Author Topic: [EXPANSION]Hardmode Expansion - v0.99.5 - General Feedback Thread  (Read 123677 times)

Offline hellrazor

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Download Links Hardmode Expansion

Also on: mod.io

REPORT BUGS HERE

IvanDogovich made Video with Installation Help:
Installing Hardmode Expansion Mod
Also mentioning the LP:
Lion66six Let's Play of Hardmode Expansion

Lion66six Hardmode LP Playlist

Documentation:
Development Only github repository DO NOT PULL
Current ToDo List
Credit List
Changelog

List of Submods, spawned from Hardmode Expansion (All Submods are part of the Big Modpack):
[UFO]Darkened UFO Vanilla Variants
[EQUIPMENT]Advanced Medikit Mod
[MAPS]Expanded Ubase Reworked
[MAPS]Expanded Terror Reworked
[CRAFT]Alternate Lightning - Thunder
[HWP]Support Drones

#Hardmode Expansion Mod by hellrazor
#Standalone intended

This mod requieres at least: openxcom_git_master_2019_06_17_0106.zip or newer

README for Version 0.99.5
##################################################
# This Mod is aimed at experienced X-Com Players #
#             Who like a challenge :)            #
##################################################

About this mod:
This mod intends to make the gameplay more challenging and deals with
most of vanilla versions flaws, like overpowered Psi and early Plasma ownage.
It sticks strongly towards the vanilla core components and builts upon them.
It is aimed at experienced X-Com players, who know the game well and are
not afraid of a difficulty higher then Superhuman. The Aliens have more
variants and your weapons will slowly become obsolete due to them.
Research progress is a must, but comes at costs.

For playing you should choose difficulty Superhuman, since the mod is balanced
to be played on Superhuman difficulty, otherwise you wouldn't have the full experience.
The difficulty will be actually far higher then Superhuman, considering mainly the changes in economy and research.
Technologies will need alive aliens captures to unlock and will trigger additional mission.
Research takes longer and you do not have access to a alien
containment from the beginning. It is recommend to get between 200-250
scientists by November. Otherwise the game becomes very difficult.

The vanilla game always lacked proper weaponry sets including melee weapons, shotguns, sniper rifles. All of these have been added for the ballistic and laser weaponry for X-Com and the Alien plasma weapons.
A extended set of additional grenades and small launcher ammo together with added grenade aluncher gives very good indirect fire possibilities. Small launcher acts as a artillery style weapon, arking shot ;).

More armors, starting with ballistic vests up to reinforced power and flying suits expand the survival capabilities of your soldiers. Power armor also extends stamina and increases carry capacity.

Have fun exploring the new drones and tanks, which will draw alien fire and help detecting targets to shot or support your wounded troops. Drones may even help with capturing alive aliens.

A large number of terrains from Hobbes terrain pack and other mods (65+ additonal terrains) have been integrated and partially overworked (bugfixes mostly).
A extended set of maps has been added, featering turned version and additonal maps modules to make fighting within alien bases more enjoyable and tactical challenging.
Aliens have a couple of more UFO types, Fighter, Sentry, Excavator and LabShip.
Vanilla UFOs and new UFOs types all have extended set of interior maps variants (total 124 map). So enjoy exploring these.

Aircombat has been balanced, UFO's especially big ones will shot your interceptors.
A faster and much more durable interception craft has been added, also a enhanced skyranger version, with a back door.
Swarming Terrorships with interception craft is highly recommended.
The Laser cannon is actually useable now ;)

Being able to interrogate alive aliens requires you to raid a nearby Alien Base early.
Otherwise you have no tech progress. The base is located in your starting
region. For the time being also one of the Story Items is located in
the alien base. Raid this base as early as possible!
The game can only be won by capturing and interrogating a Ethereal Commander who unlocks the final mission.

However your run goes, let me know your feedback and how i can enhance the mod further.
For a detailed list of changes (may contain spoilers) see the Features further down.

For a real challenge play the game in Iron Man Mode!
Please do no use the OpenXcom Iron Man option and enforce your own Iron Man Mode, its a big mod, so bugs may happen.

