OpenXcom Forum

Modding => Released Mods => Topic started by: memmaker on March 18, 2020, 09:54:36 pm

Title: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 18, 2020, 09:54:36 pm
(https://memmaker.github.io/graphs/VigiloConfido.gif)
Survive. Adapt. Win.

A demake of the remakes - This partial conversion includes the complete EU2012 story line and lets you play through it using OpenXcom. It also adds an extensive class and skill system, thus completely changing the experience.

Mod.io page: https://openxcom.mod.io/vigilo-confido

The mod is feature complete and definitely playable but has only seen testing by me.

=== Features ===

 - 5 soldier classes (Ranger, Grenadier, Specialist, Sniper, Psi Operative)
 - ~50 scripted abilities with unique skills for each class
 - 500+ callsigns for each soldier class
 - 8 new alien units (Cyber Floater, Thin Man, Berserker, Armored Muton, Sectopod Drone, Muton Elite, Andromedon, Outsider)
 - 3 new weapon types in T1, T2 & T3 versions (Swords, Shotguns, Sniper Rifles)
 - Complete new graphics for all T2 & T3 weapons and armors
 - Complete rebalancing of all weapons, armors, units and deployments
 - Status, day & night and hit indicators
 - Laser weapons not reasearchable from the start
 - Laser weapons need recharging and can implode in the field
 - Limited Explosives
 - No Tanks (But the Gremlin drone instead)
 - Bring home alien weapons and research them for progress
 - Ground deployment added with a small research tree for squad size
 - "Killing Aliens destroys their Weapons" option is fixed
 - Additional status effects & Visualisations
 - Weapons can be disabled in combat
 - A buttload of maps (thanks to C.M.P)
 - Training rooms
 - Integrated the Commendations mod
 - Passive bonus items (S.C.O.P.E., etc.)

=== Requirements ===

OpenXcom Extended (OXCE) 6.4

Download release versions of OXCE here:
https://openxcom.org/oxce/release/

NOTE: For the intended experience, make sure you have sound turned on and the intro animation enabled.
At least on your first start.

=== Quickstart (via Ufopedia) ===

You can find information about the classes and their skills in the Ufopedia
under the "MILITARY MOLDING" category.

The changes on weapons and armors can be found under the "WEAPONS AND EQUIPMENT" section.

The category "MISSION OBJECTIVES" will always contain an entry with your current objectives.

=== Goals and influences ===

This started out as some experiments with Yankes scripts and soon got out of hand.
I wanted to have skills, like in the remakes and wanted to see which ones I could do.
Turns out I can do most of them.

So this then turned into a more complex mod with a class and skill system at its core and
with mechanical influences from the remakes (EU2012/XCOM2 and Phoenix Point).

My goal is to extend the vanilla X-Com experience with some
mechanics, items, units & lore references from the newer X-Com titles.

While my focus is on the class & skill system, I also completely rebalanced the
weapons and armors and some other gameplay elements.

I also want to try to add only graphics which keep the X-Com style and which harmonize
with the existing graphics. Each tier of items should be visually distinguishable.

Many thanks to XOps and his Xeno Operations for most of the graphical enhancements.
When looking through his modification of the game, I realized we shared many common goals
and it felt like his work was made with the same visual vision as my mod.

=== Concepts ===

Soldiers of each class can be hired directly by X-COM.
Soldiers can choose to undergo the military molding process, gaining access to their class skills in the process.
Classed soldiers receive additional active and passive skills for each level of training.
The active ones are activated with the special icon and the passive ones are always active.

There are three training phases. The initial molding process is awarded to soldiers when they are
hired by X-Com. The Second Phase (or Advanced Training) and Third Phase (or Elite Training)
add additional skills respectively.

Advanced level training requires: The second "Combat Experience" decoration,
which is awarded for 4 kills and 8 missions.

Elite level training requires: The fourth "Combat Experience" decoration,
which is awarded for 10 kills and 16 missions.

=== Skills ===

For a list of the currently implemented skills per class please refer to the file
Rulesets/classSkills.rul line 10, heading "Class Skill list".

There is also in-game description available in the Ufopedia (if you don't want to read some spoilers..).

=== Tiers ===

Weapons and armors all follow the three Tier concept.

