OpenXcom Forum

Modding => Released Mods => Topic started by: Orz on January 27, 2016, 06:41:58 pm

Title: [FULL MOD] UFO & TFTD Rework (silent update: Jan 1, 2017)
Post by: Orz on January 27, 2016, 06:41:58 pm
So I've been kind of holding off my "reworked" versions of both UFO/EU and TFTD for a couple months now. They've been practically finished a while back—in fact, I've already played each about 3-5 times from beginning to midway/end for testing (primarily pacing). However, I always find myself tweaking little things here and there so I never feel quite ready to make an "official" release.

Anyway, this was originally a strictly personal project created for strictly personal use, so it was not at all in my plans to make any public release at all. Besides, this is nothing fancy like the total conversions or super-mega mod packs that are out there already, so it may not appeal to everyone. Again, I really just made it for myself.

But whaddayaknow? I figured there's nothing to lose either way, so here it goes... 

Oh, and yeah, Orz goes by many names (or fingers?), and will therefore go by Illamasqua for these mods.

WHAT THIS IS
Vanilla sundae with strawberries on top. In other words, a more tasty vanilla game: re-balanced, improved & enhanced, making it slightly more challenging while keeping the original feel/atmosphere intact.

WHAT THIS IS NOT
A total conversion or heavily modified mod (I mean, it is rather heavily modified, but not in the sense of content addition—no new weapons, for example).


MAJOR CHANGES

(1) Alien Containment facility no longer available from the start. It now requires research of certain UFO component (either one of two) before facility may be properly unlocked. Main reason behind this: extend Laser/Gauss utility while delaying Plasma/Sonic (+ Blaster/DPL) as alien weapons now require an initial live alien "interrogation". Alien Containment should be unlocked by May/June at the earliest and August/September at the very latest.

(2) Alien race changes: [UFO only] Floater & Snakeman replaced for Waspite & Gazer, respectively. Reason: (this may come out as odd but) I never quite liked Floaters and, although Snakeman was a little bit better conceptually/aesthetically, I didn't want to have too many aliens flying around and I needed to make room for newcomers.

They don't have the same stats as Robin's mod, however, for the very simple reason that they'll be appearing early on and would be a little too OP othwerise. While Gazer keeps Holodrone as terror unit, Waspite was paired up with Celatid (slightly nerfed). Reason: with Cybermite there were too many mechanical units and not enough organics, plus it made Cyberdisc's explosion upon death a little redundant. On that note, Muton now goes along with Sectopod instead of the Celatid/Silacoid pair. Celatid was left with Waspite, and Silacoid was completely scrapped as it was practically useless (just like Reaper). Also, Ethereals now come with a Sectopod/Cyberdisc terror duo. Finally, added one more alien race: Anthropods. These are a little buffed, alongside their Spitter terrorists, as they'll be more of a mid-game enemy, almost on par with Mutons (which are now a little tougher as well). Oh, Chryssalids mostly appear on terror missions too.

[TFTD only] Not many significant changes. Deep Ones were made a little less fragile (always felt sorry for those guys) and Triscenes get better under armor. **PENDING** a new 5th alien race (although Carcharodon fits nicely, I'm still looking for a more Cthulhu-themed end-game alien, then I could add the shark guys as well to make a total of 6 aliens races just like UFO/EU).

Oh, and every race now gets all 6 ranks from Soldier to Commander.

(3)  All weapons/equipment reworked. The gist is this: Pistols are good for compactness & snap/reaction shots, Rifles for sniping & higher damage output, Heavies for balance & supressive fire at the cost of weight/encumbrance. Also: Auto-Cannon/Hydro-Jet reworked to specialize on auto-fire (higher accuracy). Small/Thermal Shok Launcher can fire and reload on the same turn now. Blast radius reduced to 3, however (as previous 5 and 7, respectively, was too large and could take out entire crews packed together). Medi-Kit, Motion Scanner/Disturbance Sensor & Mind Probe/Reader TU cost reduced to a small percentage (rather than flat TU cost), while Psi-Amp/MC Disruptor increased significantly (reason: discourage MC spam). On that note, Medi-Kit now recovers 12 stun (from 4) and 30 energy (from 10). Also, High/Magna-Pack Explosive damage increased to 200 at the cost of weight and greater blast radius. Reason: used to open up UFO hulls and blow up tougher enemies, but risky! (Can't throw from too far away due to weight, plus if you don't take distance you'll get caught on the blast.) Similarly, Blaster Launcher damage increased to 210 (just like DPL). Reason: open up UFO hulls late game, but big enough for HWP/SWS's to access (4 tiles as opposed to 1). Also, some item armor changes (especially UFO/EU items, borrowing from TFTD's better armor values—particularly when it comes to grenades/throwables). Oh, and Sonic Pulser's power dropped down to UFO/EU's 90 (as 120 was a little bit OP even by my hard-mode standards).

[TFTD only] Hydro-Jet Cannon, Torpedo Launcher, Disruptor Pulse Launcher & Coelacanth/Aqua Jet now capable of operating on land just like everything else (their respective UFOpedia entries slightly adjusted to reflect this). This may be reverted back later, but it feels good for now.

All other changes (including weapon damage, TU cost, weight, clip size, etc.) were very minor.

(4)  Recoverable Elerium/Zrbite reduced to 25 from 50.

(5)  Reduced USA's initial funding to 450 from 600.


OTHER (MORE MINOR) CHANGES

— Start off with Medi-Kit & Motion Scanner/Disturbance Sensor. No longer researchable/manufacturable. Purchasable for a price instead. Reason: makes no sense that these people don't already got these items at the start! Plus, limit early research to Laser/Gauss (which should be your first breakthrough).

— HWP/SWS cost & transfer time reduced. Reason: make them more viable (less monetary loss) as opposed to opting for all-out Soldier/Aquanaut teams.

— Large Rocket/Torpedo & Incendiary/Phosphorous costs swapped. Reason: encourage use of Incendiary/Phosphor. (More on this down below.)

— Personal/Aqua Armor & Power/Ion Armor now require certain alien corpses before they may be researched :O

— Other research changes: Some research topics have slightly different requirements, while some also take longer to unlock (notably Laser/Gauss tech). Main reason behind this: give new weapons and technologies some actual utility (as opposed to skipping each tier altogether by going straight to the more powerful techs in less than 1 month). Also, vanilla TFTD's research tree was a little screwy in some areas, this was patched up here.

— [UFO only] Laser weapons & Tank/Laser now require clips, just like Gauss. Also, Tank/Laser gets reskin (from Alloy Tanks mod). Still pending Coela/Gauss reskin.

— [TFTD only] Coelacanth/Gauss now has its own manufacturable clips (no longer shared with Gauss Cannon).

— Tank/Laser & Coela/Gauss got slightly improved armor.

— X-Com crafts can be sold now for a hefty price (still not a viable "cash cow" item due to time spent/wasted on manufacture).

— Other manufacture changes: Minor changes in terms of time, cost & item requirement mostly. Plus, slightly reduced sell price of "cash cow" items (which was a major game breaker).

— New mix of alien crews, both for regular UFO crashes/landings, alien bases & terror missions (usually towards mid-late game). Lots of interesting combinations. Reason: more variety/unpredictability.

— More organic flow/transition of alien tech from early to mid to late game. Plasma/Sonic Pistol may still show up late game, though very rarely. Reason: variety/diversity. Game pace should be longer than vanilla now, so more deadly weapons needed to be pushed back a bit. On that note, alien deployment item-sets reshuffled for balancing. UFO/EU, especially, gets more changes to more closely match TFTD's better item loadouts (one notable difference being more grenades!). Reason: make UFO/EU slightly more challenging.

— Practically all alien recoverable items (weapons/equipment & UFO components) have sell prices halved. Reason: reduce cash flow.

— Armor changes: Various minor tweaks here and there. One main change would be alien's incendiary/phosphorous damage modifier: they now take more damage in general. Reason: give incendiary/phosphor weapons more utility (other than just illuminating night terrain). Also, removed Gauss resistance from most TFTD aliens. Gauss feels like an actual improvement now! Reason: the very tech that's supposed to give you your first advantage against the aliens is weak against them? WTF?

— Soldier/Aquanaut stats tweaks: lowered some starting & cap values. Reason: too OP late game. Lowered throwing starting max stat to 70 (from 80) and Psi-Strength to 60 (from 100), especially considering aliens themselves have a highest Psi-Strength of only about 40 average. Also increased minimum Psi-Strength to 10 and put cap on Psi-Skill & Psi-Strength at 80 (from 100, both of them). Values subject to change later, but so far so good.

— All aliens get higher Psi-Strength values. Reason: more MC training required (on field too) to increase chances of mind control. Also, all alien races capable of using psionics now, at least at Commander level :O (This may be changed later.)

— Craft weapons rebalance: Slight range, accuracy, damage & ammo adjustments, hopefully preventing spam of certain weapons and increasing viability of others. Better starting craft Cannons. Also, Gas/Cannon & Laser/Gauss Cannon accuracy increased. Sonic Oscillator/Plasma Beam ammo reduced. Avalanche/DUP purchase costs doubled (reason: encourage use of cheaper Stingray/AJAX early game). Fusion/PWT Launcher ammo increased to 3. Rearm rates also improved for all weapons. Etc.

— [TFTD only] Survey Ship and Escort mapblocks were swapped in vanilla. Here they've been swapped back to what they should be (some hold that UFOpaedia & intercept images were also swapped, but they seem fine to me so I've left them unchanged here). Battleship and Fleet Supply Cruiser had their intercept images mistakenly swapped too (not the mapblocks or UFOpedia images). This is also corrected here.

— Facility list at base re-ordered. Reason: more intuitive arrangement. Also, some costs & build times revised. For example, Small Radar/Sonar cost, build time & maintenance reduced to encourage use (more affordable than Large/Wide-Array Sonar early game, good for setting up new bases). Also, a small attempt to improve (encourage use of) base defense facilities by making them quicker to build and giving them higher percentage hit ratios.

— A few UFOpedia entries got reordered (notably alien weapons and base facilities) and a couple got new images, notably UFO/EU's Alien Surgery & Examination Room. Reason: those entries had Floaters in them, and Floaters no longer exist in this game.

— Cydonia/T'Leth levels completely redesigned in terms of alien deployment. Should offer some of a challenge now. Reason: was way too easy previously.

— Some items/topics got slightly renamed.

— Plus a dozen other little changes I can't remember right now.


(for post-release changelog see THIS (https://openxcom.org/forum/index.php/topic,4265.msg58381.html#msg58381) post below his as this one cannot exceed 2000 characters so I had to relocate section)


KNOWN BUGS

After researching an item/topic with more than 1 corpse-related dependency, a "we can now research" message will come up listing all the corpses (provided there's at least one currently stored at your base) linked to said item/research. This is a corpse-related research bug only.

Same goes for UFO component dependencies if they share the same research/topic.