I hope you will enjoy this collection of 60+ Mods (i stopped counting)
and please report any possible Bug you might find on the forum.
Feedback of any form is also appreciated.


Compability to other mods:
   This mod is intended to be a Standalone Mod.
   Mods which only add new Items and New Crafts may not pose a problem.
   UFO Extender Accuracy (Full support)
   High Quality Sounds (http://www.openxcom.com/mod/high-quality-sounds) from Daedalus

Not compatible:
   Commendations Mod (already integrated)
   PSX Static Cydonia Map
   XcomUtil Improved Base Layout
   XcomUtil Defensive Base Layout
   XcomUtil Improved Tanks
   XcomUtil Improved Heavy Laser
   All Mods which bring their own:
      alienDeployments
      itemLevels
      alienMissions

The list of included Mods is pretty big (60+) see Features.
Mostly Graphics, New Units, Terrains and Weapons.

Recommended Advanced Options:
   Save Preprimed Grenades (for Smoke Grenades)
   Alternate Movement Methods (to fight faster)
   Explosion Height 3 (to destroy buildings in 1 go with HE Packs / Large Rockets etc..)
   Storage limits for recovered Items (sell directly after a mission)
   Live Alien Sale (to clean out what you do not need)
   Forced Craft launch (probably needed since your craft will get shot a lot)
   Alien Bleeding

Creditlist here

Features:

Additional Alien Races/Units:
   Waspite
   Gazer
   Sectoid Elite
   Muton Elite
   Muton Elite Guard
   Muton Berserker Terrorist
   Armored Cyberdisc Terrorist
   Armored Sectopod Terrorist
   Chryssalid Spitter Terrorist

Additional Alien Missions:
   Ship Attack
   Docked Ship

General Gameplay changes:
   Your Soldiers will be awarded with Medals (currently there are 61 Medals).
   Globe with 330 Cities (including vanilla ones)
   Research costs are 1,5 times vanilla
   Alive Aliens are needed to unlock techs (-> Research Tree Graphic)
   8 Armored Vests, which you need to equip on your Soldiers
   Melee Weapons apply Skill and Strength
   X-Com Soldiers start with Melee Accuracy from range 40-60
   More saner starting weapons stock and equipment for the Skyranger
   Defensive starting Base layout (with 1 Additional General Stores)
   Psi Amp is harder to get throu research
   Psi Amp production is much more expensive
   Corpses give access to World News and are needed for Meditkits
   Alien Alloys can not be produced, they are as precious as Elerium-115 now
   Elerium-115 recovery per UFO Power Source is 50% vanilla (25)
   Alien Alloys recovered from UFO mission are ~36% lower then vanilla
   Terrormissions have multiple Alerts and Terrainhint
   Aliens do have more chances to score more points.
   Alien Bases will also invoke Alien Missions in their regions (10% chance)
   Interrogating alive Navigators and Engineers will trigger additional monthly Aliens Missions (limited to 2 Missions per Month)
   Winning, losing or aborting a Mission will play a small cutscene from the Original PSX version of the game
   Flying towards, loosing or winning  Cydonia will play Original PSX Version cutscenes

Economic:
   The maximum funding you can receive from Nations is cut by 50%
   All Alien Items and Alive Aliens give less money when sold (50%)
   Base Maintence Cost increased to 10% of base modules price
   X-Com Wages and Hire Cost are 1.5 times Vanilla
   X-Com Armors and Crafts are a lot more expensive to produce
   Drones, Tanks and Soldier Armor is repairable, if the corpses are recovered intact
   Drones, Tanks and Soldier Armor is upgradeable