T1 is available from the start.

T2 depends on alien alloys.
 - You should aim at researching "Laser Weapons" and "Predator Armor" until April.

T3 depends on Elerium-115.
 - You should aim at researching "Plasma Weapons" and "Warden Armor" until August.

Armor & Weapon Tiers
T1 - Kevlar Armor   & Conventional Weapons
T2 - Predator Armor & Laser Weapons
T3 - Warden Armor   & Plasma Weapons
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Solarius Scorch on March 19, 2020, 01:10:58 pm
So it's basically a NuCom demake, right? :)

Looks pretty fun! ... with NuCom plot, enemies and all. It would allow us to play NuCom on an actually fun mechanics. :D
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 19, 2020, 03:08:34 pm
Quote
... with NuCom plot, enemies and all. It would allow us to play NuCom on an actually fun mechanics.

That is exactly the idea.

But I'd rather let my first playtester speak, Reaver of Darkness:
Quote
I'm really liking this mod! Super cool. Great representation of the Firaxcom experience. The best thing about it is that it lacks most of the faults of XCOM while carrying most of the strengths. It's better than just a demake, it's far better than just a copy+paste of features. (...) XCOM: Enemy Unknown was a game that enraged me because they built this wonderful game and then ruined it with a whole bunch of purposeful decisions that didn't need to happen, like limiting soldiers to 2 time units, not allowing aiming at terrain, or forcing players to accept nonsensical limitations like selecting one of three terror sites "just because". Your mod finally gives me a chance to play what Firaxcom could have been.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Bobit on March 21, 2020, 03:24:49 am
This looks potentially really fun as OpenXCOM has a lot better spawning, but, and I'll only say this once, it would be MUCH BETTER with actual cover which nobody will allow me to implement on the engine.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Nord on March 22, 2020, 05:17:52 am
It is completely different game. Good.
Also, how "concealment" works?
Upd. Found it. Gracefully made.
Also i feel dizzy from so much scripting. How long was you doing that? Fantastic job!
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 22, 2020, 11:48:24 am
The core concepts and the first scripts for this mod were written in December 2019.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: eXalted on March 22, 2020, 03:24:10 pm
Damn, this looks so good!

How does "concealment" works? Or where can I find that description, I can't seem to find it.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 22, 2020, 03:25:45 pm
The skills are described in the Ufopedia under the "Military Molding" section.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Rndl99 on March 22, 2020, 04:04:49 pm
This is one of the most unique and interesting mods out there. Huge amount of work went into this! Class skills are one of the few additions that XCOM 2012 done better than original.

Now to the problems :)

At this moment this mod is so unbalanced that it is almost unplayable.

In no particular order:

Funds are toned down, but not in a consistent way, some items have original price. Nevertheless, with 20k funds per month, it's not really possible to afford a new base for 800k.
Also, Skyranger can't be bought or manufactured, so other bases can't be used for anything other than interception.
Engineers/scientist cost 1 million each Oo...
Crew limit of 4 makes the early game much more difficult. In few months of game time haven't seen any research for other crafts or upgrades.
It seems that score is computed from all events around the globe, even those that are not seen by player, i.e. outside of detection range. I shot down almost every UFO that was detected, except for very large, won all combat missions, including few terror missions and two landed battleships, and still after three months or so, score started to drop into negative thousands, ending the game on 1st of June due to low score.
I've managed to capture few aliens including Outsider or two, but never got the chance to research the live Outsider or skeleton key. Wthout one, alien bases can't be accessed, which probably also affects the score.

Anyway, with issues addressed, this mod can be great! Good luck!
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 22, 2020, 05:00:42 pm
First of all, thank you very much for the praise and the constructive feedback. I am not sure what version you was testing, since the mod had a pretty troubled start and I had to hotfix like 5 times.

Funds are toned down, but not in a consistent way, some items have original price. Nevertheless, with 20k funds per month, it's not really possible to afford a new base for 800k.
Econonomy has be re-adjusted in the latest patches.

Also, Skyranger can't be bought or manufactured, so other bases can't be used for anything other than interception.
That was a bug that also has been fixed now.

Quote
Engineers/scientist cost 1 million each Oo...
That is intended since I do not want the player to hire scientists at all via buying.