SPECIAL THANKS

Mostly Arthanor, Hobbes, Warboy, SupSuper, xOps, hellrazor and Dioxine for suffering through some/most of my ruleset questions when I was just getting started <3


DOWNLOAD LINKS (latest update: Jan 1, 2017)

Illamasqua's UFO Rework v1.4b (https://www.mediafire.com/file/76w3b6n5o36q1zg/UFO+Rework+v1.4b.rar)
Illamasqua's UFO Rework v1.4 (https://www.mediafire.com/download/kfg2drbj2xu5v22/Illamasqua%27s+UFO+Rework+v1.4.rar)
Illamasqua's UFO Rework v1.3d (https://www.mediafire.com/download/peibnlhhioomm1s/Illamasqua's+UFO+Rework+v1.3d.rar)
Illamasqua's UFO Rework v1.3c (https://www.mediafire.com/download/n7dxcnscramp9aj/Illamasqua's+UFO+Rework+v1.3c.rar)
Illamasqua's UFO Rework v1.3b (https://www.mediafire.com/download/mjq8944xgl1sih8/Illamasqua's+UFO+Rework+v1.3b.rar)
Illamasqua's UFO Rework v1.3 (https://www.mediafire.com/download/ncljhdx9c0mt89j/Illamasqua's+UFO+Rework+v1.3.rar)
Illamasqua's UFO Rework v1.2e (https://www.mediafire.com/download/wul3neffu0lo3xt/Illamasqua's+UFO+Rework+v1.2e.rar)
Illamasqua's UFO Rework v1.2d (https://www.mediafire.com/download/9h6al70smye91yk/Illamasqua's+UFO+Rework+v1.2d.rar)
Illamasqua's UFO Rework v1.2c (https://www.mediafire.com/download/dxrcwiyyrhm8s8z/Illamasqua's+UFO+Rework+v1.2c.rar)
Illamasqua's UFO Rework v1.2b (https://www.mediafire.com/download/2stv5q6gopxn87t/Illamasqua's+UFO+Rework+v1.2b.rar)
Illamasqua's UFO Rework v1.2 (https://www.mediafire.com/download/g3yeaoutrl8x2a7/Illamasqua's+UFO+Rework+v1.2.rar)
Illamasqua's UFO Rework v1.1c (https://www.mediafire.com/download/e47z2xib9fayd7l/Illamasqua's+UFO+Rework+v1.1c.rar)
Illamasqua's UFO Rework v1.1b (https://www.mediafire.com/download/4f3y4gj7s13ch6n/Illamasqua's+UFO+Rework+v1.1b.rar)
Illamasqua's UFO Rework (old) (https://www.mediafire.com/download/stuvbz6ctte27kb/Illamasqua's+UFO+Rework.rar)

Illamasqua's TFTD Rework v1.3bb (https://www.mediafire.com/file/8524oyl5smu77ga/TFTD+Rework+v1.3bb.rar)
Illamasqua's TFTD Rework v1.3e (https://www.mediafire.com/download/hpgfzqbgzb5ouxn/Illamasqua%27s+TFTD+Rework+v1.3e.rar)
Illamasqua's TFTD Rework v1.3d (https://www.mediafire.com/download/lmb41v9ksxabpi6/Illamasqua's+TFTD+Rework+v1.3d.rar)
Illamasqua's TFTD Rework v1.3c (https://www.mediafire.com/download/cfnsjhi268p9tm5/Illamasqua's+TFTD+Rework+v1.3c.rar)
Illamasqua's TFTD Rework v1.3b (https://www.mediafire.com/download/nxxlaaasm4kt633/Illamasqua's+TFTD+Rework+v1.3b.rar)
Illamasqua's TFTD Rework v1.3 (https://www.mediafire.com/download/f9e3v1hwjresdhe/Illamasqua's+TFTD+Rework+v1.3.rar)
Illamasqua's TFTD Rework v1.2c (https://www.mediafire.com/download/tnh6vz3h62bvjgw/Illamasqua's+TFTD+Rework+v1.2c.rar)
Illamasqua's TFTD Rework v1.2b (https://www.mediafire.com/download/a8r2dyedel9rd6c/Illamasqua's+TFTD+Rework+v1.2b.rar)
Illamasqua's TFTD Rework v1.2 (https://www.mediafire.com/download/ui2tf4e6tors809/Illamasqua's+TFTD+Rework+v1.2.rar)
Illamasqua's TFTD Rework v1.1f (https://www.mediafire.com/download/oeoibglveidayzl/Illamasqua's+TFTD+Rework+v1.1f.rar)
Illamasqua's TFTD Rework v1.1e (https://www.mediafire.com/download/dy0ij3vtf4607t8/Illamasqua's+TFTD+Rework+v1.1e.rar)
Illamasqua's TFTD Rework v1.1d (https://www.mediafire.com/download/xi3v3wlkxdv6w3d/Illamasqua's+TFTD+Rework+v1.1d.rar)
Illamasqua's TFTD Rework v1.1c (https://www.mediafire.com/download/j9x0y7hu76yua8i/Illamasqua's+TFTD+Rework+v1.1c.rar)
Illamasqua's TFTD Rework v1.1b (https://www.mediafire.com/download/11i5v908ch5e8e8/Illamasqua's+TFTD+Rework+v1.1b.rar)
Illamasqua's TFTD Rework (old) (https://www.mediafire.com/download/vdc34b83evewkv6/Illamasqua's+TFTD+Rework.rar)
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Orz on January 27, 2016, 06:42:24 pm
[UFO/EU] ALREADY INTEGRATED MODS & BORROWED RESOURCES

— Alternate LIGHTNING/THUNDER v1.12 by hellrazor (+ added more intuitive troop deployment like the other crafts + 2 HWP capacity)
— Matching Weapons Colors v1.1 by trollworkout
— Improved HandObs v1.2 by Ivan Dogovich
— HQSounds v1.0 by Daedalus (+ added Waspite & Gazer deathsounds from FMP version)
— Anthropod v1.5, Gazer v1.7 & Waspite v2.3a by robin (with stats, armor, etc. adjusted accordingly)
— Golden Cydonia Underground Base from Final Mod Pack v1.8
— Alien Inventory v2.0 by Ivan Dogovich
— Muton Commander v1.0 by Phaedris
— Armored Muton (green one) from XenoOperations v0.957 by xOps
— New TU-Reserve Interface v1.0 by Civilian
— Cleaner Desert v1.0 by Civilian
— Alien Reproduction Data by Warboy1982
— Shower & Bath basebits from Improved Living Quarters v1.0 by Dioxine
— 2 UFOpedia image replacements by Duke_Falcon
— XComUtil: High Explosive Damage (+ larger radius)
— Aliens Pick Up Weapons
— TFTD Damage Model

I believe that's everyone. If anyone has been forgotten, just let me know.

NOT INTEGRATED (BUT RECOMMENDED) / POSSIBLY PENDING LATER INTEGRATION

TFTD Damage Model (thinking of integrating it later) ALREADY INTEGRATED
Luke's Darker UFOs v0.86 by TurkishSwede/Luke
Extra Battleships v1.0 by Cooper (compliments Luke's lack of Battleship variations)
*NEW* Darkened UFO Vanilla Variants v1.0 by hellrazor, luke83, TurkishSwede, Cooper, etc. (replaces above two mods)
— Hobbe's Terrain Pack v3.7 by Hobbes ** (discontinued, so may have issues)
— Power Armor Redux v1.0 by Moriarty/Warboy (I didn't integrate already in case anyone feels particularly nostalgic about that odd/peculiar vanilla helmet with the weird lens!)
— Explosions Recolor v1.0 by Arthanor (may integrate later)

** Hobbe's Terrain Pack v3.7b (Edit) adjusts alien deployment itemsets for TFTD's Port Attack to match regular terror mission loadouts. Mod attached down below (re-uploaded Mar 12):
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Orz on January 27, 2016, 06:42:35 pm
[TFTD] ALREADY INTEGRATED MODS & BORROWED RESOURCES

— TFTD Crafts Reskin v1.1 by Roxis231 (only HAMMERHEAD & LEVIATHAN models used, TRITON was left same as vanilla, HAMMERHEAD got 2 SWS capacity and all craft got more intuitive troop deployment) *NEW* v1.2 by Roxis231 with much needed MCD patches
— TFTD Combo Patch v1.5 by Civilian (slightly edited: Tasoth & Deep One UFOpedia recolors not implemented here, kept vanilla versions instead)
— Couple borrowed resources from Xeno Wiper (namely: fixed sprite colors for Diving Suit's boots & bigOb corpse, Aquatoid bigOb corpse, HJC's phosphor ammo, a few improved floorObs for couple items, and color-fix for 2 stat bars in aquanaut screen; with possible further additions later)
— No Tritons in Base Defence v1.0 by liberation
— XComUtil: High Explosive Damage (+ larger radius)
— Aliens Pick Up Weapons

NOT INTEGRATED (BUT RECOMMENDED) / POSSIBLY PENDING LATER INTEGRATION

— Civilian's TFTD Sub Variants v1.0**

** Civilian's TFTD Sub Variants v1.1b (Edit) only keeps Civilian's own variations (1 for each craft) as the other designs took too many "artistic liberties" and didn't quite fit the original models so I left them out. Mod attached below for those interested (re-uploaded Mar 12):
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Orz on January 27, 2016, 06:42:47 pm
ADVANCED OPTIONS

ABSOLUTE MUST ***PENDING INTEGRATION***
-- [GEOSCAPE] UFO Extender accuracy ***DONE***

COMPLIMENTARY/OPTIONAL
-- [GEOSCAPE] Aggressive retaliation
-- [GEOSCAPE] Force craft launch
-- [BATTLESCAPE] Sneaky AI
-- [BATTLESCAPE] Inventory Stats
-- [BATTLESCAPE] Enhanced soldier sprites
-- [BATTLESCAPE] Save pre-primed grenades (mainly to prep up Some/Dye Grenades)
-- [BATTLESCAPE] Explosion height (at least 2)
-- [BATTLESCAPE] Smooth Bullet Camera
-- [BATTLESCAPE] Confirm Fire mode
-- [BATTLESCAPE] Allow psi-capture
-- [BATTLESCAPE] Allow Psi-Strength Improvement
-- [BATTLESCAPE] Alternate movement methods
-- [BATTLESCAPE] Override Line of Fire
-- [BATTLESCAPE] Suppress panic messages for aliens
-- [BATTLESCAPE] Alien bleeding

NOT RECOMMENDED
-- [BATTLESCAPE] Allow weapon self-destruction (you will need to make money from alien loot)

ALSO, NOT RECOMMENDED MOD
-- XcomUtil: Starting Defensive/Improved Base (adds Alien Containment right from the start)
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Orz on January 27, 2016, 09:07:14 pm
CHANGELOG (changes are so many and so minute most of the times, it's hard to keep track of every tiny little detail) Latest Update: March 31

— [UFO/TFTD] Added cheatTurn: 30 for Terror Mission, Base Defense, Battleship, Alien Base Assault and final Cydonia level for UFO/EU, and Terror Missions (Port, Island, Cruiser & Cargo Ship), Artifact Site, Base Defense, Dreadnought, Alien Base/Colony Assault and first 2 T'leth Levels. Final T'leth level gets cheatTurn: 40. (Not sure if cruise/cargo ships need that too at level 2.)

— [UFO/TFTD] Increased Elerium/Zrbite recovery points to 25 per 25 (instead of 5 per 50) ***NOT WORKING***, UFO/Mag Navigation to 10 (from 5) and doubled/reverted sale price to original 80K (from 40K) to be more line with Power Source/Ion Beam Accelerators with recovery points at 25 and sell price at 12,5K.

Feb 6 update
— [UFO/TFTD] Reduced manufacture cost of Alloys/Plastics to 1000 (from 3000) so that it may be your earliest profitable manufacture (sell for 3250).

— [UFO/TFTD] Added clips to Plasma Beam & Sonic Oscillator, as well as Hovertank/Plasma & Displacer/Sonic. Also corrected minor sound issue (all Laser weapons were using the same fire sound).

— UFO/EU's difficulty level brought up to TFTD's standards! No longer for sissies :P

— [UFO] Finally added Muton Elite (Armored Guard) to Cydonia's final level. These dudes are Muton Soldiers on steroids and they are so morally firm they won't panic if you drop Blaster Bombs on their pails or leaders! Also, put back Ethereal Ascendant (haven't decided on white "negative" sprite or purple one, but I went with first/original choice for now) to guard Brain Room. These little additions are just to give the player a little bit of a "final battle" feel to Cydonia. May also add tougher Sectopod (alloy sprite) later.

