothered to use it, but my squad is usually too spread out to make use of it really and just exploding guys and having an aim stacked Sniper or a mobile Ranger just lets you kill guys really consistently. Commander was a fun challenge, Legendary is a draining, harrowing pod by pod puzzle and it's absolutely exhilarating. I really would suggest everyone try it and honestly, doing as well as I am makes me think I'm actually pretty good at this game, whereas I could barely get off the ground with Impossible on EU.

Also I feel the marathon pace actually works quite well. Every enemy gets their time in the sun (thought Berserkers and Chrysallids are still pretty absent) and you need to really expand your roster to have an A, B and C team and to keep rotating. And to keep you on your toes to use weird combinations. Had a mission recently where all I really had was three Sharpshooters, two Specialists and a Grenadier. And it weirdly worked out, but boy was it terrible and wonderful all at once. I also feel like you really need to figure out exactly what every single one of your team is doing on a particular turn and nothing should be wasted. Bring lots of different items and combinations and use all of them and it creates a really fun and full experience that makes me love this game so much.

Crosspeice fucked around with this message at 02:13 on Feb 19, 2016

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!

TheSpiritFox posted:

This would be loving amazing.

Working on it now. The main obstacle is that the program that converts from fbs to .wav has some issues with the dow2 sound file names ie it doesn't recognice the last 20 digits at the end so all the files have the same name. Making it so that it constantly rewrites the same file over and over. So you have to go in and manually rename everything (there's literally about 3-500 files per unit) before you begin sorting. It's easy, but time consuming. Also merely renaming in windows explorer doesn't rename it in the converters eyes. So you have to the more time consuming series of 5 clicks over and over to rename it properly. Ultimately my goal is to have all of the factions (besides tyranids) have a full squads worth of voice packs. We'll see how far I get.

e: BTW. Theres already a space marine sound pack on the Workshop. But the guy who made it is an idiot and didn't bother finding appropriate sounds for the actions. So he just screams random poo poo.

Internet Kraken
Apr 24, 2010

slightly amused
The pacing of Legend actually does contribute to the difficulty though. Its not just that things are longer; alien progression isn't slowed down as much as you are. You'll be facing tougher enemies with worse gear.

Internet Kraken fucked around with this message at 02:13 on Feb 19, 2016

Klyith
Aug 3, 2007

GBS Pledge Week

SynthOrange posted:



http://steamcommunity.com/sharedfiles/filedetails/?id=626235605

Fancy Dress Party has been updated to include a unicorn mask and a wizard hat, as well as enabling them on civilians and off-duty soldiers.

Wizard hat is awesome, but it has clipping problem on women. Back of the head always clips through a bit, even with no hair.



Also I saw the hatband and immediately wanted a variant wizard hat with bullets sewn into it, like the stock boonie hat. Because cool wizards use guns.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

ulmont posted:

ways to heavily customize a soldier (PCS, weapon modules, and especially +20 bonuses to hacking) that you then can't use while that soldier is recovering from wounds.

I know this is from a page ago but I've seen this complaint too often in this thread. You can take a modded weapon off a wounded soldier, even without mods. Go to your armory, look at your wounded soldier, switch their weapon for the unmodded variant of their gear.

It's tedious and bad UI design, but it's possible.

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Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Is it just me or is battle scanner and Scanning protocol restricted by LoS, as opposed to how they seem to work in Beagle's videos (which are prerelease I think) where they ignore LoS and let you scan a whole building. I've been getting a lot less mileage out of them than I expected because of it and makes chrysalis missions a bit hit and miss, scanning doesn't mean poo poo if the target was holed up in a bit of cover near the scan.

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