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https://steamhost.cn/steamcommunity_com/app/223830/discussions/0/154642447923017575/
The colors part of this mod is awesome. The re-balancing of the Psi mechanic is up to each persons individual tastes, but I for one like my super secret team of professional soldiers to *not* fall apart the second someone thinks mean thoughts about them.
Parts 1 & 2 refer to your 1st post. Didn't see 2nd one until right now. And yeah, I also detest char limit... sigh.
Yeah about screenshoots, the colors I added later in an update and I didn't thought to screen them. The original numerical changes didn't strike me as "photogenic" if you catch my meaning :)
You have some interesting thoughts about the whole mod thing in general but frankly I don't want to go into that in here. Not the time or the place and the best that can come out if it is just mutual satisfaction about sharing some common thoughts. Let's keep it at that :p
Xenonauts on the other hand has none any and not only that but the PSI sniping is all too common, too effective and doesn't make sense from lore perspective (e.g. no mention of Alien sensing through half a dozen walls, blindly). In fact the lore was enhanced by the community mod (among many other things) and was basically copy-pasted in the official version. Oozing vision :)
You'll find your definitive answer of just how much vision was involved in the creation of this game in Chris' development diary. It's a miracle the game managed to see the light of day, not to mention the creation of Community Edition mod which elevated vanilla to a playable level. You want vision - play Microprose's UFO/TFTD, with OpenXCom (tho I prefer Extenders because of vanilla AI).
As for Bravery the only subtle difference is the wording. End result is the same.
You got me, I didn't have vision when creating this (except colors, I'm proud of that!). It came out of necessity to improve on their regression of PSI mechanic from 20 year old EU/TFTD. 20 years they had and only managed to make PSI worse. Some vision. Mentioning this because those games were the guideline for this one, just in case you were not aware.
Before, even visual on your soldiers via proxy alien was enough for strong PSI aliens to score a mind control from across the map. This was strongly debated against (even if somewhat logical) over time so modders put options against it in UFOextender & OpenXCom. Vanilla games also have couple of mechanics to combat that.
Nice job with the colors. But I'm not sure it's that useful. I'm not much into cosmetics. I rather read or listen to sounds. You should add some screenshots in the mod's description by the way.
And yes, I'm a "purist". But I'm not a fan boy worshipping the game developers. I like mods when they stick to the spirit of the game.
Let me give you some ideas from the top of my head:
- Diplomacy screen with governments.
- Ability to attack governments dealing with the aliens. (shoot some humans)
- Weapon modding
- Training for soldiers (Xcom apocalypse)
The tatical part on the ground takes too much time and work. While the real pleasure of the game is the mix between tactical, operational and strategic events.
This is extremely important. Many good games are completely lost because of an active modding community with no vision.
I didn't follow the actions of the Devs, but looks like they took a different approach. If I understand correctly, they added to the leveling speed of the BRAVERY of the soldier. This way, they get more resistant to PSY attacks as they gain experience.
Do you see the subtle difference between the two tactics? Theirs seems to stick to the spirit of the game.
Human forces getting stronger as they are facing a terrifying and unknown and alien enemy.
The core of this game is to learn from the enemy. To adapt to its weapons to destroy it.
You just made the enemy more conventional or less unconventional. "stop these annoying psy attacks, and come and fight me with guns in the open!!!"
Btw, some time later after I created this mod the devs themselves released an official patch that effectively doubles soldier's Bravery gain. It appears vision is flexible :)
One more thing. Going on a hunch here but - what you think about the PSI color coding? Me thinks you likey but wish to keep 100% vanilla mechanic. Am I right?
This is a "bastard mod" for me. I really don't like the idea.
(Sorry if this has been answered already, I am very new to the game)
Although thematic, i prefer my soldiers not being dicked over by an all-powerful alien hidden in the top floor of a huge ship.
Your suggestion in particular is a good idea. It would require creating new conditional events and altering research screen to inform players of acquiring additional resistances. And I don't even know if the game allows researching more PSI aliens after the first one (to gain resistance to particular PSI alien attacks each time new one is researched). And then there is the problem with existing mod users - how to take away their resistances without pissing them off :). Does the game recognizes existing researches immediately or it would require researching them again (but does the game even allow that?). All rhetorical questions as far I am concerned. Sorry to say none of that matters because it's way beyond I can tackle with.
Mod is basically a hotfix for the insane vanilla PSI mechanic which I made for myself, after discovering it can be done relatively easily, but then decided to publish it. Hope you understand :)
Show me the wimps using this from the get go. I dare you!
No man, people get here after the game breaks their spirit, kills the will and shatters all hope. Sounds immersive enough to me! Haha
Seriously though, I get what you are asking. I myself thought about many things that could improve the game, not only PSI, but the reality is - I am a noob through and through when it comes to modding Xenonauts. Not to mention the time it would require. Editing existing content was hard enough (for me), but creating entirely new mechanic... I wouldn't know where to begin :p
https://steamhost.cn/steamcommunity_com/games/223830/announcements/detail/65667673968584886
and I wanted to tell you that this mod will continue to operate normally with it.
There is one change they're adding, which will complement this mod fantastically:
"Soldiers now gain Bravery from taking suppression damage, as it was virtually impossible to train up before."
Isn't that nice :)
Details in "Change Notes" tab.
Preator issue I mention two posts back is resolved. My soldiers didn't have 99+ bravery but morale (ups). Their bravery actually ranged from 43 to 71. I sent an inexperienced crew from new base (to test mod with newbie crew in end-game mission) so they weren't prepared. I kept Preator's PSI attack the same after I realized this but I have some plans to help prepare your soldiers naturally (through gameplay) and sooner for this. Check TO-DO list in the description :)
The way to get it: simply right-click on the game in your library and go to properties. Then Betas tab, then select Community Edition branch and wait for it to update.
It's more than a mod, more like unofficial extension of the original, supported by the developer. You can go back at any time by selecting NONE in Beta tab and continue where you left off.
cheerio :)
Since official documentation regarding this is piss-poor (it simply doesn't do what it says) I am trying trial and error using existing examples I find online. Hope to get it released in about a week time, give or take.
The 80+ Bravery dudes reliably resisted (not 100% but close); 60-ish little less resistance but also more reliable. Only one of my dudes got successfully PSI attacked regularly but he had 40-ish bravery.
Attacks were more sparse as well.
Since then I played very shortly only once with no time for further tests. Existing mission I mentioned only provided data on me being inside the alien ship already (Landing class).
I haven’t forgotten and I do plan to finish, I just need some more time :)
Thanks for your intrest c0mc0.
Hehe :)
I have thought about changing stuff here and there because what happens now is aliens are spamming PSI as soon as you enter the ship. It becomes too sudden. And 25% feels like it's not enough to reduce its effectiveness all that much. So the original annoyance still exists but is concentrated inside the ship for the most part.
So I have an idea to increase certain PSI attack ranges by 50% and make PSI attacks 35-40% less effective. Making the challenge more gradual but less annoying.
I will need to test it first so I don't break the difficulty too much. It may be that you haven't still yet raised bravery of your soldiers enough for them to start resisting often. If that's the case try training soldiers on smaller mission with PSI aliens present. Besides earning medals, bravery can only be raised by them successfully surviving a PSI attack.