— [UFO only] Speaking of which, re-reviewed all aliens' stats, armors & damage modifiers again (what a pain in the @ss), including for terror units. Biggest change may be Sectopod's overall armor reduction (since we're now using TFTD damage model), but it got more health and less Laser weakness. Armor still strongest in game, though. TFTD re-review still pending

— [TFTD] Removed 'retaliation: false' oversight from Mixed Races.

Feb 8 update
— [UFO only] Added Sectopod "mecha" movesound :O

— [UFO/TFTD] Lowered Psi-Amp/Disruptor TU cost to 36% (just like the aliens) from 66%. I get that MC is super cheap, but limiting it to only once per turn with such low success rate early on takes all the fun away from it.

— [UFO only] Fixed minor weight issue with Waspite and Gazer whose original weight (20) was causing their corpses to "disappear" under their weapons. Adjusted weights to 30 and 40, respectively, more like other aliens. Problem solved.

— [UFO/TFTD] Flying & Mag. Navigation Armor new requirement (aside from previous Power & Ion Armor: Hovertank/Plasma & Displacer/Sonic, respectively. Reason: Push flying armors a bit back, obviously, as they give a tremendously huge advantage once acquired. The "excuse" behind this is miniaturization: first, you can make UFO crafts of your own, then flying HWP/SWS, and then anti-grav armor for your troops.

— [UFO/TFTD] Addded UFO Extender accuracy to all weapons manually (only difference with original is Auto/Hydro-Jet Cannon now having auto-range 7 and snap 15 like the rest of the other weapons instead of 5 and 10, respectively).

— [UFO/TFTD] Increased Alien Containment and Psi/MC-Lab Capacity to 15 each (prev. 10).

— [UFO/TFTD] Mind Probe/MC Reader's only requirement now is just Sectoid/Aquatoid Corpse.

Feb 13 big update
— [UFO only] Made Cydonia Landing mission a 60x60 map with height 6, which allows to fly over pyramids (previously 50x50 height 4), and increased total alien deployment to 16 min, 31 max with +8 random (previously min 12, max 20). This was a MUST (in fact, I originally made it 70x70 but I figured most players may consider it a bit too much so I dropped it to 60x60).

— [UFO/TFTD] On that last note: increased height to 6 (from 4) for all "open environment" maps except alien UFO/SUBs. In other words: Terror Sites, Cargo/Cruise Ships (part 1), Artifact Site (part 1), Alien Colony (part 1).

-- [TFTD only] Reduced size of Alien Colony part 2 to 50x50 (from 60x60). Reason: it's not that 60x60 is huge, it's just that it's a 3-levels/tiers maze! One thing is walking around one flat tier/level alone, another altogether is searching 3 levels/tiers of multiple rooms on a large 60x60 map. Was also temped to increase shade to 5 (from 0) to add to the "hidden movement" experience, but I left it was it was for the time being. I would have reduced part 1's size (60x60) as well, but map is hard-coded.

— [UFO only] FIRESTORM rebranded THUNDERSTORM to be more in line with LIGHTNING.

— [TFTD only] Finally split Drill family into just 2 tiers: Vibro Blade & Heavy, 80 and 130 damage respectively (accuracy also improved slightly.) Reason: 3 Drills are just unnecessary as they all kill most aliens in one hit just the same.

— [UFO/TFTD] Entire alien deployment re-reviewed (serious pain in the @ss). Minor weapon loadout changes here and there. Perhaps "biggest" changes are:
(1) Commanders no longer drop for Base Defense (they stay in their Dreadnoughts/Battleships while the rest of the crew does the mopping below!). Capture a Commander (to unlock final mission) now requires actual Dreadnought/Battleship raid or an Alien Base Assault. Reason: not gonna hand Commander over on a silver platter :P
(2) Changed number of aliens deployed in Alien Colony Pt1 & Pt2 to more closely match those of UFO/EU's Alien Base Assault. Reason: not only are alien bases 2-parters in TFTD (and labyrinthine mazes on second level), but the actual deployments are overwhelmingly high: whilst UFO/EU has 12/22/6 (min/max/+random) TFTD has 20/31/13. Soooo... we have come to a "middle ground" and settled for 17/26/9 for both mods to (a) make TFTD's alien bases less tedius and (b) make UFO/EU's a bit more challenging.

— [UFO/TFTD] Also removed psiSkill from all races (Commanders), now it's more like vanilla: (UFO) Sectoid Medic, Leader, Comm: 30, 45, 60. Ethereal Leader, Comm: 50, 60. Muton Comm: 50. Waspite Comm: 45. Gazer Comm: 35. (TFTD) Aquatoid Medic, Navi, Comm: 30, 45, 60. Tasoth Navi, Comm: 40, 50. Gill Comm: 35. ***Probably wanna change research so that these ranks only unlock Psi-Amp/MC-Disruptor?

Feb 16  update
— [UFO/TFTD] Reduced reactions, firing accuracy & melee caps to 80. Reason? I cannot believe this game used to be played with 120 caps! I had already dropped them to 100, but no matter: once soldiers hit 80 they won't miss a thing and it's no fun to have perfect accuracy all the time. Be grateful I have decided to still leave Bravery & PsiStrength at 100...

— [TFTD only] Added stun attack (snap only, 55 TUs, 110 damage, 5 blastRadius) for Hallucinoids and updated UFOpedia to reflect this (as an aside, when I first played TFTD some years back I remember these nightmarish jellyfish stunning my entire team on alien colony assaults! I wanted to bring that nostalgia back). Also increased their stun resistance so they don't stun themselves out (but can still be stunned).

— [TFTD only] And while we're at it: added dye weapon (snap only, 55 TUs, basically the same effect as a dye grenade) for Xarquids. Now they fit UFOpedia's description. They won't use it as often (they'll reaction-fire with their regular sonic attack) but will occasionally spurt some ink at ya! Also removed their dye/smoke vulnerability to go along with it.

— [TFTD only] RE-REVIEWED (again) stats, armor & damage modifiers for all aliens, including terror units. Now the UFO/TFTD 2nd major re-review is complete and I can take a rest. No huge changes, though, but should make everything better. Because Calcinite is the only terror without any kind of ranged attack, increased its health exponentially but reduced its armor somewhat. This will allow it to take lots of hits before it goes down. And it makes sense, because of the whole "amorphous mass of ectoplasm" thing.

— [UFO only] Finally! Tank/Laser reskin got matching-color corpse.

— [UFO only] Pistol, Laser Pistol & Plasma Pistol got a little reskin. And Laser Rifle as well. Also, Laser clips got a little purely aesthetic change (not completely satisfied with it, but it'll do for now).

Feb 18 TFTD-only update
— [TFTD only] Removed Xarquid's ink spurt. Reason: makes them less deadly/threatening. If I make it too cheap (TUs), they'll snap with it over their regular sonic attack. If I make it too expensive, they won't have TUs left for 2-3 consecutive sonic attacks. And dropping range to just 5 doesn't make much of a difference: once close to your aquanauts, they'll just resolve to spurting ink and then swim around in the dye without attacking.

— [TFTD only] Finally edited Magnetic Ion Armor's spritesheet to display missing orange "grav-pack" on land so it looks just like underwater when "flying." Now it looks good, no more awkward flying.

— [TFTD only] Corrected Diving Suits bigOb color from white undersuit to light blue. It simply didn't look right since there's nothing white about it, it's all blue. Also did same for Plastic Aqua Armor: from (again) white vanilla undersuit and light-green gloves/boots to dark greenish-blue suit with white gloves/boots to match actual inventory sprite. (May wanna do the same palette change to spritesheet later since it's almost undistinguishable from Diving Suit's light blue look.)

— [TFTD only] Also implemented Xeno Wiper interface color swaps which makes reactions and strength bars in soldier stats/info screen better to read/distinguish. As well as minor bigOb corpse color corrections for Tasoth (orange crest to red) and Aquatoid (green skin to blue).

— [TFTD only] Added meleeHitSound to drills (used Calcinite's melee "thump!" in absence of better sound FX). And did the same for poor Triscene's melee attack too (previous "tap" was extremely underwhelming for such a gargantuan mouth, to say the least).


Because maximum character length has been exceeded in this post, it has been continued HERE (https://openxcom.org/forum/index.php/topic,4265.msg60437.html#msg60437)


TO-DO-LIST

PENDING/TESTING (short-term)
-- [TFTD] Swap Battleship intercept/pedia sprite with Supply Cruiser. *NOT WORKING**
-- [UFO/TFTD] Maybe increase terrorist research points to 150 (from 50) to give them some sort of "benefit"?
-- [UFO/TFTD] Research: unlock alien weapons by rank. Reason: encourage live alien research (also has the side-effect of getting more alien craft UFOpedia entries, which is generally lacking)? DONE
-- [UFO/TFTD] Re-review item loadouts for aliens since those with Blasters/DPLs ain't using them! DONE
-- [UFO/TFTD] Remove corpse req from Mind Probe/MC Reader? DONE
-- [UFO/TFTD] Add UFO Extender accuracy to all weapons manually. DONE
-- [UFO] Also, add Armored Muton and Ethereal Ascendant for final Cydonia mission. DONE
-- [UFO/TFTD] Review difficulty levels, maybe bring UFO/EU up to TFTD's standards? Also review statGrowthMultipliers (may wanna add some health?). DONE
-- [UFO/TFTD] Ro-order deployment rank order so that Commanders don't go first in reverse order down to Soldiers (only final missions)? << BAD IDEA (spawning determined by rank order as listed in deployment, don't want terror units in the wrong places)

PENDING (mid-term)
-- [TFD] Make separate mod for Cruise/Cargo Ship missions 1-parters to make them less tedious?
-- [UFO/TFTD] Create 2nd type of non-recoverable Alien Grenade/Pulser to (1) reduce player's cash flow from selling loot by the hundreds and (2) allow me to give aliens more grenades?
-- [UFO/TFTD] Re-review/rehaul alien stats & armor. Stats increase by alien rank. Also review terrorists. DONE
-- [UFO] New Laser clips still pending (purely aesthetic). DONE
-- [TFTD] Remove Vibro Blade. Make it simple, just 2 drills: Thermic and Heavy Thermic? The 3 drills are just unnecessary as they all kill Lobsters just the same. DONE
-- [UFO/TFTD] Psi-attack by alien race rather than all-race Commanders: 3 Sectoid, 2 Ethereals, 1 Muton? (TFTD) 3 Aquatoid, 2 Tasoth, 1 Gill? DONE
-- [UFO] Give Anthropod only one type of Spitter? Reason: same Spitter appears (in name) as 'duplicate' in base's store, research screen, Soldier Diaries, etc. RESOLVED (Just used Naked Corpse version for all Spitters--this doesn't change the Soldier Diaries so Naked version will still appear as such)
-- [TFTD] Correct display of DYE, ELECTRIC and DRILL (TFTD still using UFO's SMOKE, ACID and MELEE). DONE (decided to keep as it was for SMOKE & MELEE, only changes to ACID/ELECTRIC)

PENDING (long-term)
-- [TFTD] HQSounds like UFO. Including better interface sounds.
-- [TFTD] More mapblocks/terrain variations, especially for Port & Island Terror.
-- [UFO/TFTD] Make HWP/SWS "corpses" recoverable? Use scraps to refurbish at workshop.
-- [UFO/TFTD] Add/display damage modifier values on UFOpedia alien files?
-- [TFTD] Fix pathing of new TFDT craft (pretty much done by Roxis, but still needs a couple touch-ups, such as being able to climb atop the HAMMERHEAD, etc). DONE by Roxis
-- [UFO/TFTD] Review and rework UFO statistics to improve intercept fights. DONE
-- [TFTD] Coelacanth/Gauss should get a color reskin like Tank/Laser. Preferably light grey with touches of orange to fit Gauss weapons style. DONE
-- [TFTD] Add inventory images for all aliens. POSTPONED
-- [UFO] Tank/Laser reskin still needs matching-color corpse (currently uses vanilla/brown one). DONE
-- [TFTD] Improved hand-obs like UFO DONE (TFTD Combo Patch 1.5)
-- [UFO] Add "mecha" moveSound to Sectopod. DONE
-- [UFO/TFTD] Review weight of corpses and other items. DONE
-- [UFO/TFTD] Review space items occupy at base. DONE


