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Tactical Legacy is out - unfortunately, it's causing Modpocalypse 2.0. -sigh-
That's really not a surprise. In any game I've played with mods, the slightest change to the base game causes things to get buggy or stop working. Significant changes simply cause everything to implode.
Yep. And when mods actually stop working and get buggy, that's the better scenario.
In KSP, any game update, even the tiniest item bugfix, immediately causes literally every single mod you have installed to start screaming at you on every startup to revert back to the previous game version because they weren't compiled for this one. Most of the time, there's nothing actually wrong and all the mods work perfectly, the modders would just rather display an unnecessary error message than not display an actual one.
Edited by amitakartok on Oct 10th 2018 at 7:18:01 PM
Hah, that's an amazing level of laziness. "Fix? Why would we do that. Just never update your game."
I liked the way WoW did it way back when I played it. IIRC, it would disable every mod, then give a warning to I could turn them back on individually at my own peril, but was advised to seek out the newest version from the modders. Because mods are a pain, I ended up writing my own macros whenever I could because those very rarely ended up getting wrecked by updates, but there were just some things a few lines of simple script couldn't fix, so I had to bear with it (thankfully, my pickiness meant this usually only resulted in a threat meter with incorrect values).
At least the mods are breaking because the game was actually updated, not because the game's publishers updated their catalogue of paid mods they're trying to push on you. But still won't fix the bugged-out tree in the starting town, even after seven years for fuck's sake.
I haven't had any trouble beyond those ugly holographic prosthetics from the Augments mod I'm using showing up on a character in the Legacy missions, but I haven't started a proper campaign either. And on the topic of Legacy missions, it took approximately an hour and a half to go from reveling in the nostalgia of playing old maps with the old soundtrack with old equipment, to "are you shitting me?!" and quitting in a huff. Which I guess is just like old times, too.
Mostly I'm annoyed the new dress-up options aren't available in the character creator, presumably because they're listed as separate equipment rather than cosmetic variants of base equipment. Hopefully Unrestricted Customization will update soon and change that.
I haven't touched the game in a while because it's the one game that doesn't run very well on my computer, but have they added an option to pick where you start off? It's probably the other thing that prevents me from going to this game as often as I can.
Unless something on the Workshop does that, nope. And even if it did, the continent bonuses are all randomized too, so you'd need another mod to pin those down as well.
Although you can, with WotC, choose a resistance faction to be allied with at the start of a campaign, which gives you their hero unit from the get-go and the ability to "scan" at their headquarters for bonuses (intel from Reapers, increased build speed from Skirmishers, and faster soldier healing from Templars). But the locations of those headquarters are still random.
Yeah, I know the continental bonuses are random (there is a mod that actually allows you to select which continent has which bonus, even in real time, so you could basically change them on a whim), but I just want to play to my Creator Provincialism; I don't want to be randomly put in the middle of nowhere, I want to fight aliens from my home country.
There was a mod that allowed this, but it only works with the vanilla game, as the WOTC faction headquarters locations don't move with the location that you pick with the mod in play.
Edited by RainingMetal on Oct 10th 2018 at 4:44:41 AM
So, some little thoughts about the Legacy Ops, but mostly Blast From The Past:
Those might be Annette's three fury friends though. Also funnily that probably drunk Bradford is like "I'm pretty sure it was some kind of avatar, because I recognize the hair" so presumably if his story has any truth to it he fought three super sayan psionics
Yeah, funny thing is, they seem to have embraced some DBZ comparisons people made, since one of the photobooth poses is quite literally a Super Saiyan power-up stance ("Battle Cry").
I'm having a lot of fun with Central Officer Bradford's Totally Legit XCOM Story Time.
"Oh yeah, way back when I killed like three Avatars by myself. What do you mean the Avatar Project wouldn't have begun yet? Shut up, I'm the one telling the story. Anyway, there I was after killing two Gatekeepers on the same turn with my sword..."
I guess now we know what he gets up to when you see him in the Bar on the Avenger.
Edited by Gault on Oct 11th 2018 at 2:57:24 AM
One thing I've appreciated about Skirmish is that I can get to taste the uncapped AI for tactical missions on Legend without having to slog through massive amounts of long-term planning on the strategic layer. I wish XCOM 3 would have separate difficulty selectors for the strategic and tactical layer.
With mods, I can further seamlessly integrate character pool heroes into the mission squad, so Skirmish becomes a tool for designing headcanon 'backstory' missions. Unfortunately, it's also one that's
sadly saddled with large restraints (no toggle for activating the Lost regardless of mission locale, no hand-picking enemies including new modded enemies Avatars, the Chosen, and the Alien Rulers, and most of all no direct map editing).
