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Even though the guards do not notice his Decoy until they move I have still been able to use it to get out of some sticky situations. Is this something that can be fixed? Maybe by somehow forcing guard vision update when the ability is used? I also noticed that once a guard notices the Decoy (the next turn), that guard no longer responds to noises. I was able to run right past two guards that were focused on the Decoy and didn't seem to hear the footsteps. They do notice me if I enter their vision cones while locked on to the Decoy though.
Balancing: The Overloaders are extremely useful. Being able to zap a large safe or drone that has daemon from a distance is very powerful. Combine that with the fact that it recharges every mission and I think it's a bit overpowered. Once you hit the mid game, having 4 charges on the Overloaders essentially equates to something like 15-20 pwr easily. Even if the number of uses per mission was reduced to 2, I still say that it's worth spending over 1000 on it. I don't remember exactly how much they cost now, but I would recommend keeping the price in the 1000-1200 area and reducing the number of uses to 2.
Overall I love the design on this guy. Great work!
I'd like to fix Decoy someday: don't know the way how to do it through mod api and don't want to use any manual-overwritings, I think I'll ask better coders to help. Btw when it explodes it resets guard's aim and can give extra move out of overwatch, didn't tested reaction to noises, expected that it works same as when they aiming agent.
And I'll think about balance, actually tested it only at first day, when it was not a big deal (didn't had luck to aquire it "legally" yet). I think as start I'll change it to 3 charges and add a cooldown. Alternatively it can work as bioregen dart-gun for example, not sure what is better.
yep, I'll start with 3 charges and cooldown 4 and will change it after more testings if needed.
Actually, that's a great idea. With a decent Cooldown I think it really balances the item out. 3 Charges and a 4 turn Cooldown sounds like a good place to start.
Bio:
Ghuff was a mercenary investigator for years, specializing in retrieving information on corporate double-crossers. In the end, this made him unwelcome enough for all the main corporations to condemn him to "retirement". Joining Invisible didn't seem like the worst alternative.
Augment Flavor Text:
An artificial eyeball with a built-in microcomputer. Allows higher attention to detail and has a custom data filter for isolating important info faster.
Augment Description:
Peeking through doors gives full vision. This agent can find corporate intel in safes.
Item Flavor Text:
This miniature EMP emitter combined with a hologram projector creates an area of charged particles that can trick standard threat-detection systems of corporate tactical hud. Contact with plasma charges results in mutual dissolving. Often used in shooting galleries.
Item Description:
Will be identified as an intruder. Disappears when shot. Self-destruction causes noise that reaches 4 tiles.
I hope this helps. Ill do the same with Kit Pedler and Mist, soon enough.
Or I just find style of that version too different. Dunno, something in it feeled wrong for me.
There should be a "window" in her bio that can allow to also imagine that possibly scientists could be her family and love her. To avoid strict black'n'white feeling.
I suppose that could work, yes.
If you have a problem with something specific, point it out to me, and I can change it.
Ok, that's understandable.
ps. кажется, что дроны (null drone, camera drone и т.д.) зависают, когда видят Decoy, так как они не могут его уничтожить...