OTHER PENDING MODS
-- [MOD, TFTD] 5th TFTD race. Shark Guy from XenoOps is good, but TFTD should get one final Chthulu-themed alien. Its sorely missing and game feels half-finished without it! It does build up all this expectation with the whole "Great Dreamer" lore and all we get is Lobsterman (which I love, but one kinda expects some kind of squid/tentacle alien to show up in the end!).
-- [GRAPHICS, TFTD] Alt/recolored explosions to work both on land and underwater. Currently works only on land and crashes game underwater. Same goes for all other sounds (they'll work just on land). DONE
-- [GRAPHICS, TFTD] Flying Magnetic-Ion Armor on land is missing the orange "gravity pack" that it has underwater. This is because Mag-Ion Armor was originally designed to only "fly" underwater so it doesn't get it on land. DONE
-- [TFTD] Future idea: use Silacoid's sprite to spawn Calcinite's formless mass of entrails upon death! And give it new ranged attack: spew acid (TFTD electric, but whatever). DONE


FEATURE/MOD REQUESTS (+ BUG FIXES)
-- [BUG/FIX] Corpse-related research bug (same goes for UFO components).
-- [QOL] Allow deployment of HWP/SWS without full ammo (this would also get rid of "not enough ammo" messages). DONE by Meridian for OXCE
-- [QOL] Add UFO radar window. This would be similar to intercept window, only that instead of listing your interceptions this would show all UFOs/bases currently detected by radar (with respective type/size, location, mission, etc.). Useful when there's over 10 red dots flying around all at once. 
-- [QOL] Display number of days in Psi/MC training. This could be in both/either (a) soldier's stat screen and (b) Psi/MC-Lab screen. Why hasn't this been implemented already?
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: harre on January 28, 2016, 12:42:20 am
Looks interesting. I will definitely try this out when I'm done with my current epic game :)
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Roxis231 on January 28, 2016, 06:08:31 am
— TFTD Crafts Reskin v1.1 by Roxis123 (only HAMMERHEAD & LEVIATHAN models used, TRITON was left same as vanilla, HAMMERHEAD got 2 SWS capacity and all craft got more intuitive troop deployment)

Orz - You do realise you haven't asked permision to use my work for your mod - right?

First: If you wish to use someone else's work for your mod, You should ask for permision first. While some people might not have a problem with this I do. Every one else who has wanted to use my work has asked for permision first. (or at least before they released their mod)

Second: While I don't mind the fact you have made changes to the deployments as that's something I'll let you do, I have a problem with your changes to the craft capabilities - When people borrow my designs, one of the things I prefer is that there are no changes to the graphics or ruleset's. This is so any further updates to my mods can be added in with no problems, and given the changes I'm haveing to make to the Hammerhead for the next release there's a chance it will.

Third: My handle is Roxis231 not Roxis123.

PS: This statement is not a rant but a polite complaint. I'm doing it this way because I've had people steal/claim my work as theirs before, This is one of the reasons I stopped modding for the Sims and Sims II several years ago.
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Orz on January 28, 2016, 01:20:08 pm
Orz - You do realise you haven't asked permision to use my work for your mod - right?

First: If you wish to use someone else's work for your mod, You should ask for permision first. While some people might not have a problem with this I do. Every one else who has wanted to use my work has asked for permision first. (or at least before they released their mod)

Second: While I don't mind the fact you have made changes to the deployments as that's something I'll let you do, I have a problem with your changes to the craft capabilities - When people borrow my designs, one of the things I prefer is that there are no changes to the graphics or ruleset's. This is so any further updates to my mods can be added in with no problems, and given the changes I'm haveing to make to the Hammerhead for the next release there's a chance it will.

Third: My handle is Roxis231 not Roxis123.

PS: This statement is not a rant but a polite complaint. I'm doing it this way because I've had people steal/claim my work as theirs before, This is one of the reasons I stopped modding for the Sims and Sims II several years ago.

First: Didn't realize it'd be such a big deal for anyone. I mean, I understand the politeness factor behind it, I simply assumed "permissions" were a given based on the fact that (a) these mods are released without any copyrights of any kind on completely public/anonymous forums in the domains of a free internet and (b) I would never ever demand anyone to ask me for any "permissions" of any kind for anything I've ever done. What I give is freely given without conditions or expectations of return. Admittedly, perhaps that's my problem (I simply cannot put myself on a lofty pedestal and demand recognition/veneration). But if you wanna get all political correct about it, did you even ask Satan Claus for "permissions" to use s/his craft in the first place? Either way, just say the magic word and I'll remove your slightly modified mod from public sharing. Alternatively, you may consider this my asking for your permission to use it as it is, late in coming as it may be.

Second: Only added 1 extra SWS to the HAMMER, that's it. I did formally ask/suggest you do it yourself a couple times before. You explained why you wouldn't. That's perfectly fine, it's your mod, and I wasn't gonna get butthurt about it. But I really don't see why you can't just keep on updating it as you see fit while others adjust it to their own modding specification.

Third: Sincere apologies for the typo. Considering my meticulous attention to detail, that was a really silly oversight. I'll correct it immediately.

PS: And hopefully this was a polite enough response. If it serves any consolation, you can be sure one as egoless as the Orz won't have the selfishness to steal/claim your own work as their own. I do understand where you're coming from, however, and I wish people wouldn't be such silly campers (what does anyone gain, really, from stealing/claiming someone else's work as their own other than a false sense of achievement? Is there a grander self-delusion?). I recognize your work, though, and I expressively stated my gratitude and ovations towards it.
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Hobbes on January 28, 2016, 04:32:05 pm
PS: This statement is not a rant but a polite complaint. I'm doing it this way because I've had people steal/claim my work as theirs before, This is one of the reasons I stopped modding for the Sims and Sims II several years ago.

I must say that before I had wondered about your need to give permission to use your mods, but I now I completely empathize since I've also had people taking credit for my work (not in OXC though).
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Dioxine on January 28, 2016, 04:52:35 pm
But Orz didn't take credit for Roxis' work.

I think we should use the open source licence as the legal basis for this. This might be arguable, naturally, but it seems (to me) to be the closest thing in terms of legality. Under the open source, you're not required to ask for permission. You are only required to credit properly, meaning, to the best of your knowledge. From this angle, all where Orz was wrong was a typo in credits.
What's more, asking for permission is superflous if we agree that Author's rights are inalienable, which I strongly support; it shouldn't be legal to grant, sell, gift, or surrender them under any circumstances (imagine the hit big game companies would take if it was universally the law, mekekeke).

So I do emphasize with Roxis for his hurt feelings too, especially since he got cheated before, but there needs to be equality; emotions and justice do not mix well. Everyone has different feelings, wants and needs, but these shouldn't give that person any special rights. Naturally, law is one thing, good manners are another...
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Roxis231 on January 28, 2016, 10:42:29 pm
The real problem, for me anyway (other than the typo) was that I was not informed first.  I had to learn about it from the posts.

And to the point about the HWP's, its that I am trying to put a 2x2 lift in to let the HWP access the roof, and that might cause problems.

Other than that, in the cold light of day, and after a good nights sleep (and yesterday's coments were a combination of lack of sleep and a VERY bad day) I have decided that I'm ok with this.

Sorry I just reacted rarther the thinking it through.
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Orz on January 29, 2016, 02:06:45 am
The real problem, for me anyway (other than the typo) was that I was not informed first.  I had to learn about it from the posts.

Duly noted.

Quote
Other than that, in the cold light of day, and after a good nights sleep (and yesterday's coments were a combination of lack of sleep and a VERY bad day) I have decided that I'm ok with this.

(https://s24.postimg.org/kuji00p85/wehavecometoterms.png)



SLEEP MY DEAR (https://www.youtube.com/watch?v=7ROHQ3NYgKE)
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Eddie on January 29, 2016, 02:15:59 am
I was also thinking about a late game alien missing in TFTD. Gameplay wise, it should resemble an Ethereal. Floating M.C. masters of the alien hordes. The description of the Lobstermen and Tasoth describe them as warriors like the Mutons, so a master race that controls them is definately missing. The best I could think of until now was armoured elite Aquatoids, with their armor having a floating ability like Mag Ion armor. Research of such an alien could then be prerequisite to that armor, much more fitting than a live Deep One.

I am also missing a floating alien in the early game. I mean, EU has Floaters. TFTD is underwater where one would expect swimming aliens, but no. The only swimming/floating units are terror units. I don't think it would be fitting to make Aquatoids swim. Well, not compleately swim. I could imagine some limited swimming would work, which is "can swim but must end their turn on a ground tile. If not, fall to ground".
My best idea so far for an early game floating alien would be a floating Celatid, converted to a green palette. Lore wise, it is the blob of protoplasma that is inside the Calcinite. One could go further and make Calcinites spawn such a blob on death if underwater. A fitting weapon would probably be sonic and not the Celatids spit. As the inspiration for the blob in the Calcinite is the Shoggoth from Lovecraft, it should retain the melee attack of the Calcinite.
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Orz on January 29, 2016, 02:35:30 am
I was also thinking about a late game alien missing in TFTD. Gameplay wise, it should resemble an Ethereal. Floating M.C. masters of the alien hordes.

Absolutely, it always struck me as odd that TFTD didn't have any aliens (terror units excluded) which could "float," especially underwater! So yes, TFTD should have at least 2 "floating" races just like UFO/EU. And I still hold that it must definitely be Cthulhu-flavoured! Like maybe some sort of squid/tentacle humanoid, sorta like the Squidlarkin/Mindlayers of Final Fantasy Tactics:

(https://2.bp.blogspot.com/_-lKiQNdfEZo/TNxyykCtqjI/AAAAAAAAA_c/77H5APTthFU/s400/Mindflayer-ff1-psp.png)

Just imagine those guys for the final crypt mission at T'leth!

Looks interesting. I will definitely try this out when I'm done with my current epic game :)

It would be nice to hear what you think of it later :)
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: davide on January 29, 2016, 02:27:31 pm

Just imagine those guys for the final crypt mission at T'leth!

It would be nice to hear what you think of it later :)

For now, for O-TFTD there is only a new race:

(https://openxcom.org/forum/index.php?action=dlattach;topic=2913.0;attach=19384;image)

from a XOps's mod:

https://openxcom.org/forum/index.php/topic,4205.msg57023.html#msg57023 (https://openxcom.org/forum/index.php/topic,4205.msg57023.html#msg57023)

therefore your Squidlarkin should be very valued

I wish you release this new race as a standalone mod too, such as XOps done .
Thanks
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Solarius Scorch on January 29, 2016, 04:05:14 pm
I already made a cthulhoid:

(https://i.imgur.com/NZ5AuSr.gif)

It's not perfect for the role, but I can share the resources if you like.
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Orz on January 29, 2016, 04:52:10 pm
For now, for O-TFTD there is only a new race:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2913.0;attach=19384;image)

Yes, I'm just waiting/looking for adequate UFOpedia images (both for live specimen and autopsy) to go along with it. It seems this is the problem with adding new TFTD aliens: they need good UFOpedia pics (whereas UFO/EU aliens just use their respective ragdolls, which are simpler/easier to make).

An example of what Carcharodon could look like (pic found online, slightly edited/pixelated by me to fit the game):

(https://s21.postimg.org/o23wnky2f/sharkman_by_ericbaize_d3n5q6h.jpg)

I already made a cthulhoid:

(https://i.imgur.com/NZ5AuSr.gif)

It's not perfect for the role, but I can share the resources if you like.