How have you guys been enjoying the TLP content?
The retro maps and music are awesome, and the gear is gonna look good on my Enemy Within vets I recreated in the character pool. Buuuut I'm not really enjoying the Legacy missions.
The forced Ironman mode combined with the scoring system (and me missing a gold on the first campaign by 2000 points because I restarted the fourth mission) is the opposite of fun for me, and locking the new customization options behind them makes the missions feel like a chore instead of a challenge. Losing the strategic layer makes things faster and focused on the action, but it also takes away my connection to the soldiers I'm ordering about, to the point that I can't remember anyone's callsigns, much less their names. And the stakes go from "if I lose this fight, I don't get the X I need to do Y and win this campaign" to "if I lose this fight, I have to do the previous missions all over again."
And I was expecting... well, I can't really complain because it was a free update. But I was hoping for something more, like a proper interquel story transitioning between EU/EW enemies and maps to the XCOM 2 setting. Instead it's Grandpa Central's Storytime, where he totally fought two Gatekeepers, an Andromedon and two Avatars on a dam one afternoon, and then forgot about what all those things were so he could be surprised by them twenty years later. Yes, I know the Avatars may represent an Ethereal-possessed Annette Durand.
It's not the Enemy Within remake I would pay good money for, in other words.
From what I heard, Bradford did have a serious drinking problem between XCOM's defeat and retrieving the Commander, so that might have done things to his memory.
Edited by KuroiTsubasaTenshi on Oct 15th 2018 at 10:00:35 AM
I've completed all four on them on gold, fourth one on story difficulty because its really insane even on story mode <_<
I can confirm that all final missions have avatars in them
Oh, XCOM. Finished up the last two missions of "It Came From The Sea" this evening, a night of bullshit on both sides. I got to deal with pod activations through heavy terrain and broken concealment on the first turn because the red tiles lied to me. The game got to deal with that Specialist executing not one but two Avatars in the final mission, one while on Overwatch, the other when I aggroed a Gatekeeper and Avatar pod during the final sprint to the evac zone, had no other moves left, and declared "fuck it, roll the 57% chance to hit and hope for the Repeater." And at the end I was three dead aliens shy of a gold medal, so nobody really won.
But the most interesting event might have been during a "lol Sectopod" moment on the second to last map, when my squad was moving onto the warehouse roof overlooking the objective. Said Secty proceeded to blow a hole in the roof that should have sent my Psi Operative plummeting onto my Templar. Instead, even though the floor beneath her was gone, she just kind of stayed put, I don't know if Fortress was interacting weird with the physics or what. She spent the rest of the mission hovering there, with no valid moves at all, like she was scared of invoking Toon Physics.
And I still can't remember any of these soldiers' names or callsigns. Other than the fact that the Skirmisher was a Latina for some reason.
Edited by Tacitus on Oct 19th 2018 at 12:32:40 PM
The nostalgia... fuuuuuuuck.
I used the retro soundtrack for the second and third TLP campaigns, but had to stop when I felt my hair start to grow out and get all wavy, and my glasses try to transform into wrap-around shades.
In other news, I'm taking a break from those mini-campaigns to start a proper new campaign with the RPG Overhaul class mod. So far it's pretty interesting, and I like how each soldier feels completely distinct from the rest of the roster thanks to gaining a random pair of "background" perks at Squaddie - my Medic's an actual pacifist, for example, who grants a squad defensive bonus but loses accuracy with each kill she makes. The mod's just not playing nice with the new armors, so I'm having to use "Unrestricted Customization" to put my EW vets in actual retro gear.
Is it just me, or does the TLP plasma weapons look like they're shooting viscous green slime/goo instead of energy shots?
For some nostalgia, I fired up EU today. And spent the past hour or so screaming at the monitor.
Because after having lost two soldiers on Gangplank, one of whom was the only Support I had with the triple heal, I went into an abduction mission just now and took two rookies I had to train them up, along with two squaddies, one corporal and a Colonel Sniper.
First pod, Sectoids, took them out with no trouble. Then I spotted a Thin Man pod in the distance, they ran away - and when I followed them and killed one, it activated a Floater pod and a Muton pod of three. With all three Mutons in heavy cover, outside grenade range and me having brought three Assaults (one shotgun, two rifle) and no Heavy.