Groundcombat changes:
   Chronological Racemixes
   Aliens are earlier aware of your presence
   Bigger Map for Terrormissions (60x60 and up to 24 Civilians)
   Bigger Maps also for Battleship, Terrorships and Labship (all 60x60)
   Alien will use Explosives and Explosive Weaponry from Turn 1 in Ground Combats
   Increased PSI Defenses for Aliens, but same Attack values (Soldier with PSI Str 80+ are fine as in vanilla)
   Ethereals are immune to MC from Xcom
   Aliens receive a Bravery Bonus (+10, Commanders are removed from Battleship and Base Defense Missions, increased numbers panic to quickly)
   Aliens have more saner Melee accuracy stats
   Kneeling Indicator and Improved TU Reserve Sprites
   Better Smoke Animation
   New Plasma Hit Animation for Heavy Plasma
   Colored Explosions (Grey: Smoke, Yellow: HE, Stun: Purple)
   Chryssalids are slightly vulnarable to HE damage (as stated in the UFOpedia)
   Sectopod does Laser Damage (as stated in UFOpedia)
   Blaster Waypoints honor DOS Limitation (9 Waypoints)
   Shotgun Class Weaponry for Xcom and Aliens
   Dedicaded Melee Weaponry for Xcom and Aliens

To actually enable X-Com forces to be successful in their Mission to save Earth a good combination of additional weaponry and equipment has been added, for X-Com and Aliens see detailed list:

Storyitems:
   Alien Data Slate (currently carried by Alien Base Commanders)
   Alien Data Core (currently located in Battleships)

Additional Alien Weapons:
   Plasma Blade
   Plasma Sword
   Plasma Shotgun
   Plasma Sniper Rifle
   Small Launcher with Arcing Shot.
   Elerium Bomb for Small Launcher
   Smoke Bomb for Small Launcher
   Fire Bomb for Small Launcher
   Aliens will keep most weaponry through the game
   Aliens have all weapons avaible from start

Additional Alien UFOs:
   Fighter (9 Maps)
   Sentry (14 Maps)
   Excavator (11)
   Labship (4 Maps)

Additional Interior UFO Variant Maps:
   Medium Scout (8 Maps)
   Large Scout (27 Maps)
   Harvester (24 Maps)
   Abductor (10 Maps)
   Terror Ship (8 Maps)
   Supply Ship (2 Maps)
   Battleship (7 Maps)

Additional X-Com Weapons:
   Combat Knife
   Alloy Knife
   Alloy Blade
   Taser Pistol
   Shotgun
   Sniper Rifle
   Grenade Launcher
   Elerium Rocket
   Scatter Laser
   Heavy Laser Replacements:
      Heavy Laser/Sniper
      Heavy Laser/Auto
   Flashbang Grenade
   Incendiary Grenade
   Stun Grenade
   Fire Grenade

All kinetic weapons also get Alloy Ammo once researched.
Alloy Ammo adds +10 Damage on top of convential AP Ammo.

Also 3 Medikits, one available from start, the others are researchable.
Research is Corpsebased and also requires Storyitems.

Additional X-Com Tanks:
   Drone/Scout
   Drone/Scanner
   Drone/Medikit
   Drone/Taser
   Alloy Drone/Scout
   Alloy Drone/Scanner
   Alloy Drone/Medikit
   Alloy Drone/Taser
   Alloy Tank Cannon
   Alloy Tank Rocket Launcher
   Alloy Tank Laser
   Hovertank Laser
   Hovertank Elerium Bomb
   Walkertank Plasma

Hovertank Launcher Ammo does 200 damage instead of 140

Drones can be upgraded, repaired and refitted.
Tanks can be repaired and upgraded.

Additional X-Com Armor:
   Armored Vest
   Alloy Vest
   Reinforced Power Suit
   Reinforced Flying Suit

Soldier Armor can be repaired and upgraded.