That actually looks pretty good! (I always imagined them with bigger/more bulbous heads, though.) If the robe could be edited a little to make them less reminscent of UFO's Ethereals that'd be great. Otherwise it could be used as is it is. I'm assuming you have the complete sprite set with bigobs, floorobs and all that to go along with it? What about UFOpedia pics?
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Solarius Scorch on January 29, 2016, 07:31:02 pm
(whereas UFO/EU aliens just use their respective ragdolls, which are simpler/easier to make).

(https://cdn.meme.am/instances/400x/54553988.jpg)

That actually looks pretty good! (I always imagined them with bigger heads, though.) If the cape could be edited a little to make them less reminscent of UFO's Ethereals that'd be great. Otherwise it could be used as is it is. I'm assuming you have the complete sprite set with bigobs, floorobs and all that to go along with it? What about UFOpedia pics?

Oh yeah, I made them for the upcoming X-Com Files mod. I can share it when I'm back home.
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Orz on January 29, 2016, 10:22:27 pm
(whereas UFO/EU aliens just use their respective ragdolls, which are simpler/easier to make).

I meant: alien inventory sprites are taken from the UFOpedia entries. They are "easier" to make than TFTD in the sense that they are just the alien's full body frontal shot standing upright against the same clinical background. TFTD alien are more "artistic" (like the X-Com armors) and have custom backgrounds.
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Solarius Scorch on January 30, 2016, 01:49:37 pm
I meant: alien inventory sprites are taken from the UFOpedia entries. They are "easier" to make than TFTD in the sense that they are just the alien's full body frontal shot standing upright against the same clinical background. TFTD alien are more "artistic" (like the X-Com armors) and have custom backgrounds.

Ah, yeah, well, right. Though I find the "X-Com 1" style a good enough solution, and much easier to do. I like nice pictures like everyone else, but for viewing races I prefer uniformity.

Also adding my Sorcerer of Dagon sprites, as promised. (No autopsy picture.)
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework
Post by: hellrazor on February 04, 2016, 09:28:16 am
HF with the UFO collection.
If i find time i will add even more variants, i can either find some were or will do on my own.
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework
Post by: Orz on February 04, 2016, 02:51:42 pm
HF with the UFO collection.

Absolutely!


Ah, yeah, well, right. Though I find the "X-Com 1" style a good enough solution, and much easier to do. I like nice pictures like everyone else, but for viewing races I prefer uniformity.

Also adding my Sorcerer of Dagon sprites, as promised. (No autopsy picture.)

Thanks. Perhaps someone more skilled than I will do the finishing touches! I, for one, am reluctant to include a new unit/race without at the very least TFTD matching-style UFOpedia pics. Rummaging through Dioxine's X-Piratez resources yesterday I came across this smexy guy who could also work nicely as the potential candidate for TFTD's 5th race template:

(https://s21.postimg.org/icszx2bav/Priest.gif)

Of course, it would need a couple touch-ups as well. Namely: a squid/tentacle face, a greenish or purplish skin-tone, and tentacle arms while we're at it!

Just throwing ideas.


FYI: I am regularly updating this mod. Downloads updated in the OP. Just don't wanna be constantly BUMPing this thread. So for those few who've been downloading it with the intention to actually play it, be sure to have the latest version up to date for all the m'Orz fun!

--- posts merged ---

FYI: I've been making consistent updates to both UFO/EU & TFTD mods since version 1.0. These various little changes are listed under the changelog here (https://openxcom.org/forum/index.php/topic,4265.msg58381.html#msg58381). Download links also updated on first post. I'll probably wanna clean things up a bit later so it's all easier to read (i.e. less of a massive wall of text), but for the time being: I feel pretty satisfied with how both games play out and shall therefore take a little rest now.
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 16)
Post by: wsmithjr on February 16, 2016, 10:01:55 pm
This looks very interesting and I will definitely check it out.

Any future plans for adding some more variety in terms of weapons and the like?

Thanks for sharing.
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 16)
Post by: Eddie on February 17, 2016, 01:18:30 am
Just read the changelog and the to do. I agree that getting alien UFO/USO don't get researched enough, because there is no benefit. So maybe make them a prerequisite to research new xcom craft. There might be a problem in doing this though, as autopsies you get from a medic don't unlock research. The same mechanic might applie for alien UFO/USO.
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 16)
Post by: Dioxine on February 17, 2016, 04:40:11 pm
That's because medics give autopsies, which isn't the same as corpse research (which is the proper prerequisite). It won't be a problem with UFOs/USOs since there are no hidden topics to them.
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 16)
Post by: Orz on February 18, 2016, 10:48:49 pm
Any future plans for adding some more variety in terms of weapons and the like?
Thanks for sharing.

Hmm, not in terms of new weapons, don't think. I wanted to keep the vanilla feel as much as possible. If anything, the aliens deserve a little more weapon variety, but those additions can't break the game balance either. The thing with adding new weapons is that they often render some of the old ones pretty useless (imbalance). Given the choice, I would rather prefer if everything had at least some utility/niche/specialty.

Other little changes and improvements should probably be added as time goes on, but for the most part (and for the time being), it's all pretty much done. What TFTD is still sorely lacking is a Cthulhu-themed end-game race, and that's the "major" thing missing. Other than that, definitely more SUB variations as well as the still-pending alternate Coelacanth/Gauss re-color to go along with Tank/Laser, but that's about it in terms of big additions. (OK, maybe add Caclinite's "protoplasm" spawn unit upon death too, but that's kinda under development/testing at the moment.) Oh, and of course: HQ Sounds like UFO/EU!

Speaking of missing stuff, this thread could use some pics:

Mag. Ion Armor flying on land (land spritesheet was previously missing orange "grav-pack" on land):

(https://s29.postimg.org/u202k3icn/screen169.png)

New corpse sprites for Diving Suit and Plastic Aqua Armor (vanilla sprites were all white with mismatching gloves/boots):

(https://s8.postimg.org/j4hxklkdx/screen165_2.png)

"Conventional" Family line (new Pistol sprite):

(https://s15.postimg.org/57mth0v1n/screen046.png)

Laser Family line (new Pistol & Rifle sprite as well as matching colors):

(https://s12.postimg.org/kh0bfwrxp/screen050.png)

Plasma Family line (new Pistol sprite as well as matching colors):

(https://s13.postimg.org/atvw3hj3b/screen049.png)

And Calcinite's tentative "protoform" showcase:

(https://s17.postimg.org/qi4rar873/screen170.png)


ADDENDUM
Also, how about a Deep One reskin? They always looked so dull and boring in their usual "grey" tone. Well, now they look like Smurfs!

(https://s11.postimg.org/wj8dkarnn/screen172.png)

TFTD mod just updated, BTW.

PS: Also, just 'tween you and I—don't tell anybody—but difficulty for beginner/experienced levels increased slightly. Just Aim & Armor multipliers, though. I mean, 0.5/1.0 for UFO/EU and 0.4/0.7 for TFTD was too much a handicap for the aliens. Them poor guys can barely hit a thing and get killed almost with lousy Pistols even! 0.8/0.9 seemed more fair :)
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 18)
Post by: GrossorMD on February 20, 2016, 02:05:27 am
You know, I was looking at the rulesets, and I was thinking that I like the idea of making sonic/plasma the ones without ammo limits (although with higher encumberance. and possibly no autofire/worse accuracy), instead of laser/gauss. It kind of makes sense that the more useful guns appear later on...
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 18)
Post by: Orz on February 20, 2016, 04:41:23 pm
You know, I was looking at the rulesets, and I was thinking that I like the idea of making sonic/plasma the ones without ammo limits (although with higher encumberance. and possibly no autofire/worse accuracy), instead of laser/gauss. It kind of makes sense that the more useful guns appear later on...

That's exactly what I had originally done. It might be brought up in the future, but ultimately, the reason why it was changed back was because I begun to miss the reloading feel of all weapons. Don't know, it somehow made them feel more "tangible" and "personal." Plus, I was getting the same feedback from a couple other users here. Laser, however, definitely needed to be just like Gauss. 


Tentative new reskin of Plastic Aqua Armor for next update. Literally tried dozens of recolors and dark blue/musky green doesn't look good. Black and white were the last two remaining candidates. I wanted to go with white since I felt it would fit TFTD's "swimming pool party with plastic water guns" style better, and I was very leery of black, but black seems to better match the inventory sprites (and not even I can deny those glossy, obsidian-looking black helmets sure look sleek!):

(https://s8.postimg.org/t9ln7a99x/screen179.png)

(https://s9.postimg.org/4wke352zz/screen176.png)


ADDENDUM

Also: Torpedo Launcher restyle. Now each torpedo has more of a "unique" feel to it, like UFO/EU. (May miniaturize Small Torpedo alongside Small Rocket later, but it's good for now.)

(https://s30.postimg.org/y0pxgyqkh/screen181.png)

(https://s18.postimg.org/57uwq2pm1/screen183.png)
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 18)
Post by: GrossorMD on February 24, 2016, 08:07:42 pm
I could probably bear laser being like gauss more easily than gauss being like gauss, tbh. Shipping line missions are terrible in that regard.

Actually TFTD's two-stage mission bloat is pretty broken in general. TBH I think it should stick to alien base defenses and the like. Certainly not terror missions...
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 18)
Post by: Xeno Wiper on February 25, 2016, 02:00:44 am


Speaking of missing stuff, this thread could use some pics:


Mag. Ion Armor flying on land (land spritesheet was previously missing orange "grav-pack" on land):


(https://s29.postimg.org/u202k3icn/screen169.png)




OH NO, PONYTAILS ARE GONE!  :o

 :P



New corpse sprites for Diving Suit and Plastic Aqua Armor (vanilla sprites were all white with mismatching gloves/boots):


(https://s8.postimg.org/j4hxklkdx/screen165_2.png)




Have you ditched that dark green plastic? Was it still similar with diving?




Tentative new reskin of Plastic Aqua Armor for next update. Literally tried dozens of recolors and dark blue/musky green doesn't look good. Black and white were the last two remaining candidates. I wanted to go with white since I felt it would fit TFTD's "swimming pool party with plastic water guns" style better, and I was very leery of black, but black seems to better match the inventory sprites (and not even I can deny those glossy, obsidian-looking black helmets sure look sleek!):

(https://s8.postimg.org/t9ln7a99x/screen179.png)

(https://s9.postimg.org/4wke352zz/screen176.png)



Was that black helmet based on its own inv dolls img?
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 18)
Post by: landroller on February 29, 2016, 08:45:03 pm
how to install this mod in TFTD?
this mod appear in the Options > Mods screen (if select x-com UFO defence) but not appear if change to TFTD.

-openxcom_git_master_2016_02_27_0456
-Illamasqua's UFO Rework v1.2d
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 18)
Post by: yrizoud on February 29, 2016, 09:28:00 pm
You may want to pick the file for "TFTD Rework", instead of "UFO Rework"  :-*
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 18)
Post by: landroller on March 01, 2016, 12:21:15 am
You may want to pick the file for "TFTD Rework", instead of "UFO Rework"  :-*
yea. i automatic download upper link.  8)
Title: Re: [FULL MOD] Illamasqua's UFO & TFTD Rework (last upd. Feb 18)
Post by: Orz on March 01, 2016, 03:41:43 pm
NEW UPDATE WITH SOME PICS
(download links in OP, as usual)

Reverted Plastic Aqua Armor to vanilla with some minor fixes in the white coloring of the armor plates (I would prefer to settle for full snow-white Aqua Armor as shown in an earlier post, but can't manage to make inventory sprites look good all in white yet). Just so that we're on the same page here: the only reason why I'm trying to re-color Aqua Armor is too more easily differentiate it from Diving Suit.