I got my fucking ass kicked to pieces. I mean holy shit, I've never got this badly smacked around in any EU campaigns I ever played over the years. I caught a Floater standing in the open with no cover - and instead of taking cover, it critted the corporal behind heavy cover, which started a panic chain. Then one of the squaddies died, which started another panic chain. Then one of the rookies died, which caused the remaining squaddie to panic and shoot the remaining rookie in the back (though thankfully missed at point blank range).
End result: three KIA, one critical injury. And that Colonel Sniper I brought along, you ask, perched on high ground on the other side of the map with Squadsight and Double Tap? She couldn't get a single fucking shot off during the entire battle from a crane being in the way. Even Bradford remarked afterwards that this came out of left field, since aside from Gangplank, I never lost anyone before in this campaign.
And the absolute cherry on top?
I'm playing on Easy difficulty. Where the AI is supposed to take suboptimal moves. Granted, I don't have lasers yet (as in, researched but not built yet because I didn't have the cash for it), only the Sniper has any armor at all, but still.
I ask you all. How is it suboptimal to stand in the open and attack only to get killed the next turn, rather than run away and take cover? Because this isn't the first time I lost a soldier to an alien suddenly abandoning all self-preservation instincts to get a killing shot off (a Muton did the exact same thing to a Support during Gangplank and promptly got critted by the then-Major Sniper). Spiteful A.I. is not suboptimal, it is spiteful.
Oh, and after I resolved the mission, I go back to the Geoscape, BAM: UFO in Germany and I have no interceptors there because I literally got sat coverage a few days ago and forgot about it.
Edited by amitakartok on Oct 24th 2018 at 9:51:39 PM
Sounds like a normal game.
Seriouly though, in the lower difficulties of EU/EW, spiteful AI always seemed to be the norm for me. I've lost countless soldiers to suicidal mutons and floaters like what you had.
But I can't get my mind around it. How is it suboptimal to pick "kill player" over "run away from player"? Shouldn't it be the other way around, that the AI ditches its chance to attack and does something that does not benefit it in the long run? I mean, the player has to kill it for the mission to end, so it's going to die anyway, the only question is how much the player loses in the process. How is the player losing more suboptimal as opposed to losing less?
It's sub-optimal in that instead of taking cover and attacking, the Floater just attacks, which means that the player has a much higher chance to kill it for less effort. It just ended up not being as sub-optimal as it could have been because the Floater got lucky on its roll.
Would you rather kill one alien who's going to die anyway, or would you rather not lose an experienced soldier whose death triggers a panic chain? I'll take the latter over the former any day. I'm fine with my soldiers dying, but not to stupid shit like this. On Gangplank, one of my losses was a Heavy who I sent ahead to see how two Sectoids and a Thin Man were positioned in a room. Problem is, all three were on overwatch. The Thin Man missed, the Sectoids didn't. That kind of casualties, I can accept; it was my own fault, no denying it. Someone getting in a lucky hit? Fine, it happens in every game with RNG-based hits. Sectopod picking off an already injured soldier over someone in heavy cover and under smoke? Fine, Artificial Brilliance at work. Someone getting flanked and critted because a Colonel Sniper missed a 95% flank shot (happened in this very battle, albeit without the flanking and critting part and she hit with the second Double Tap shot)? Fine because again, RNG. But a Cyberdisc hugging my squad at point blank range and letting off its shockwave attack that brings everyone down to 3 health so that even if I kill it, over half of my squad dies with it? Or the guaranteed-damage grenade spam bullshit Cyberdiscs and Muton Elites pull on a regular basis?
That is the kind of thing that makes me want to mod the shit out of the game just to make its difficulty reasonable. When the fuckups really are the player's fault and not forced Fake Difficulty via gameplay mechanics.
Or maybe it was me who got too cocky, who knows. I myself had multiple instances in this very campaign of soldiers with 7 HP getting hit with exactly 6 damage, no more. And to be fair, if I could mod the game's difficulty, knowing myself, I might very well make Impossible literally Unwinnable by Design with shit like a country withdrawing moving the entire continent to level 5 panic or soldiers losing Will from regular injuries as well, not just critical injuries. And every time someone beat it anyway, I'd patch the mod to make that strategy impossible. Because if you want a game to fuck with the player, at least do everyone the favor of being honest about it instead of trying to pretend fairness.
What I'm trying to say is, I'm pissed when a game can't seem to make up its fucking mind whether it wants to be easy or hard.
Edited by amitakartok on Oct 24th 2018 at 11:03:35 AM
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