It is possible random generation was very kind to me.
Yeah, that can have a huge impact on the game since the scenarios have such a wide range of possible aliens to choose from. Later on there will be more control over that--for now the game just throws in whatever it wants. Pretty chaotic out there!
Out of curiosity I checked the number of aliens in previous versions, and Area 51 has been unchanged since R5, though I actually *increased* the number from R4. The extra firepower I added in R6 probably helped a good bit. Also,
if you want to intentionally make the scenario harder, make sure you activate the Mk II downstairs. A huge group of alien reinforcements will show up if/when you do.
In any case, all the scenarios will probably get a bit harder in R7 because you'll have morale to deal with.
Also, a bug: Snap shot with a plasma rifle has more accuracy than an aimed shot. Not sure if its been reported before, but might as well mention it.
Wow, good catch. No one's mentioned it before. You figure that out by looking at the data files? (Just curious if anyone's really been opening the data files yet.) It'll be easier for players to catch potential data errors later on when I add Ufopaedia access. You'll be able to open the Ufopaedia entry for any item directly from the map/inventory screen.
It reminds me a lot of HMRC, actually.
This looks cool. Wish I had more free time to be able to spend with things like that.
"Edit" While playing this, I was thinking about X-com, The Two Sides, and how it was never finished. Is multiplayer a possibility?
I have considered it several times over the course of development (even once again several days ago), but I'm not sure it would work the way the engine is written; and it would slow down development a lot, partly because I have zero experience with multiplayer. If I can find a way to add it on later I'd probably do it, but for now I'll be concentrating on SP.