Also below is Coela/Gauss with a new color style (tried different variations but only yellow or white seem to fit the TFTD feel):

(https://s16.postimg.org/ojxtlhos5/screen200.png)

Color fix from light creamy yellow/brown armor plates to white + blue helmet matching rest of suit:

(https://s8.postimg.org/a1jy1g8g5/screen198.png)

And new Tasoth reskin (reasons: too much yellow overload with all the Lobsters and Ion Armors end-game). Now they look lite pretty little seahorses :P

(https://s24.postimg.org/f402wbegl/screen201.png)

Also added Lobsterman Tomb Guard to final T'leth level only, just to spiff things up. Tried lots of color variations (including ghostly bluish-green which looks pretty menacing) but decided to play it safe and stick to a darker/red lobster (with changed eye color) for now. Below both regular Lobster and red one for comparison. Also showing Calcinite's "Protoform" too:

(https://s15.postimg.org/3mpdk5abv/screen202.png)

For full changelog details go HERE (https://openxcom.org/forum/index.php/topic,4265.msg58381.html#msg58381).

And feel free to share your thoughts: feedback/criticism is appreciated :)

PS: I am kind of working on and off on TFTD's 5th alien race based on a modified version of one of Dioxine's priests (mentioned in an earlier post) in combination with Solarius' Cthulhu-themed sorcerer, but that might take another while.



Have you ditched that dark green plastic? Was it still similar with diving?

I used your fixed Diving Suit bigOb.

Quote
Was that black helmet based on its own inv dolls img?

That was the original idea, but now it's changed again.

Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 1)
Post by: Solarius Scorch on March 01, 2016, 05:44:37 pm
Kinda like the Tasoth colour, but it's too much like USO walls, plus the yellow spots don't work for me.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 1)
Post by: Orz on March 01, 2016, 10:07:35 pm
Kinda like the Tasoth colour, but it's too much like USO walls, plus the yellow spots don't work for me.

Glad you noticed. Not without reason did I choose to take a snapshot inside a USO and put a Tasoth right next to a wall: there is that unintended but surprising chameleon-like side effect, and I kinda liked how it turned out (is it really a bad thing?). As for the yellow spots, yes, I'm still considering removing them. They bothered me a bit at first, but not so much after playing a full match against a Tasoth crew so I left them in out of sheer indecisiveness.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 1)
Post by: Solarius Scorch on March 01, 2016, 10:31:33 pm
The yellow spots make a bad first impression. Not sure how it'd work in the long run.

Does the Tasoth colour also blend with other battlescape elements? Seabed, corals?
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 1)
Post by: Orz on March 02, 2016, 12:18:33 am
The yellow spots make a bad first impression. Not sure how it'd work in the long run.

I was thinking more along the lines of...

(https://www.wildlife.state.nh.us/nongame/images/salamanders-spotted-young1.jpg)

But hey, we can't all like freckles :P It can easily be changed for the next update (perhaps just blend in the spots by using some other shade of blue or even green).

Quote
Does the Tasoth colour also blend with other battlescape elements? Seabed, corals?

Not really, just UFO walls mostly.



But anyway, Tasoth's reskin has already been "corrected" and I'm liking it better too:

(https://s11.postimg.org/t74m3ugkj/screen001.png)
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Orz on March 12, 2016, 04:31:46 pm
Because maximum character length has been exceeded in changelog post (https://openxcom.org/forum/index.php/topic,4265.msg58381.html#msg58381), it'll be continued here:

March 1 mostly TFTD-oriented update
— [UFO/TFTD] Increased height of all UFO/SUB maps to 6 (meaning only closed environments will have a vanilla height limits now). Also increased shade of TFTD's Alien Colony Pt.2 to 5 (from 0) to add to the "hidden movement" feel :P

— [UFO/TFTD] Live alien research reworked: now ranks plays a more important role in unlocking alien technologies and it works great. Still haven't figured out how to improve getting alien missions and UFO craft entries.

— [UFO/TFTD] Personal & Aqua Armor made more like each other in terms of damage modifiers, same goes for Flying/Power Suit & Mag/Ion Armor.

— [UFO/TFTD] Very minor weapons review (specifically, decreased weight of HC/GC & AU/HJC a bit).

— [TFTD only] Added meleeSound for Drills and all melee Terror Unit attacks so you can tell when they miss.

— [TFTD only] Removed fixed race restrictions to Alien Colony (both parts, previously vanilla Aqua/Gill pt.1 and Lobster/Tas pt.2). I actually really liked it vanilla, but making it more like UFO/EU adds the unpredictability factor. Plus, you'd get to meet mixed races later on anyway.

— [TFTD only] Lotsa people bitching about Ship Lane Attacks, so reduced occurrence chances to 30% (from 60%). I also personally prefer Artefact Sites or regular Terrors over Cargo/Cruise missions.

— [TFTD only] Fixed oversight in alienMissions where Lobsters were appearing too early. The order should be Aquatoid/Gillman early, then Tasoth coming into the mix and them Lobster.

— [TFTD only] Coela/Gauss got yellow re-color. Tried white, grey/silver, blue, green, black & white, but yellow seemed best in the end. (UFOpedia re-color still pending.)

— [TFTD only] Based on some user feedback, decided to add Calcinite's "protoplasm" form (even though it's still missing transitory death sprites from dying Calcinite to spawning Protoform, but it doesn't look that bad as it is).

— [TFTD only] Reverted Plastic Aqua Armor to original vanilla colors with some minor changes: made the white whiter (where previously it was light creamy brownish/yellow, specifically on shoulder plates) and fixed inventory sprites as well. I REALLY wanted to go for snow-white Plastic Aqua Armors (I mean, I still do), but I haven't managed to make inventory sprites look good yet all in white... something feels/looks off, so if anyone wants to help! (And we can probably disregard UFOpedia entry since it has a reputation for getting colors wrong anyway.)

— [TFTD only] Tasoth goth a reskin. Now they look like pretty little seahorses :P No, seriously, it was too much yellow-overload previously with all the Lobsterman and Ion Armors end-game. Now Tasoth looks like chameleon-like seahorses salamanders.

— [TFTD only] Added new Lobsterman Tomb Guard to final T'leth Level (tried a few color variations, but stuck with red lobsters for now) just to spiff things up a little since that final level is easiest of all T'leth missions. Tomb Guards are basically like Soldiers on steroids and they won't panic.

March 12 update
— [UFO/TFTD] FINALLY improved/rebalanced/spiffed up interception/air combat. Overall, UFOs got more range and X-Com weapons (more specifically, Plasma/Sonic) were nerfed a bit. Fusion/PWT got a big buff, however. Also, all cannons have 3 rates of fire now (cautions, standard, aggressive). And even Scout/Survey Ship can poke fun at you now :P

— [UFO/TFTD] Re-reviewed live alien research for alien missions and crafts. In essence, lower ranks give out info on smaller UFOs and less "covert" missions. Medics and Engins/Techs are the only ones who stick to vanilla. In turn, Leaders/Navs & Commanders disclose more "covert" missions and larger UFOs. Been playtesting and it definitely makes a difference now.

— [UFO/TFTD] Re-reviewed alien deployment numbers in some loeadouts, just minor changes for more logical distribution according to craft size/type.

— [UFO/TFTD] Increased Elerium/Zrbite refuel rate of all craft to 10 (from 5). Also increased FIRESTORMS's max fuel to 30 (from 20), LIGHTNING's to 60 (from 50) and AVENGER to 90 (from 60). As for TFTD, just LEVIA to 90 (from 50). Also other very minor changes (except dropping damage capacities for LIGHTN/HAMMER to 560, from 800 and 960, respectively).

— [UFO/TFTD] Reworked starting base's facilities layout and re-reviewed starting items (basically added some more supplies).

— [UFO/TFTD] Corrected Alien Containment & Psi/MC-Lab UFOpedia texts (15 capacity each, instead of 10).

— [UFO/TFTD] Based on player feedback, reverted previous soldier/aqua's Firing/Reaction nerf (80) to 100.

— [UFO/TFTD] Auto accuracy of Heavy Laser/Gauss and Heavy Plasma/Sonic reduced to 60 and 70, from 65 and 75, respectively.

— [UFO/TFTD] Increased buy/sell prices for Heavy/Gas Cannon, Rocket/Torpedo Launcher and High/Magna Explosives (+10K).

— [UFO/TFTD] Reduced sell costs of Laser/Gauss guns since they easily became the best cash-cow items.

— [UFO/TFTD] Decreased build time of Small Radar/Sonar further to 8 (from previous 10), otherwise there is very little reason to build it and it should be encouraged for new bases.

— [TFTD only] Brought TFTD's sonar/resolver range to UFO/EU's standards. (Although fixed already by latest nightly too now).

— [TFTD only] Nerfed Mag/Ion Armor's front to 120/130 (I mean, 132/142 was waaay too high compared to UFO/EU's Flying/Power Suit).

— [TFTD only] Removed Commander from Alien Colony pt.1.

— [TFTD only] Diving Suit, Plastic Aqua & Mag/Ion Armor helmets in inventory screen went from black to blue (now they match battlescape sprites).

— [TFTD only] *Slightly* increased frequency rate of some terrains (as all terrains had a 50% chance of occurrence only, otherwise you got Seabed/Coral at a 25/25% chance, and some terrains are hardly ever seen because of this).

— [TFTD only] Rearranged aquanaut's ethnicities (head/hair) to be more in line with UFO/EU (reason being soldiernames are based upon UFO/EU's blonde > brown > asian/indian > black and TFTD has looks mixed up quite a bit, even between male/females).

— [UFO only] Targeted retaliation missions begin earlier for Genius & Superhuman difficulties, like in TFTD.

— [UFO only] Laser clips color change to match weapon palette better.

— [UFO/TFTD] Implemented UFOpedia 2-in-1 for Laser/Gauss & alien weapons. Meaning, clip pages no longer needed: weapon + clip all in one page (no longer requires two separate researches: now research weapon and unlock clip with it). This makes browsing through UFOpedia more smooth and weapons comparison more seamless.

(Currently thinking about removing Anthropod from UFO/EU and leaving just 5 alien races as vanilla, with just Waspites replacing Floaters and Gazers replacing Snakemen.)

March 14 quick update
— [UFO/TFTD] Rebalanced Laser/Gauss manufacture profitability (each item is 10K less profitable now).

— [TFTD only] Re-reviewed aquanauts' ethnicities and reverted back to vanilla style mostly. Reason: the racial intermixing of vanilla TFTD actually made it much more interesting (I mean, it's 2040, not 1999!) Plus, some memorable faces were appearing less frequently (namely: black dude, bald smiley dude & red headband gal) by making TFTD more UFO/EU style. Besides, who cares if the black guy is named Henrik Lindqvist anyway? :P

— [TFTD only] Returned Tasoth's former Gauss resistance and dropped former Sonic weakness to normal (Tasoth may still need a bit more health, though).

— [UFO/TFTD] Re-reviewed alien missions racial odds: endeavoured to keep ratios as close to vanilla as possible while only adding more mixed crews. Additionally [UFO only], instead of removing Anthropod altogether (yet?), reduced its presence so that it doesn't overshadow Mutons & Ethereals.

— [UFO only] Re-reviewed alien races and settled for just 6 custom/mixes/combinations (rather than 4 additional separate ones for terror missions).

March 20 quick n' silent update
— [UFO only] Completely redesigned Laser Clips (third time's the charm?) and gave Plasma Clips proxy floor sprites (since they were using the same brown/red clip in vanilla, which didn't match at all). Not that anyone would run around the battlefield with clips in hand just to flash them out in all their pixelated glory :P

— [UFO/TFTD] Fixed Naked Spitter & Calcinite Protoform Corpse item names: "Naked" and "Protoform" in parentheses only kept/required for Soldier Diaries, otherwise removed from store/sell screen.

— [UFO/TFTD] Reduced weight of Avalanche/DUP Missiles from 1.5 to 0.8 (effectively reducing starting base's stores from 41 to 36).