Quote
Crew limit of 4 makes the early game much more difficult. In few months of game time haven't seen any research for other crafts or upgrades.
The crew limit is by design. However there is a first squad upgrade research available when researching Alien Alloys. Although that was bugged. Fixed now. I am also thinking about making the squad upgrades available easier, suggestions welcome.

Quote
It seems that score is computed from all events around the globe, even those that are not seen by player, i.e. outside of detection range. I shot down almost every UFO that was detected, except for very large, won all combat missions, including few terror missions and two landed battleships, and still after three months or so, score started to drop into negative thousands, ending the game on 1st of June due to low score.
Bug. Has been fixed.

Quote
I've managed to capture few aliens including Outsider or two, but never got the chance to research the live Outsider or skeleton key. Wthout one, alien bases can't be accessed, which probably also affects the score.

How it should work:
Instead of recovering a live Outsider you should receive an "Outsider Shard", since the alien vaporizes and leaves this behind. You should then be able to research the Outsider Shard which unlocks the Skeleton Key manufaturing project.
If it not behaves like this, it is a bug.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: eXalted on March 22, 2020, 07:01:32 pm
The crew limit is by design.
I haven't played extensively so I can't say if bigger squad is needed. I liked the small squads at the beginning of X-Com Files though.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Nord on March 25, 2020, 10:05:15 am
Bugreport:
I think you need to add
Code: [Select]
          attacker.getFaction attacker_faction
          victim.getFaction victim_faction
into
Code: [Select]
tryPsiAttackUnit part.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 25, 2020, 11:27:05 am
@Nord: You are right. Thank you for the bug report.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Rndl99 on March 25, 2020, 08:44:15 pm
Ok, tried latest version (0.9.6). A lot of issues are fixed, thanks!

I've managed to capture and research few alive aliens, but objectives didn't change. Killed few Outsiders, but don't see any shards anywhere. I still have some research available, but nothing seems to move the story. But managed to increase size of Skyranger :) still, the replacement is kinda confusing, because new skyranger has exactly the same name as the old one :)

Shooting heavy rocket can leave behind some weird walls. It's difficut to explain, I will try to attach images to show how it looks.

Sometimes, attack gives some interesting extra info that appears in place of soldier stats, like "hit 39, pierce 3" or something and make target turn red for a fraction of a second. I love this effect, but it seems completely random. Can appear in one mission and then be completely gone for the rest of the game session. May be an engine bug.

Difficulty is still kinda crazy :) I know, I've tried superhuman, but still, base defense with soldiers having starting equipment against some heavy mutons, few sectopods and ethereal or two is basically a game over most of the time.

I haven't played version extended 6.4 before, so I'm kinda cofused about this whole mana/battle focus thing. Not sure if it's explained anywhere.

Cheers, keep up the good work! Don't know who made the new terrains, but the look great!
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 25, 2020, 09:19:03 pm
Hi again and thanks for the feedback.

I've managed to capture and research few alive aliens, but objectives didn't change. Killed few Outsiders, but don't see any shards anywhere. I still have some research available, but nothing seems to move the story.

This is an error on my side. Have been investigating this and it will be fixed in the next release (0.9.7).

But managed to increase size of Skyranger :) still, the replacement is kinda confusing, because new skyranger has exactly the same name as the old one :)

Alright, guess I'd better add a suffix space indicator to the name then.

Shooting heavy rocket can leave behind some weird walls. It's difficut to explain, I will try to attach images to show how it looks.

This seems to be an issue with the map pack, I have reported it to the creators and will integrate a the new version once it has been fixed.

Sometimes, attack gives some interesting extra info that appears in place of soldier stats, like "hit 39, pierce 3" or something and make target turn red for a fraction of a second. I love this effect, but it seems completely random. Can appear in one mission and then be completely gone for the rest of the game session. May be an engine bug.

This feature is called "Combat Information" and is a special passive ability of the "Specialist" class. So you will only see these hit confirmation messages when you have a specialist in your squad.

Difficulty is still kinda crazy :) I know, I've tried superhuman, but still, base defense with soldiers having starting equipment against some heavy mutons, few sectopods and ethereal or two is basically a game over most of the time.

When did you get a base defense? There is actually only supposed to be one scripted base defense, so some more information could help me out here.

