To be fair, most of the time when ADVENT is firing at me, it feels as if they already have squadsight anyway and their hit chance doesn't seem to decrease with range (according to Perfect Information mod)
double full cover crit from a guy you can't even see in the middle of your careful ironman flawless progress ? come on... imo except these 2 things, the whole mod is an excellent addition to the game
Honestly, I played few months on ironman legend with all tactical events enabled by default just to test it out, and it didn't look too bad to me. In most cases Advent will still prioritize moving at you, unless they can see you uncovered through squadsight or smth similar. In this case they still suffer an aim penalty and rarely hit you (they never hit me in fact). Now advanced upgrades almost never go off, I even had to give them a 50% chance for a test just to see if they actually worked. I'm not trying to be dismissive, just making my point about including these features in the mod - I genuinely think they're very minor. And I appreciate your feedback, it's important for me to know how good or bad or unbalanced the events turned out.
Just something about the English grammar. of your mod
"So brute... but so effective." This is written wrongly. `Brute` as spoken here does not make sense in the sentence and Tygan wouldn`t talk like that as he clearly knows his English.
It would make more sense like this:
As in, "So brutal, but... so effective."
Change `brute` for `brutal`.
Not sure if the word `brutal` really works for the effect of the Dark event though, but it would be the way an English speaker would say the words you made. There are other ways to better say it but I don`t want to complicate things.
Oh, that's a good point, thanks! Was wondering when anybody would get to correct my grammar. I thought the adjective "brute" would work, cause I think I read it in a similar sentence somewhere, but looks like I was wrong.
It is possible to also have permanent versions of base game dark events included and a sanity check that when a permanent version is active, the temporary one doesn't get rolled anymore?
Also, if you could allow ini modding of all existing events as well as adding a variable that allows potentially disabling certain events after a certain number of months, that'd be grand (who is going to hire recruits in end game or be short of supplies?)
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Late game needs a challenge
Also, you can disable stuff in ini
imo except these 2 things, the whole mod is an excellent addition to the game
Now advanced upgrades almost never go off, I even had to give them a 50% chance for a test just to see if they actually worked.
I'm not trying to be dismissive, just making my point about including these features in the mod - I genuinely think they're very minor. And I appreciate your feedback, it's important for me to know how good or bad or unbalanced the events turned out.
Just something about the English grammar. of your mod
"So brute... but so effective." This is written wrongly. `Brute` as spoken here does not make sense in the sentence and Tygan wouldn`t talk like that as he clearly knows his English.
It would make more sense like this:
As in, "So brutal, but... so effective."
Change `brute` for `brutal`.
Not sure if the word `brutal` really works for the effect of the Dark event though, but it would be the way an English speaker would say the words you made. There are other ways to better say it but I don`t want to complicate things.
I thought the adjective "brute" would work, cause I think I read it in a similar sentence somewhere, but looks like I was wrong.
It is possible to also have permanent versions of base game dark events included and a sanity check that when a permanent version is active, the temporary one doesn't get rolled anymore?
Also, if you could allow ini modding of all existing events as well as adding a variable that allows potentially disabling certain events after a certain number of months, that'd be grand (who is going to hire recruits in end game or be short of supplies?)