— [UFO/TFTD] Reduced Laser/Gauss Cannon's damage from 60 to 45.

— [UFO/TFTD] Doubled Large Rocket/Torpedo buy/sell cost.

— [UFO/TFTD] Increased Plasma/Sonic Pistol power by 5.

— [UFO/TFTD] Fixed "MALE_CIVILIAN" and FEMALE_CIVILIAN" display name to "Civilian" for Soldier Diaries.

— [Hobbe's Terrain Pack Edit] Removed TFTD Port maps from Terrain Pack (left in separate folder for those who wanna add it back). Reason: increase chances of other custom terror maps (Area 51, Industrial, Dawn City, etc). Besides, you see Port Attacks in TFTD all the time!

March 31 BIGGIE update: v1.3d
— [UFO/TFTD] Add Mind Probe/MC Reader as req item to manufacture Psi-Amp/MC-Disruptor.

— [UFO/TFTD] Increase HC/Gas Cannon AP damage by 10. Reason: make it still viable even after you get Laser/Gauss Rifle. Also improved AC/HJ-Cannon AP & HE damage slightly.
 
— [UFO] Fixed oversight on Ethereal's damage modifiers (where they should have been higher).

— [TFTD] Swapped yellow Coela for orange so that orange is now Gauss one. Just looked better.

— [TFTD] Roxis213 updated HAMMERHEAD & LEVIA, changes to MCD files & ruleset, now aquanauts can walk onto the roofs (where applicable) and walk along the northwest and northeast walls without problem.

— [UFO/TFTD] Returned Hovertank/Blaster & Displacer/PWT ammo to 8 (from 6). I would ideally prefer to leave it at 6 (or 4) if I could give them Plasma/Sonic secondary weapon.

— [UFO/TFTD] Reduced manufacture time of Heavy Laser/Gauss by 100 hrs and increased manufacture time of Laser/Gauss Cannon (also increased sell price by 10K), Plasma Beam/Sonic Oscillator & Fusion-Ball/PWT Launcher.

— [UFO/TFTD] Also swapped back Mind Probe/MC-Reader's and Psi-Amp/Disruptor's times as vanilla. Reason: Mind Probe, although intended as an early game profitable item, and even at half the sell price and Elerium/Alloys costs notwithstanding, had become the most profitable item in the whole game by a *LARGE* margin, this will make it less so but still unsurpassed #1 (if you can spare the Elerium/Alloys). The Shadow Gov must really enjoy spying on its citizens ;)

— [UFO/TFTD] Lastly, substantially increased sell price of all new X-Com fighter/transport craft to compensate for their workshop space, manufacture time and special item requirements. This way one can even make profit out of them, at a harsh cost.

— [UFO/TFTD] Swapped Hunters for Heavy Cruisers in Alien Interdiction and Resource Raid, respectively. Reason: as in-game UFOpedia (and vanilla UFO/EU) can attest, Heavy Cruisers (Harvesters in UFO/EU) were supposed to be used for Alien Interdiction (Alien Harvest in UFO/EU) and Hunters (Abductors) for Resource Raid (Abduction).

— [UFO/TFTD] Also added one Battleship/Dreadnought at the end of the Abduction/Resource Raid UFO waves. Reason: slightly increase chances of coming across Battleship/Dreadnought (besides, most other missions have Battleship/Dreadnought for the final wave anyway).

— [UFO/TFTD] Added Coveralls & Diving Suit UFOpedia entries. However, could not manage to set a good image for Diving Suit (and importing custom pics messes up the background palette color), so left a proxy instead for now.

— [UFO/TFTD] Armors now increase certain stats: Personal/Plastic Armor: +5 TUs, +5 Stamina +5 , +5 Reactions. Power/Ion Armors: +10 TUs, +10 Strength (but then reduced soldier's statCap for Strength from 70 to 60) to match UFOpedia description ("greatly amplifies the speed and strength of the wearer"). I was very leery of doing this, so let's consider it an experiment for now. Keep in mind that 5 TUs equals only 1 more step (4 TUs each step), and the small Stamina & Reactions increment of Personal/Plastic Armor isn't that big of a deal either (it may offer some negligible "advantage" to scouts and field medics at best).

— [UFO] Small aesthetic changes to Plasma Weapons + Clips to make them all more "standardized" (and perhaps slightly more "threatening").

— [TFTD] Yet other small aesthetic changes to some inventory sprites were all guys except smiley bald dude on Ion Armor had their heads misaligned by 1 pixel to the right (was really bothering me) and red headband gal in Mag Ion Armor had missing bit of her "grav-pack" right next to her neck/ear (looked like a chink in the armor and was also getting on my nerves).

— [UFO/TFTD] Re-reviwed alien item levels and stepped it up a bit mid-game (August), otherwise it drags and you're out-teching aliens before they can pwn you properly (and I really miss how menacing/threatening aliens were in vanilla—they were already getting full-tier 3 weapons by October).

— [TFTD] Finally did alternate color explosions for smoke/dye, HE and stun/freeze and integrated Arthanor's own to UFO Rework also.

— [UFO] More deadly Mutons: now they can rend & tear you to death with their new melee attack! (Thinking of adding melee attack to Gazer's own Holodrone companions, like TFTD's Biodrones?)

— [UFO/TFTD] Did Calcinite-to-Protoplasm transitional "spawn" animation.

— [TFTD] Thanks to Liberation, TRITON was removed from Sub-Pens during Base Defense (just looked weird when you have crafts other than TRITON or totally empty Sub-Pens).

(Still thinking about removing Anthropod from UFO/EU and leaving just 5 alien races as vanilla, with just Waspites replacing Floaters and Gazers replacing Snakemen.)



Also, attached right below are Hobbe's Terrain Pack and Civilian's TFTD Sub Variations made compatible with UFO & TFTD Rework (highly recommended) in case anyone missed them earlier:
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 12)
Post by: Xeno Wiper on March 14, 2016, 03:35:58 am



— [TFTD only] Diving Suit, Plastic Aqua & Mag/Ion Armor helmets in inventory screen went from black to blue (now they match battlescape sprites).

— [TFTD only] Rearranged aquanaut's ethnicities (head/hair) to be more in line with UFO/EU (reason being soldiernames are based upon UFO/EU's blonde > brown > asian/indian > black and TFTD has looks mixed up quite a bit, even between male/females).



1) Looks like plastic aqua battlescape sprites <> inv sprites (inv dolls & corpses are darker)


2) Planning to put Asians?  :P
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 14)
Post by: Orz on March 14, 2016, 06:44:48 pm
1) Looks like plastic aqua battlescape sprites <> inv sprites (inv dolls & corpses are darker)

I know. I would ideally wanna make them all snow-white, but I haven't gotten around to making the inventory/ragdoll sprites look good enough (or white enough, for that matter) yet.

Quote
2) Planning to put Asians?  :P

Nope. I'm pretty sure you got that covered on your end :P


Small update, BTW. New links and changelog as usual.


March 20: Quick n' Silent Update Pic: New Laser Clips

(https://s8.postimg.org/ai1r9wplh/screen067.png)
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 20)
Post by: new_civilian on March 25, 2016, 05:21:55 pm
Nice work here! One thing I experimented a bit with was the black helmet: Instead of making it entirely black I simply swapped the pallete to make it gradually black/grey which looks even better inmho, you should try that and see how you like it.

Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 20)
Post by: Xeno Wiper on March 30, 2016, 06:40:58 am
Nice work here! One thing I experimented a bit with was the black helmet: Instead of making it entirely black I simply swapped the pallete to make it gradually black/grey which looks even better inmho, you should try that and see how you like it.


Pics or it didn't happen!  :P
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Orz on April 01, 2016, 02:28:33 am
Nice work here! One thing I experimented a bit with was the black helmet: Instead of making it entirely black I simply swapped the pallete to make it gradually black/grey which looks even better inmho, you should try that and see how you like it.

Apologies for late reply, didn't wanna bump this thread till I had the next update (links on main/first post and changelog here (https://openxcom.org/forum/index.php/topic,4265.msg60437.html#msg60437)). I'm assuming you're referring to the black helmet in Plastic Armor for battlescape sprites? I'll have to look at that (got pics?). I really would love to just make them all snow-white (with some hints of light blue and/or silver here and there maybe). Problem is inventory pic doesn't look particularly great in white.



Anyway, been playtesting this thing a couple dozen times (almost) and thought maybe a brief GAMEFLOW OVERVIEW could be of (little) interest here in terms of pacing and how these mods play out:

(You should never run outta research topics unless you have maybe over 200 scientists at work or something insane like that—100 or so should keep everything running smoothly & fresh.)

PHASE 1: Laser/Gauss Tech, Personal/Plastic Armor, UFO Construction
You should be getting Laser/Gauss Pistol by Feb, followed by Laser/Gauss Rifle by March at the earliest (if you neglect to research your first alien corpses and/or UFO components), with Heavy Laser/Gauss maybe by April/May, if not later. This should allow you to play with starting/conventional weapons and diversify your tactics a bit more early on. You should also be unlocking Personal/Plastic Armor by April/May at the latest and start making some money out of the earliest manufacture options that become immediately available (e.g. Alloys/Plastics, Laser/Gauss Weapons, and even Mind Probe/MC Reader once unlocked).

PHASE 2: Laser/Gauss Cannon, Decoder/Resolver, New Fighter/Transport Craft
By May/June you should have at least established a secondary, well-supplied, well-defended base and have unlocked Laser/Gauss Cannon (which should give you a real advantage when it comes to air combat) as well as Hyperwave Decoder/Transmission Resolver, alongside your first *NEW* X-Com fighter/transport crafts. You should also really begin making up some serious money from your manufacturing business by now (hint: Mind Probe/MC Reader should prove *extremely* profitable if you can spare exotic materials).

PHASE 3: Alien Containment, Power/Ion Armor, Psi/MC-Lab, Alien Base Assaults
By July/Aug you should be unlocking Alien Containment (*), closely followed by Psi/MC-Lab. You should also have unlocked (or be closing in to) Power/Ion Armor around this time and begin raiding the first alien bases and expanding into your third (and/or fourth?) base as well. This phase is marked by increased UFO activity (with mixed races now coming into the picture), manufacturing of new X-Com crafts to replace old (leased) fighters/transporters, X-Com's base expansion across the globe, and the discovery (and subsequent raiding) of alien bases.

(*Note that in TFTD this may come in a bit later, as neither Cryogenics nor Cloning are carried by any UFO "below" Supply Cruiser, whereas Alien Food may be obtained from Harvesters in UFO/EU, usually leading to an earlier unlocking of Alien Containment.)

PHASE 4: Llive Alien Capture + Alien Weaponry
By Sept/Oct you should have taken down couple alien bases and start interrogating your first live aliens to begin unlocking alien tech/weapons (if you haven't done so earlier already). Capturing various ranks is absolutely necessary here, as all ranks contribute to the unlocking of all tech tiers (plus intel on alien missions & UFOs). This will lead you to Plasma Beam/Sonic Oscillator as well as AVENGER/LEVIATHAN (whichever comes first) to really begin counteracting the alien menace in the skies. Also, the discovery of Hovertanks/Displacers will in turn lead to Flying/Mag-Ion Armor, which should give you a serious advantage in battle.

PHASE 5: Endgame (Final Cydonia/T'leth Mission)
Endgame may occur as early as Nov/Dec or as late as Mar/April of next year, depending on how soon you capture an Alien Commander and whether or not you want to invest on researching your way into top-tier alien tech (i.e. Blaster/DPL) and/or spend some more time training your Psi/MC-operatives.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Xeno Wiper on April 02, 2016, 01:03:55 am

March 31 BIGGIE update: v1.3d

— [UFO/TFTD] Increase HC/Gas Cannon AP damage by 10. Reason: make it still viable even after you get Laser/Gauss Rifle. Also improved AC/HJ-Cannon AP & HE damage slightly.



