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UFO Rebalance


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#61
asuzu

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No idea man, I used already modded settings, try searching the Second Wave mod around here, I think it is explained in detail :)

#62
asuzu

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Elvis

Hahaha, see, you are getting there :)
No way in Hell I would go terror mission without carapace + fiber at least


#63
asuzu

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JKDC Nope, as fun as it is, the actual Classic difficulty is called "Hard" in the file, and Impossible one is called "Classic", Sometimes I get confused myself when editing :) It seems impossible to control the actual amount of aliens in the mission, so the aliens are buffed themselves, check the new mod version release notes.

Edited by asuzu, 22 October 2012 - 02:56 AM.


#64
asuzu

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Version 1.3
- Changed wounded soldier timings, so the random time the game adds doesn't result in 40+ days healing. Should be in around 2-3 weeks now
- Reaction time for all mission types is set to 2 days (48 hours), was a bit shorter before, but since you can now find more UFOs, should be a bit easier not to get overwhelmed
- Modified difficulty settings:
- Easy should be a bit more easy :) Basically, a bit less zombies will spawn on terror missions, as well as less grenades flying your way. Should be more friendly to new players
- Normal mode critters are buffed, and now are same hitpoints as Classic ones. If you want to see less healthy aliens, this is for Easy
- Impossible mode is buffed, all starting critters received +1HP, all midgame critters received +2HP, all lategame critters received +4HP. All critters across the board received +1 damage buff. The game warned you will suffer, so suffer you will :)


#65
asuzu

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Ardil

Thank you very much for pointing that out, I released a patch for this, healing times should be more proper now!


#66
Insufferable Smartypants

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Asuzu, I'm loving most of this mod - Though plasma still seems drastically superior to the other two types of weapons, I don't feel completely hopeless if I want to use bullets or lasers. Frankly, I was getting tired of plasma and am enjoying the variety now.

I am experiencing one issue that I need to ask about - moving arc throwers to pistol slot causes me problems. For one thing, heavies flat out don't have a pistol. If there's a way to arm a heavy with an arc thrower, I haven't found it.

2nd, and more pressing, I actually use pistols a LOT. Shotgun assault soldiers have horrible long range accuracy, and snipers in tight hallways in particular become human-chowder if relying on their rifles alone.

Would it be possible to add arc throwers back to misc items and still keep the option for having them in the pistol slots? If that's not possible, how might I go about undoing this one particular change? I really need to be able to arm them as misc items - my whole gameplay experience has been hurt by this.

Thank you for any info you can provide.

- IS

#67
asuzu

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Insufferable

Alternate version is out, check the Files section :)
Arc Thrower should be same as default now.


#68
Insufferable Smartypants

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Thank you so much!

#69
JKDC

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Are you sure impossible doesn't add more aliens than classic? I have read that it does. On my tries on vanilla impossible the first mission had 8 and classic had 6. If so, I'm not sure aliens needed a buff in hp. I was about to start an impossible game on 1.2 after my current classic/ironman 1.2 game, but now I'm afraid to try impossible on 1.3. :)

#70
asuzu

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JKDC

Yes Impossible does add a bit more aliens, but we want the quality, right :)
Anyway, after getting Titan armor the game feels like cakewalk anyway until you really make a serious mistake. And the damage buffs are done only for midgame to lategame critters, so the starting ones shouldn't abuse you THAT much :)

Anyway, I really wish to see more feedback on those new Impossible changes and go from there.






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