Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So that original true conealment just would hit that sweet spot for me. I can see why the author made the timer changes thoug,hso not to be a kind of a "cheat" but it realy whould be kinda sweet to have timer changes modular to this and keep "true concealment" ..true :)
Entirely my opinion
Also, this mod does work with other mods that alter timers if you feel like you need a bit more room to breathe. This mod already is a bit of a timer mod (just inserting my own logic right around where the game decides when the timer should tick), so that's why I threw in the reductions for the sake of balance. Also the reductions are less harsh than they seem, because in the base game the first turn you take when you enter the mission counts against you. Hence 12 and 8, rather than 13 and 9.
But I do appreciate all the support! I didn't expect a simple mod like this to become so popualr.
I've seen you say something similar to this in a couple of different discussions/comments on these mod pages but for the life of me I cannot understand exactly what you mean. I like the mod either way just trying to understand what you mean about this "extra turn".
Vanilla game logic:
Player starts with: 13 turns for neutralize missions, 9 turns for hack/data retrieval missions
Each time the player ends a turn:
remaining_turns = remaining_turns - 1 (regardless of stealth or not - no conditional check)
Gameplay Example:
When you first enter a mission you have 13 turns to finish.
After you end the very first turn you have 12 turns left (whether in or out of stealth).
Your mods logic:
Player starts with: 10 turns and 7 turns respectively
Each time the player ends a turn:
if player is not stealth then remaining_turns = remaining_turns - 1
else remaining_turns = remaining_turns
Gameplay Example:
When you first enter a mission you have 10 turns to finish.
After you end the very first turn with your mod, one of the following conditions are true:
1: Player is no longer in stealth and turns will reduce to 9.
2: Player is still in stealth and turns will remain at 10.
I'm not following where you say you get this "extra" turn from as a result of your hooked in logic? How does the vanilla game effectively become only "12" and "8" instead of "13" and "9" turns? Vanilla is calculated exactly as your mod does with the only difference being that you don't subtract a turn when the player is in stealth. But it's still 13 and 9 turns for vanilla and 10 and 7 for this version of your mod (or 13 and 9 for your default timer version). The confusion here I think is because you say the first turn in vanilla "counts against you". Well, yes. Of course. That's the whole point of your mod though. To remove that penalty. But I fail to see how it results in some extra savings of 1 turn.
Are you saying that the 13 turns in vanilla is subtracted and counted down to 12 "right as soon as the round begins" before you even do an action at all? And so you really start with 12 (not 13 turns) in vanilla? Or the other possibility I can think of is that you meant no matter what, in vanilla, you go from 13 to 12 turns after the first turn is completed (b/c stealth or no stealth doesn't matter the turns start counting down). But in your mod you are saying that even if you get "revealed" with your first turn attempt you will still have the full set of 10 turns remaining?
i.e. if you started with 10 turns with your mod active, and immediately get revealed with the first turn, you would still have 10 turns left that would then begin counting down from that next turn (second turn)? This would effectively give you 1 "extra" turn over vanilla.
Those are the only two ways I could come up with that effectively meant your mod gave 1 "extra" turn (irrespective of stealth).
Just wondering if I'm completely missing something or if this was a slightly mistaken comment?
Again, either way, very effective mod. Thanks for the work! :)
My mod intercepts the timer logic, which means the timer only ticks down the turn after you've broken concealment. If you break concealment on your very first turn in the case of default timers, the next turn you'll have 12 turns remaining. So you effectively gain a free turn.