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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.