The same applies to the difficulty, please provide me with some more feedback. Are you used to playing vanilla X-COM on super-human? How does the difficulty curve behave? Did you find easy strategies to cheese the difficulty?

I haven't played version extended 6.4 before, so I'm kinda cofused about this whole mana/battle focus thing. Not sure if it's explained anywhere.

Mana is resource that has been added to OXCE. Modders can change it to represent anything they want in their mods. I have been using it under the name of "Battle Focus" as a resource for ability use. Is there anything specific you'd need to know? I could update the in-game Ufopedia articles accordingly.

Cheers, keep up the good work! Don't know who made the new terrains, but the look great!

These fine maps have been provided by the C.M.P. (Community Map Pack): https://openxcom.mod.io/community-map-pack
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: luke83 on March 26, 2020, 07:48:49 am
patch for my Rice Farms :) copy these files into the mods TERRAIN folder.


Also, keep the bug reports coming, this Rice Farm was something i through together just for the CMP, as such its not as polished as the other maps in the set as its so new.
Thanks

Luke83 :P
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on March 29, 2020, 11:24:39 pm
Hello,

I have played this mod for about 4 days, but i allready can tell that it is amazing.
However, i ve also run into some problems:

1 - is gremlin not suposed to have a medkit? In its descryption it states that they can deploy medical equipment.
2 - objective doesn't update but i allready saw that someone reported that.
3 - training doesnt seem to work my soldiers have like 3 combat xp and i still haven't unlocked any new abilities.
4 - heavy laser's descryption isn't correct. it states 35 lasers per charge but in reality it's 21.
5 - i don't think that the psi lab is suposed to cost 750 000$.

6 - and finaly there is a really weird glich. Berserker / Berzerker corpse spirite is gliched, also there are 2 different names for melee muton,
     one with S and other one with Z.

Other than that no gliches at all, really cool mod.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 30, 2020, 10:55:12 am

First of all, thank you very much for playing my mod and taking the time to report the problems here in the forums.

1 - is gremlin not suposed to have a medkit? In its descryption it states that they can deploy medical equipment.

Thanks for pointing. This will be resolved.

2 - objective doesn't update but i allready saw that someone reported that.
This should have been fixed already, which version did you try?

3 - training doesnt seem to work my soldiers have like 3 combat xp and i still haven't unlocked any new abilities.

They do not unlock new skills automatically, did you try the soldier transformations called "Advanced Training"?

4 - heavy laser's descryption isn't correct. it states 35 lasers per charge but in reality it's 21.
Will be fixed.

5 - i don't think that the psi lab is suposed to cost 750 000$.
You are right, will be fixed.

6 - and finaly there is a really weird glich. Berserker / Berzerker corpse spirite is gliched, also there are 2 different names for melee muton, one with S and other one with Z.

Again, thanks for pointing out. Will also be fixed in the next release.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on March 30, 2020, 04:49:53 pm
Thank you for the quick renponse,

This should have been fixed already, which version did you try?

I am using Vigilo Confido 0.9.6 and oxcomex 6.4.2, the issue is that capture alien objective didn't update as it should.

Any ideas on how can I fix the berserker crash issue? Should I just change something in the code or somethin?
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 30, 2020, 04:55:31 pm
I've included a hotfix release for you, attached to this reply, that should fix the berserker crash.

Investigating the problem with the mission objectives.
Did you start out with Version 0.9.6 or did you update your saves?
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on March 30, 2020, 09:30:52 pm
Did you start out with Version 0.9.6 or did you update your saves?

no i didn't update. thanks for the hotfix really helped.
BTW berserkers are underpowered - all berserkers unloaded entire turn worth of attacks
on a civilian and on my troops and no hit connected.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 30, 2020, 09:42:31 pm
Thanks for pointing out. Has been fixed. Andromedons and Berserker melee weapons will work as expected in the next release.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on March 31, 2020, 01:59:34 pm
interesting, i got base defense against 2 sectopods shorthy after 1st month. My shots just bounced off their armor.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 31, 2020, 03:16:25 pm
@Perlha
Did you do the alien base assault before and did your mission objectives match up?
If not this is a bug and I would need to know at which stage in the story you were. What was you current mission objective?
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on March 31, 2020, 03:20:08 pm
If not this is a bug and I would need to know at which stage in the story you were. What was you current mission objective?

