OpenXcom Forum
Modding => Released Mods => Topic started by: Cooper on January 17, 2024, 09:39:04 pm
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Creating a new topic for my mod as the old one (https://openxcom.org/forum/index.php/topic,4163.0.html) got super messy!
UFO: Alien Takeover is a total conversion mod for OpenXCom that adds tons of new content, like items, weapons, aliens, missions, music, tactics, UFOs, terrains, and a fresh storyline. It increases the difficulty while mostly staying true to the spirit of the original game. The mod is designed to be strategy horror rather than fast-paced action.
The mod starts with intense close combat and gradually brings in longer-range weapons as you progress. Resources are very limited, and the aliens are building an outpost that's impossible to defeat, reflecting the crazy struggle of ordinary humans against powerful aliens. The mod makes the game longer, and pushes players to make smart, strategic decisions. The tough difficulty shows just how powerful the aliens are, making every victory feel truly earned. For most of the game, powerful weapons and certain items are scarce, and if you lose them, you could be without them for months.
Research mechanics have been completely overhauled, with new topics like "Explore Nearby Cities" and "Basic Weapon Training".
The mod is almost ready for a 1.0 release, has been tested a lot (especially in the early and mid-game), and is 100% playable from the beginning to the end. Is is already a lot better balanced and has a lot fewer bugs than the original from 1994.
Download and see more pictures in the mod portal: https://mod.io/g/openxcom/m/ufo-alien-takeover (https://mod.io/g/openxcom/m/ufo-alien-takeover)!
NEW: I've added some extra options, most of them to make the mod a bit less difficult:
https://mod.io/g/openxcom/m/ufo-alien-takeover-extra-options (https://mod.io/g/openxcom/m/ufo-alien-takeover-extra-options)
Edit: Updated to more recent pictures
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Reserved
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Hey! Congrats for the new release! I remember playing your mod years ago, it gave me a Falling Skies vibe.
I wish you great success!
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Thanks! :D
I've been working with the mod again for a while now actually, and it has come sooo long since back when you played it. Was pretty unfinished back then, and the end game was not even playable. If you are interested you can see the changelog here: https://openxcom.org/forum/index.php/topic,4163.msg150527.html#msg150527 (https://openxcom.org/forum/index.php/topic,4163.msg150527.html#msg150527)
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Improved UFO tile graphics 8)
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Some recent updates.
Picture 1: Big story overhaul
Picture 2: Lots of upgrades, one of them being a better looking Alien Settlement underground
Picture 3: OXCE is now required
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in `AlienMissions_UAT.rul`
there are 4 instances of `timer: -1`
timer doesn't support negative numbers... this needs to be fixed for OXCE 8.0 compatibility
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in `AlienMissions_UAT.rul`
there are 4 instances of `timer: -1`
timer doesn't support negative numbers... this needs to be fixed for OXCE 8.0 compatibility
Funny that this seems to be the only syntax error (or whatever its called) in the whole mod.
I've released a version that fixes this, thanks for the heads up.
Downloaded OXCE 8.0 and played around a bit too, seems to be running with no issues.
In other news: I've added some extra options, most of them to make the mod a bit less difficult: https://mod.io/g/openxcom/m/ufo-alien-takeover-extra-options (https://mod.io/g/openxcom/m/ufo-alien-takeover-extra-options)
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A couple of bugs on 0.6.1.
- An ethereal wielded corpse as a weapon. Pure OXCE (not BAI), updated mod on geoscape save.
- a couple buildinds your soldiers can't get inside. First one is missing stairs back to the first floor (but an enemy spawned there). Second one has stairs, but you cant move from top of the stairs to the tile before the door.
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Thanks for the bug report. I will fix the bugs stopping you from getting inside the buildings in the next version. Will be released either today or tomorrow.
The Ethereal is not using the corpse a weapon, its just harvesting dead humans ;D The handob graphics for the Plasma Dagger seems however a little off, will look into this too.
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Hello,
I may be totally blind, can't find a "Download" button anywhere !
(edit : ahhhh, mod.io didn't want the right panel to scroll down, restarting Firefox fixed it for some reasons)
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Some recent updates!
1.png and 2.png: Base defense terrain visual upgrade + terrain gets empty block from globe terrain + mission gets actual reinforcements at turn 10
3.png: Scary looking UFO
4.png: Ocean textures (coming in next update) and new space background
5.png: More than two craft weapons + new background pictures
6.png: Visual upgrade to Alien Settlement + terrain gets outside mapblocks from globe terrain + toxic gas is released in turn 18 (enviroeffects)
7.png: No more gifs, meaning the mod should work well on all platforms, including Mac
8.png: Rebels can be upgraded
Extra faces and better sound effects has been added too
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Version 0.7.4 is released, featuring fixes, better late game balance and some map improvements.
Maybe a moderator can move this tread to the Released Mods section? I realized it has been surpassing the the criteria (https://openxcom.org/forum/index.php?topic=1700.0) for a long time.
Edit: Thanks :D
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Hello,
a couple of quick questions. Are scientists limited to 15 per base until the end? It was about 45 in earlier versions, which was not too much. 15 is way too hardcore, I will likely willl abandon this playthrough.
Upgraded soldiers can't use power armor (and some other armors), is it by design?
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Hey!
Yes its limited to 15 operators per base until the end. I'll think about changing it, but cant promise anything. However, I've created a submod that lets you have up to 45 operators per base, check out the attachment to this post.
Upgraded rebels not being able to use power armor sounds like a bug, will fix this soon.
Edit: yeah was a bug. Download the latest version on the mod portal to get the fix.
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OMG what an overhaul mod ::)
I'm working on my Hell mod since more than 10 years, and it's not finished, and will never be, because too complex and too big
But when I see what you propose, OMG... Congratulations !!!
I will perhaps get yours and adapt it for me haha
My aim on my side was to make it:
- more RPG
- more difficult
- more micro management
- using lots of available mod resources (as the 100+ ufos, 100+ maps, etc)
but some features you use here seem to be wonderful
I will probably download your mod and investigate it
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New version is up!
-New mission partially inspired by Resident Evil: https://video.hardlimit.com/w/dyMeHeU2meAAyP8BtCxPeX
-New base facility: Iron House (for training)
-New base facility: Operation Hub (gives room for 10 more operators, maximum one per base)
-Day/night indicator
OMG what an overhaul mod ::)
I'm working on my Hell mod since more than 10 years, and it's not finished, and will never be, because too complex and too big
But when I see what you propose, OMG... Congratulations !!!
I will perhaps get yours and adapt it for me haha
My aim on my side was to make it:
- more RPG
- more difficult
- more micro management
- using lots of available mod resources (as the 100+ ufos, 100+ maps, etc)
but some features you use here seem to be wonderful
I will probably download your mod and investigate it
It sure is a ton of work!
Sounds like a fun mod. I'm not sure if using Alien Takeover as a base is that much faster, its pretty complex, and its pretty easy to mess up the balance without knowing the mod well. Depends how far you got with the Hell mod i guess.