
X-COM: Terror from the Deep playthrough Part 13
In the end, I spent another hour offline looking for that last hidden alien. And I found it. A flying unit hiding in a closet, so you couldn't just look through the window to see it. You had to open the door or crouch so that you "looked up". That is absolutely awful and I consider it a near fatal flaw in this game.
Which brings the discussion of playing the original version playing one of the source ports, such as OpenXcom, or using fan patches to fix things. My point in this show is generally to play the original versions when I can. I've done source ports at times - usually for games in which I've already played the original versions of. But generally, I want to experience the game, with all its flaws, how it was presented back in the day. Though, for personal play, I absolutely recommend source ports, fan fixes, etc. I love them.
Today was mostly fairly generic. Though that last mission, wow. It went sideways very fast. And it took a lot to actually manage to end it. Another fatal bug I believe this game has was showcased here once again, same bug that caused a lot of problems on the cruise ship. After 20 turns, the AI changes. It knows where you are. That's supposed to be so that the aliens will come out and get you. But they don't actually do that. Especially units with mind - pardon me, 'molecular' - control, they'll intentionally stay hidden and just use MC when they can. The 20 turn AI change is supposed to prevent having a log slog hunting the last alien down. It doesn't do that in this game. Even the dinosaurs in the hallways didn't actually go after my people like they should have, and could have. They just spun in place and burned all their TU. Which did at least mean I could get pot shots on them without dying, but that doesn't help end things sooner if I still need to hunt them down. -- Watch live at https://www.twitch.tv/the_nametag
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