My alien containment wasn't even ready.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on March 31, 2020, 04:37:04 pm
I've been investigating this and it seems there was indeed some unintended behaviour.
This should have been fixed now. Thanks for reporting.

Until the next proper release, here is a hotfix which should adress these issues:

 - Fixed alien melee weapons not hitting
 - No more early game base defense

NOTE: The base defense will still occur in a save where the alien retaliation mission has already started.
In order to reset the alien mission there are multiple options:
 - Start a new game
 - Load a save before the alien retaliation mission started
 - Edit the save file to remove tha STR_RETALIATION mission part
 - Pressing CTRL+D and then CTRL+6 should switch to debug mode and reset the alien missions for this month, then saving and loading could do the trick, too
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on April 01, 2020, 05:01:04 pm
Umm, I ve found one more problem.
The blue building is borken. It is impossible to climb to 2nd floor without archangel suit.
(on the screenshot my grenadier is only half way up, the staircase is blocked)
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on April 02, 2020, 11:30:35 am
Thanks for the report. Will be fixed in the next release.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on April 12, 2020, 07:38:19 pm
Hi,
how cani get more nerds  to work in the lab?
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: WaldoTheRanger on April 18, 2020, 07:19:14 pm
Hi,
how cani get more nerds  to work in the lab?

Haven't played it yet, but If I remember various discussions correctly it's related to missions.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on April 29, 2020, 10:51:44 pm
Hello,

so i ve been playing for some time and i think i ve discovered another bug - when i read grenadier passive it says that he can destroy armor with cannosns
but on one mission i was forced (due to the lack of rifle ammo) to give cannon to a support and he was able to break armor, no acid nade was active.

Haven't played it yet, but If I remember various discussions correctly it's related to missions.

I am currently at capture outsider mission (btw. i haven't encountered a single one during my entire playthrough - 3 months) and my scientist is count still 10.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: vadracas on April 29, 2020, 11:16:21 pm
The property of armor shredding is attached to a weapon, not a unit. It could be possible with scripts to make the shred only work for grenadier though.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on April 30, 2020, 01:47:00 pm
The property of armor shredding is attached to a weapon, not a unit. It could be possible with scripts to make the shred only work for grenadier though.

If so, then ufopedia is wrong and grenadier has one useless ability.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: vadracas on April 30, 2020, 01:58:56 pm
This is a mod from nucom 1 ew/eu. In that game, only grenadiers could use the cannon, that is why it is written in the grenadiers perk list. If you want the full "experience" then keep your soldiers weapons with the class they are intended for.


(Not a mod dev, just making my own sense of it)
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on April 30, 2020, 02:25:41 pm
keep your soldiers weapons with the class they are intended for.

usually i do because gren is the only one who can lift a cannon but as i said i was totally out of ammo.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on May 02, 2020, 04:56:34 pm
Hey, it's me again, found another glitch.

Apparently floaters are pacifists and refuse to bear firearms. About 80% of floaters apear without a gun.
Also i've finally managed to find and capture an outsider.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on May 03, 2020, 03:20:00 pm
Aaaand, mission didn't update.

Hi, i've finally made the skeleton key, but the current objective is still: build the skeleton key.
Any ideas how to fix it?
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on May 03, 2020, 03:44:03 pm
The heavy cannon has some shredding capabilities itself, but the shred skill only activates when it is used by a grenadier. At least that's how it is supposed to work.

I've just uploaded a release which should allow you to research the skeleton key and thus update the mission objectives.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on May 03, 2020, 03:49:05 pm
Thanks for the info on the cannon and the key. Question, how do i get scientists?
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: memmaker on May 03, 2020, 03:51:31 pm
Research times are scaled for the 10 scientists you got. No reason to get more, that's why there is no real way to get more.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Perlha on May 04, 2020, 02:34:59 pm
Was base construction cost increased?
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: SIMON BAILIE on June 02, 2020, 01:50:26 pm
Any time you access hyperwave decoder facility in ufopeadia the game crashes. See attached. New game of v0.9.8.1 with OXCE v6.53. No other mods activated.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Soderbok on July 02, 2020, 01:56:18 pm
I'm on the first alien base assault.
I've managed to reach the location of the sectoid commander. If I stun or kill them I get an error message reporting that STR_PSI_SECTOID_CORPSE could not be found.
I can't find this file so thought this might be a good place to ask for help.

