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Incorrect enemy placement and loadouts in alien colony 2nd level #1341

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Player701 opened this issue Jul 30, 2021 · 2 comments
Open

Incorrect enemy placement and loadouts in alien colony 2nd level #1341

Player701 opened this issue Jul 30, 2021 · 2 comments
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Confirmed Reproduced but not fixed yet

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@Player701
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ufopaedia.org lists a lot of useful information on alien colony assault missions, most of which I can confirm from my own experience playing vanilla TFTD. However, not all of it seems to apply to OpenXcom. For example (emphasis mine):

Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander.

Note that the Lobstermen in the Control Centre are always unarmed (except for their natural melee attacks, of course).

Both of this is not true for OpenXcom: having done at least 5 colony assaults, I noticed that the command center was usually guarded by lower-ranked Lobstermen (e.g. Technician), and they were always armed; Tentaculats were also present in the command center on a few occasions. Lobstermen Commanders were instead found scattered all across the base, and they were also carrying weapons - and most of the time it was Thermal Shok or Disruptor launchers and not melee weapons (so the fact that these Commanders were unarmed in vanilla can't be attributed to the bug where aliens weren't able to use melee weapons). At least one time such an enemy placement was discovered very early in the battle (as early as turn 2), so this most certainly can't be a result of the AI moving enemy units around.

@katastic
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I just did this mission and it was just as you describe. Armed lobsters ripping my face off and lots of tentaculats.

@MeridianOXC MeridianOXC added the Confirmed Reproduced but not fixed yet label Aug 10, 2022
@MeridianOXC
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OG example: https://youtu.be/c82B1crKBvE?t=1050

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