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Alright then. I have no idea what's happening to me and I'll accept that.
I also love classic xcom, but this was getting to be campaign ending for me, thus I adjusted it
Thanks for the awesome mod regardless, I didn't mean to sound ungrateful
As for the goggles, they work the way they do simply because I didn't want to completely nullify, or even partially nullify the Night Blindness mechanic. This mod is more of a homage to Classic X-COM UFO Defense's Night Missions than anything else, which is also why the penalties are what they are. And these are actually much more forgiving than Classic UFO Defense's Night Missions.
speaking of which, basic, early game nods would be cool.
maybe as something that you can occasionally buy on the black market?
Lastly, looking down at the other comments, I'm guessing @Skarsatai 2.0 is also seeing the same problem I am.
Curious if you think my theory would explain what you're seeing too
if so, is it possible that the times that the clock tells you are UTC, and the mission generation is affected by timezones?
after more observation, I think this would finally explain the behavior I'm seeing.
If this is the case, an update to the UI (if possible) would be much appreciated.
As it is, I have never found a reason to equip any items that counter lost sight radius, because it's way too hard trying to figure out when they'll actually help or not.
Also I think that some penalties are a bit too harsh and not quite realistic. I have some reasoning, the main one being moonlight, but I digress. I've changed them for myself.
What could overwrite the ability?
@ShinyNobody They can only be activated at night, they do absolutely nothing during day.
Thank you for the continued amazing content you provide for the community.
Wether Syusa's missions are planning to be rereleased, or wether funding or alternative development is needed to enable such, maybe a matter for private discussion.
No idea how simple this request is. If it is not, please ignore me. And only if it aligns with your plans yah. I am just along for the ride. Thank you for reading =) cheers...
but I only had the regular red debuff indicator
how to turn on purple icon?
This is intended to be a close approximation of how Night Missions worked in the Classic X-COM UFO Defense, with some differences.
Got a "Shadowy" Debuff at 13:45 geoscape time just now
Ah well.
Been awhile since I cleaned my mod configs, maybe it'll clear up after I do that
If the game determines it's a night mission, you get a sight penalty. Simple.
but like, for example, does colder enviroment change how early it is when night kicks in?
Does weather or biome impact it at all?
Or maybe I'm just underestimating what difference early morning or late evening makes
I've gotten both night missions that should have been day, based on geoscape clock, and day missions that should have been night
I'll need to pay closer attention to what they are when they generate
Using LWotC
Could it be that the day/night determination is applied on mission generation, instead of mission launch?
That matters cause those are often different in LW
I don't see any of all these new things in-game. No panels. No MCM either =D so am wondering, are all these new stuff implemented yet? Or is it bugged on my end (LOL).
Thank you for making this. I am really enjoying this new gameplay that you had introduced. Keep on being evil. This really change things up a lot. Really appreciate lotsssss. Cheers...
The sight change really forces a playstyle change, especially on open maps where it's fairly easy to get an up on Advent by camping on high ground. Sectoids, in particular, tend to stay out of sight range being annoying. A squadsight malus may also be interesting as a way to make snipers less effective and really force xcom to play more at close/mid range during night time.
Not sure if I missed it, but I didn't find an option for configure the cost of the flares in the .ini files. I'm playing with Covert Infiltration and the flares are more expensive than the battlescanners. :D