I've attached the screenshot of the error message, a save from just before I attack the Sectoid Commander and the OXCE log file from an android install.
Hope that helps.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: WaldoTheRanger on November 08, 2020, 01:42:23 pm
Hello all.

Just checking in on the status of the mod, and letting you know that it appears to be broken with oxce 6.7.x

Log file attached. Seems to be an issue with older versions of other major overhauls as well (such as xcf and reaver's)

Thanks for all the work.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: WaldoTheRanger on November 08, 2020, 01:47:44 pm
In that log I have made the mod master, but I just tested it regularly and it gives the same error.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: Meridian on March 07, 2021, 04:42:45 pm
That is intended since I do not want the player to hire scientists at all via buying.

Since OXCE v7.0, it is possible to disable hiring scientists and/or engineers via research gates.

Attributes `hireScientistsUnlockResearch` and `hireEngineersUnlockResearch`
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: eclecticbibliophile on June 07, 2021, 08:34:49 pm
Any idea how I would go about getting this working on OXCE v7.0?
Title: small patch
Post by: Varana on July 18, 2021, 11:10:56 am
Here is a small patch mod to make Vigilo Confido 0.9.8.1 run in oxce 7.0. Must be placed after (below) the Vigilo Confido mod and must be activated together with Vigilo Confido.

edit: I played it now on an easy level and lost after a good and very successful July with a ridiculous score of -11224 points. Found many bugs in the Ruleset, but not the one leading to this score.
I think this mod has some good and interesting ideas, but it is far from being playable. It is not beta, it is alpha.
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: eclecticbibliophile on July 22, 2021, 03:08:06 pm
Thank you very much! Shame about the bug, but I really appreciate the effort
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: efrenespartano on August 24, 2023, 09:55:11 am
The mod is impossible to play on the most recent OXCE build, so I made a quick update. Added a couple of new things, like the latest CMP release and a slightly Mechtoid sprite I tweaked for my mods (closer to the nuCom dude)

:)
Title: Re: [OXCE][BETA][MAJOR] Vigilo Confido
Post by: efrenespartano on December 17, 2023, 06:01:41 am
Greetings, fellow XCOM rookies! I've been helping memmaker with new update, patching the reported issues to work with the latest OXCE version plus a lot of new goodies as well. A major visual overhaul and balance pass will make this mod closer to the XCOM 2012 and XCOM 2 experience!

Go get it on https://mod.io/g/openxcom/m/vigilo-confido

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=== Changelog ===

=== Changes in v.0.9.9 ===
- Armors now recover Battle Focus (No armor gets 3 points, all the rest 2 points per turn)
- Delayed missionScripts for alien bases to 12 and 16 months (solving the July game breaking issue)
- Increased Blademaster flat damage from 20 to 30
- Decreased TU cost for T1, T2 and T3 Swords, Machine Guns and Pistols
- Decreased Battle Focus cost for Slash (from 6 to 4)
- Increased damage from 10 to 15 on T1 shotgun shells, added 15% spread
- Enabled layered paperdolls (code by b1ackwolf, sprites by XCom Files devs)
- Replaced vanilla Personal Armor sprites with custom Kevlar Vest (sprites by XOps)
- Replaced Tier 1 sprites and sounds with XOps sprites
- Replaced Sword, Fusion Blade, vanilla Plasmas sprite with Hans Woofington sprite
- Replaced vanilla (alien) laser weapons with sprites by Drages
- Added XROSS overhaul mod, modified and expanded by efrenespartano
- Replaced vanilla interceptor sprites with EU2012 ones (Raven by MickTheMage, Firestom by Tyran_Nick)
- Reworked Skyranger craft-less deployments and research topics with custom Skyrangers (maps by Aldorn), removed needItem dependency
- Improved Thin Man assets, sprites by efrenespartano, The Martian and NeoWorm
- Improved Sectoid assets, sprites by efrenespartano, b1ackwolf and NeoWorm
- Added XCOM Base Security NPCs to Base Defense