Parsimonious cook
Arcane
- Joined
- Nov 22, 2020
- Messages
- 2,595
Shieeeeeeeet negroes, just finished the first operation and here is a quick update:
Damage and medical system
From what I have seen but havent tried out yet, there are also welding torches (probably for Alien-style welding of doors), sentry guns, kits that allow you to repair armor during missions and plenty of other stuff. You can apparently craft and upgrade gear in the squad management screen (successful ops reward you with various raw resources among other things), though I am not sure whether this is functional in the current build. Your soldiers also get medals that give them some bonuses.
Shit is so cash thb fam.
Damage and medical system
- this stuff is again more autistic/deep than one would probably expect, there are several types of negative status effect your soldiers (as well as enemies) can suffer from, so far I have seen: burning (what you would expect, stops burning after a few turns on its own), acid (similar to burning, does special damage to armor), toxin (this is very brutal as the aliens and enviromental hazards cause it a lot, doesnt go away on its own unless treated), paralysis (removes APs, can be caused by some attacks, but more importantly is caused as a side effect of some medications), panic (caused when your team gets fucked up too much, soldiers lose their AP and flee)
- Each of the special negative status effects have medications that cure them, however some of the medications have negative effects of their own (for example some cause paralisis), which means that your medic needs to pack tons of shit and sometimes you need to employ coctails of drugs (this is p. realistic in fact, kinda like the adenosin/epinephrine coctail used in contemporary militaries) to cure what you need to cure while also neutralising the negative effects of the original cure
- Anti-Toxin is especially important, because lots of aliens do toxic damage along with many enviromental hazards (see below) and if you let the toxin levels build up you can find yourself in p. bad situation when you have to keep wasting other medical supplies to restore HP, without addressing the poisoning itself (ie you keep getting DoT every turn)
- you can pull and push objects such as barels and crates to create barricades, most strong aliens can break through anything (including the walls!), so combat in the interriors can develop in surprising ways, with you barricading yourself somewhere only for the aliens to make their own entry, still pushing things around is p. vital and if you use it smart, it will give you considerable advantage
- there are also explosive barels and some munitions for grenade launcher can start fires or spread acid over an area
- there are many types of envirmental hazards, some are there by default, some can be created by use of your weapons and gear, some are created by aliens (usually when they explode on death), you have to be very careful when moving through interriors especially - your soldiers can jump over tiles with hazards, but you have to order them to jump manualy, or they just walk through shit and get hurt
- your electronics dude (and there should be one on your team) has access to multiple hacking tools you can buy, these allow interactions with locked doors, but also reactors (turn on/off the lights), terminals (can open multiple doors) and computers (give you intel for bonus rewards)
- the better tools mean better chance of success
From what I have seen but havent tried out yet, there are also welding torches (probably for Alien-style welding of doors), sentry guns, kits that allow you to repair armor during missions and plenty of other stuff. You can apparently craft and upgrade gear in the squad management screen (successful ops reward you with various raw resources among other things), though I am not sure whether this is functional in the current build. Your soldiers also get medals that give them some bonuses.
Shit is so cash thb fam.