Additional X-Com Craft:
   Retaliator (Advanced Interceptor)
   Skystriker (Improved Skyranger)
   Thunder (Lightning replacement)

Additional X-Com Craft Weapons:
   Alloy Cannon
   Modified Range for Vanilla Weapons

Additional Terrains:
   Airfield
   Area 51
   Cargo Ship
   City Snow
   Commercial
   Expanded Farm A
   Expanded Farm B
   Expanded UBASE Maps
   Desert Mountain
   Desert Temple
   Desert Plane
   Dawn City A
   Dawn City B
   Expanded Terror
   Expanded Terror Snow
   Expanded Urban Mix
   Expanded Urban Mix Snow
   Forest Mountain
   Forest Marsh
   Grassland Desert
   Grassland Desert Mountain
   Grassland Forest
   Grassland Forest Mountain
   Grassland Swamp
   Industrial
   Industrial UFO
   Island
   Jungle Mountain
   Jungle Swamp
   Jungle Temple
   Liner Ship
   Expanded Urban
   Expanded Urban UFO
   Expanded Urban Snow
   Native (Farm + Jungle)
   Native UFO
   Polar Desert
   Polar Desert Mountain
   Polar Mountain
   Polar Plane
   Docked Cargo Ship
   Port Industrial
   Docked Liner Ship
   Port TFTD
   Port Modified
   Railyard
   Savanna Desert
   Savanna Desert Mountain
   Savanna Forest
   Savanna Forest Mountain
   Savanna Swamp
   Steppe Desert
   Steppe Desert Mountain
   Steppe Forest
   Steppe Forest Mountain
   Steppe Swamp
   Taiga Desert
   Taiga Desert Mountain
   Taiga Forest
   Taiga Forest Mountain
   Taiga Swamp
   Tundra Desert
   Tundra Desert Mountain
   Tundra Forest
   Tundra Forest Mountain
   Tundra Mountain
   Tundra Plane
   Tundra Swamp

Currently Supported Languages:
   English      US (en-US)
   English      UK (en-GB)
   Japanese   JA (ja)
   Russian      RU (ru)

Future planned additions:
   More translations
   Some 20x20 Maps Modules for Mars Terrain
   Intermediate Third Stage for Final Mission
   Armed Humans for Terrormissions and Other Missions
   Alien Commandship
   Special Mission to aquire the Alien Data Slate (not done)
   Special Mission to aquire the Alien Data Core (not done)
   Special Mission to aquire the Psi Amp (not done)

Despite the missing stuff the Mod is fully playable!
---
Changelog here
---
Report bugs etc.. to me in this Thread.
Alternatly you can also try to catch me on the IRC Channel (freenode #openxcom)
« Last Edit: June 19, 2019, 08:27:51 am by hellrazor »

Offline hellrazor

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[WIP][EXPANSION]Hardmode Expansion - TODO List until Final Version
« Reply #1 on: April 06, 2015, 08:51:41 pm »
ToDo:
Current ToDo List:

Reworking Expanded Ubase Terrain (currently in Progress)
Add some 20x20 Maps Modules for Mars Terrain and turned Versions

Add additional Civilians
Add armed Civilians (Police and National Guard)

2 interior variants vanilla Supply Ship
More Interior variants for Vanilla Abductors and Terrorships
Alien Commandship (initial design was to big, will try 40x40x7)

Human faction for Special Missions
Special Mission to aquire the Alien Data Slate (not done)
Special Mission to aquire the Alien Data Core (not done)
Special Mission to aquire the Psi Amp (not done)
Counsel Missions (useing Hobbes Special Mission from UFO Redux)


See Future Development Plan
« Last Edit: October 06, 2016, 05:11:48 am by hellrazor »

Offline hellrazor

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #2 on: April 07, 2015, 01:34:03 am »
Btw does anyone do wanna have Meleeweapons?

And if so which ones?

Offline ivandogovich

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #3 on: April 07, 2015, 01:47:42 am »
Dioxine's Handle : 30 pwer stun melee weapon might fit nicely in your mod.

Offline hellrazor

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #4 on: April 07, 2015, 02:02:01 am »
Dioxine's Handle : 30 pwer stun melee weapon might fit nicely in your mod.

Well there is already the good old Stunrod, so i do not see the reason why.
I should have  expressed myself more clearly, Melee Weapons which kill.

Offline ivandogovich

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #5 on: April 07, 2015, 02:07:26 am »
Handle. 2X1. fits on the belt. Twice as fast as the stun rod.  But to each his own.

