XCOM: Chimera Squad

XCOM: Chimera Squad

Difficulty is Okay
13 Comments
geoffhom  [author] May 26, 2020 @ 5:16am 
The difficulty should be easier between the 1st and 2nd Operations of each Act.
Shitdivers May 26, 2020 @ 4:27am 
So the end result is that the difficulty will be easier early on in investigations?
geoffhom  [author] May 26, 2020 @ 4:19am 
Not quite. The game will state the difficulty is 1 level higher than what it is intended to be, and I assume the actual difficulty is this higher difficulty. So the mod should correct the actual difficulty and predicted difficulty.
Shitdivers May 26, 2020 @ 3:15am 
Making the GitHub description with Markdown vastly improved the readability. So if I'm understanding correctly, the game will state that the Difficulty is Very Difficult on the 2nd stage of Investigations, but the difficulty is actually lower?

This mod just corrects the difficulty prediction, not actually changes the difficulty?
geoffhom  [author] May 24, 2020 @ 10:33pm 
@tomkpunkt: Yes, after a certain point, all your missions will be "Very Difficult." Depends on your campaign difficulty, too. E.g., Impossible. With this mod, it will delay things slightly. That said, it's possible that difficulty scales past "Very Difficult" but it's just not shown in the UI. The "alert level" goes up to 9, whereas everything past 4 is "Very Difficult."
tomkpunkt May 24, 2020 @ 2:56pm 
I don't know if this helps, but all my missions are "Very Difficult"
Dragon32 May 23, 2020 @ 12:47pm 
@geoffhom
That's great.
geoffhom  [author] May 22, 2020 @ 11:50pm 
Ok, I updated the description. Is that better? I tried to find a balance between having it readable on GitHub, which uses Markdown, and on Steam.
geoffhom  [author] May 19, 2020 @ 1:16am 
Fair enough. I'll work on it. I'm still playing the game a bit, though, to make sure the code works. =)
Dragon32 May 18, 2020 @ 1:25pm 
@geoffhom:
Thanks for publishing them too! I think it's just a presentation of information thing. More clearly demarcate the techie "this is how it works" from the not-so "this is what it does".

99% of people want to know the what and not the how.
geoffhom  [author] May 18, 2020 @ 10:56am 
Hmm, I'll think about that. I should say I really just made these two mods for my own tinkering but decided to publish them in case anyone else cared. If you can provide some constructive rewording of the readme, at least according to your understanding, that'll probably help.

But to clarify a little, in the description I say Operations, not just Missions. This mod fixes a bug, so now the time between the 1st and 2nd Operations is a little easier

And yes, the other mod just logs details about hit rolls for Axiom's Smash and Fear Factor, plus other stuff that happens to use those functions. It doesn't change the gameplay at all.
Dragon32 May 17, 2020 @ 3:50pm 
@Garr Incorporated
I think it's the second mission of the first Act... Which kind of proves your point.

From what I understand of the aim mod it's logging more events (or the same events more verbosely) to the game's log files.
Garr Incorporated May 17, 2020 @ 1:30pm 
In two of your mods it is quite hard to understand what exactly do they change. I could not figure out the aim mod. And the only thing I could understand here is that it slightly lowers the difficulty of the first mission of the second act. Please, work on your descriptions of what the mods actually do.