If you want lethal melee, PirateZ has that in spades too.  Just browse the booty pedia a bit.
Or my un-official weapon spreadsheet that helped me figure out the game.

https://docs.google.com/spreadsheets/d/1e4grQfUqdXbNl4adXDFfJNmrLieIHhpwXBxA5kz-IHw (third Sheet)

Offline hellrazor

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #6 on: April 07, 2015, 02:17:19 am »
Handle. 2X1. fits on the belt. Twice as fast as the stun rod.  But to each his own.

If you want lethal melee, PirateZ has that in spades too.  Just browse the booty pedia a bit.
Or my un-official weapon spreadsheet that helped me figure out the game.

https://docs.google.com/spreadsheets/d/1e4grQfUqdXbNl4adXDFfJNmrLieIHhpwXBxA5kz-IHw (third Sheet)

Thanks for that but i wanna stick with serious X-Com :)
I have seen a Combat Knife, a Alloy Knife even a Alloy Blade.

Offline hellrazor

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #7 on: April 08, 2015, 01:54:30 pm »
Who wants Combat Knife Alloy Knife and Alloy Blase in?
And maybe more Melee Weapons?

Please let me know so i can put it on the Todo List which i update regularly when i finish a implementation.

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #8 on: April 08, 2015, 09:43:31 pm »
They have nice sprites, so why not.

Offline hellrazor

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #9 on: April 09, 2015, 01:11:46 am »
They have nice sprites, so why not.

Well the point is would they be usable in real combat. Because Shotguns also do damn good close range damage.

Offline hellrazor

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #10 on: April 14, 2015, 12:20:24 pm »
Just started debugging, so far everything works :)

Will now proceed with adding more stuff mainly reworking UFOPaedia.

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #11 on: April 17, 2015, 04:46:22 pm »
Just started debugging, so far everything works :)

Will now proceed with adding more stuff mainly reworking UFOPaedia.

For each new feature, ask yourself the question: is this really necessary? I ended up removing a lot of stuff that I found out later that it wasn't necessary.

Offline hellrazor

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #12 on: April 17, 2015, 10:55:52 pm »
For each new feature, ask yourself the question: is this really necessary? I ended up removing a lot of stuff that I found out later that it wasn't necessary.

Jeah i know. I actually have added all the items now which i wanna include.
Reworking the ufopaedia is kinda neccessary because i have a few new researches and story items :>
I will definitly include expanded ubase, because there are maps i wanna modify a little bit.
And some more UFO's.

If i do not put in extra terrain/maps i could at least a Alpha Ruleset Version which people could test.

I already found most crucial bugs so i would be good to go what ya thinking?
« Last Edit: April 17, 2015, 10:58:58 pm by hellrazor »

Offline yrizoud

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #13 on: April 18, 2015, 12:58:56 am »
Even vanilla items can be made redundant by add-ons. For example I see you've included fire grenades : I've played with them recently, and I find the grenade form so handy that I find very little reason to use the 3 incendiary ammo of the vanilla weapons. In turns, this reduces the interest of those versatile weapons.

Offline Arpia

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Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #14 on: April 18, 2015, 05:53:57 am »
Even vanilla items can be made redundant by add-ons. For example I see you've included fire grenades : I've played with them recently, and I find the grenade form so handy that I find very little reason to use the 3 incendiary ammo of the vanilla weapons. In turns, this reduces the interest of those versatile weapons.

I dont think incendiary grenades make incendiary ammo's redundant... I think they were redundant to begin with. Inc ammo isn't very practical for doing damage on anything past sectoids and floaters. So a gun loaded with INC's is much less practical than a gun loaded with something else. INC grenades provide a handy dose of cleansing flame in a convenient package, without having to swap ammo or weapons.
The versatile weapons still have AP and HE ammo so I'd say they're still pretty versatile without the 3rd ammo type. But you could maybe offset the loss by adding in a stronger AP that can be researched? or pseudo plasma rounds? to keep multi-ammo weapons more relavent in the later game.
this is all just oppinion though.