— [UFO/TFTD] Swapped Hunters for Heavy Cruisers in Alien Interdiction and Resource Raid, respectively. Reason: as in-game UFOpedia (and vanilla UFO/EU) can attest, Heavy Cruisers (Harvesters in UFO/EU) were supposed to be used for Alien Interdiction (Alien Harvest in UFO/EU) and Hunters (Abductors) for Resource Raid (Abduction).


What? Never seen that.


— [UFO] More deadly Mutons: now they can rend & tear you to death with their new melee attack! (Thinking of adding melee attack to Gazer's own Holodrone companions, like TFTD's Biodrones?)


OH NOES!!11!!!11  UFO lobsters!!!!!!  :o



— [TFTD] Thanks to Liberation, TRITON was removed from Sub-Pens during Base Defense (just looked weird when you have crafts other than TRITON or totally empty Sub-Pens).


The ideal would be to represent what you got on the base, but this is not possible.... YET.


Apologies for late reply, didn't wanna bump this thread till I had the next update (links on main/first post and changelog here (https://openxcom.org/forum/index.php/topic,4265.msg60437.html#msg60437)). I'm assuming you're referring to the black helmet in Plastic Armor for battlescape sprites? I'll have to look at that (got pics?). I really would love to just make them all snow-white (with some hints of light blue and/or silver here and there maybe). Problem is inventory pic doesn't look particularly great in white.


You mean like this?

Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: new_civilian on April 03, 2016, 03:38:07 pm
Sorry for my late reply, too  :D

Here some files, a black/shaded helmet, a silver armor, a greener protoform all with all files required (floor, big, inv) and some screenies
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: new_civilian on April 03, 2016, 03:38:47 pm
screenies and a PCK file of the black armor


Good work with the spawning animation, btw!  :)
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: new_civilian on April 03, 2016, 03:46:21 pm
some screenshots (with your original protoform color)

and one that shows the white mag ion armor from XenoWiper, which you maybe could consider adding, too?
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: new_civilian on April 04, 2016, 11:25:42 am
I found two typos/bugs in the protoform research:

One time you wrote Protform instead of Protoform and the other research is missing the  _terrorist at the end.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Orz on April 04, 2016, 04:20:02 pm
The ideal would be to represent what you got on the base, but this is not possible.... YET.

Makes little difference to me, just like in UFO/EU where crafts simply disappear from hangars during Base Defense. I wouldn't mind either way, though!

Quote
You mean like this?

Yeah, I already tried that. But no, I'm feeling it's gotta be all white/silver. (When I referred to maybe adding hints of blue, I meant on the battlescape sprites rather than inventory image.)

Quote
What? Never seen that.

From UFOpedia (https://www.ufopaedia.org/index.php/Heavy_Cruiser) regarding the Heavy Cruiser: "Contrary to the UFOpaedia description, these craft are found on Alien Interdiction missions"

TFTD is almost an exact carbon copy of UFO/EU, and sub waves in alien missions are no exception except for Heavy Cruiser (Harvester) being swapped for Hunter (Abductor) in their respective missions. So I simply switched them back as vanilla intended. (?)

Here some files, a black/shaded helmet, a silver armor, a greener protoform all with all files required (floor, big, inv) and some screenies

I'm kinda liking the white/silver combo. It'd be nice if the gloves/boots were that same shade of grey/silver just to offer some contrast to the pic (I know the all-white bigOb just looks bland and one-dimensional in game).

The greener Protoform also seems nice. I just wanted a more "aquatic/liquid" vibe to it, so I went with blueish.

Quote
Good work with the spawning animation, btw!  :)

Glad it worked :P

Quote
white mag ion armor from XenoWiper, which you maybe could consider adding, too?

Yes, white does look great on Ion Armor. Thing is, I really like it yellow as vanilla! I'm only trying to change Plastic Armor to more easily/visually differentiate from Diving Suit (like Coveralls VS Personal Armor in UFO/EU). And for consistency's sake, Plastic Armor can't be black (TFTD's style is very bright and colorful like a bubblegum water party!), so I think white would be the best/more consistent way to go?

Quote
I found two typos/bugs in the protoform research:

Thanks! I hardly came against Calcinites in my recent playthroughs, so didn't get to test it properly. Fixed for next update. Meanwhile, file attached for quick patch:
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Xeno Wiper on April 06, 2016, 01:27:02 am

Yeah, I already tried that. But no, I'm feeling it's gotta be all white/silver. (When I referred to maybe adding hints of blue, I meant on the battlescape sprites rather than inventory image.)

INV dolls <> battlescape?

And what about this? (last try. See attached img.)


From UFOpedia (https://www.ufopaedia.org/index.php/Heavy_Cruiser) regarding the Heavy Cruiser: "Contrary to the UFOpaedia description, these craft are found on Alien Interdiction missions"

TFTD is almost an exact carbon copy of UFO/EU, and sub waves in alien missions are no exception except for Heavy Cruiser (Harvester) being swapped for Hunter (Abductor) in their respective missions. So I simply switched them back as vanilla intended. (?)


Ah, I was looking on ingame UFO/USOpaedia. Haven't checked online TFTD UFOpaedia in ages...



Yes, white does look great on Ion Armor. Thing is, I really like it yellow as vanilla! I'm only trying to change Plastic Armor to more easily/visually differentiate from Diving Suit (like Coveralls VS Personal Armor in UFO/EU). And for consistency's sake, Plastic Armor can't be black (TFTD's style is very bright and colorful like a bubblegum water party!), so I think white would be the best/more consistent way to go?


Bubble gum water party was attached to this post.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Orz on July 28, 2016, 12:30:13 am
"In our father's image."

Coming soon...

(https://s31.postimg.org/hqu7ymfq3/preview.png)
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Solarius Scorch on July 28, 2016, 12:42:54 am
Oh. My. Fucking. God.

Best TFTD mod idea ever! Something I've wanted for aeons: an actual Dreamer unit. Or maybe its spawn.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Arthanor on July 28, 2016, 01:27:23 am
Illithids! Awesome idea! I'm looking forward to looking at them in action!

Nicely done sir, nicely done..!
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Hobbes on July 28, 2016, 03:32:08 am
This mod has just been picked up by my radar ;)
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Orz on July 30, 2016, 01:23:34 am
So... after a 3 month hiatus (and a couple weeks off to play Captain Blood and System Shock 1) I felt it was time to get back to UFO & TFTD Rework! As for the cherry on the cake: I finally decided to give TFTD its long-awaited 5th alien race (affectionately dubbed "Squidface") :)

What's done: spritesheet, floorOb & bigOb (although bigOb could use some polishing; I'm not 100% satisfied with it). For the spritesheet, I used Dioxine's "Church Priest" as a general guideline, then drew a big, bulbous, squid-like head pixel by pixel (I even added a "wobbling" effect when it walks!) and adjusted height and some minor details afterwards.

What's missing: UFOpedia images (currently using proxy; I'd like to know how to properly convert a regular Google picture into TFTD's pedia, I'm just getting errors—perhaps the image needs to be edited into a different format or TFTD-friendly palette?).

However, before releasing this latest version, I'm having a little issue I'd like some help with: When researching the new alien, I experience a CTD. I've been trying to figure it out all day, I just can't seem to put my finger on it! Below is an example. This is essentially no different than what I have set up for Aquatoid, Gillman, Tasoth and Lobsterman Soldiers (which are not causing any crashes as I just recently tested to be sure). Everything else (items, units, armor, races, missions, extra sprites, strings, sounds, ufopedia entries) is working fine. CTD happens after completion of research on any rank of the Squidface race:

Code: [Select]
research:
  - name: STR_SQUIDFACE_SOLDIER
    listOrder: 9410
    cost: 192
    points: 50
    lookup: STR_SQUIDFACE
    needItem: true
    unlocks:
      - STR_SONIC_PULSER
      - STR_MC_DISRUPTOR_DEP
    getOneFree:
      - STR_ALIEN_PROBE_MISSION
      - STR_ALIEN_INTERDICTION
      - STR_ALIEN_RESOURCE_RAID
      - STR_ALIEN_SURFACE_ATTACK
      - STR_SURVEY_SHIP
      - STR_ESCORT
      - STR_CRUISER

Code: [Select]
ufopaedia:
  - id: STR_SQUIDFACE
    listOrder: 9460
    type_id: 10
    section: STR_ALIEN_LIFE_FORMS
    requires:
      - STR_SQUIDFACE
    image_id: UFOPAEDIA_IMG_SQUIDFACE
    text: STR_SQUIDFACE_UFOPEDIA
  - id: STR_SQUIDFACE_AUTOPSY
    listOrder: 9470
    type_id: 10
    section: STR_ALIEN_LIFE_FORMS
    requires:
      - STR_SQUIDFACE_AUTOPSY
    image_id: UFOPAEDIA_IMG_SQUIDFACE_AUTOPSY
    text: STR_SQUIDFACE_AUTOPSY_UFOPEDIA

Code: [Select]
  - type: UFOPAEDIA_IMG_SQUIDFACE
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/Squidface/PROXY_PEDIA.png
  - type: UFOPAEDIA_IMG_SQUIDFACE_AUTOPSY
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/Squidface/PROXY_PEDIA.png

And yes, UFOpedia (imageless) entries are displaying just fine when in debug mode, so that can't be it. Something's not allowing (or otherwise interfering with) research to look up "STR_SQUIDFACE". Hope it's something really stupid :P

Any help/ideas would be greatly appreciated! :D


Currently, Squidface has been renamed Cephalid in-game. Was also considering something in the vein of "Tasoth" and call them the "Ur'lok" or something along those lines. I'm open to suggestions/feedback. Attached is a treat:
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: March 31)
Post by: Hobbes on July 30, 2016, 01:29:51 am
Any help/ideas would be greatly appreciated! :D

You need to add this entry to research:
Code: [Select]
  - name: STR_SQUIDFACE
    points: 50
    needItem: true
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: Orz on August 01, 2016, 02:43:36 am
How clumsy of me! Thanks, Hobbes :P

New UFO & TFTD Rework versions now available for download on first post.

*****************************************
UFO Rework v1.4 & TFTD Rework v1.3e Changelog
*****************************************
>> Made Terror/Battleship & Battleship/Dreadnought 60x60 maps.
>> Reviewed weight for couple weapons, making them a tiny little bit heavier (particularly Heavies).
>> Reduced Ethereal's Laser & Plasma resistances (or they started to look like TFTD's Lobsters).
>> Also gave all Ethereal ranks psionics (higher strength by rank). Reasoning: all ranks in vanilla were psi-apt. Leaving only Leaders and Commanders capable removed Ethereal's former threat.
>> Fixed oversight concerning Gazer's appearance ratios in Harvest (which didn't have any Snakemen in vanilla).
>> Removed Anthropod from alien races, back to original 5 (except Float replaced by Wasp and Snake by Gazer, of course).
>> Reduced alien's Soldier rank psi-strength so that they are easier to control.
>> Added melee animations for Muton, Stun Rod and Chryssalid/Zombie, as well as Triscene, Lobsterman, Thermal Tazer and Tentaculat/Zombie (TFTD still needs better melee hit sounds).
>> Also for Trsicene, added better melee attack sound.
>> Better looking Battlescape UI for TFTD (by Civilian).
>> Strange empty room in Alien Colony pt.1 made accessible; adds doors and lifts (also by Civilian).
>> Cruise Ship improvements: added doors to small dead-end room in the southeast and removed some explosive barrels from the starting area (again, by Civilian).
>> Reduced accuracy of AC/HDJ to 60 (now it spreads out more) and Heavy Laser/Gauss & Plasma/Sonic to 30 and 45, respectively (this to encourage heavies be used up-close while remaining extremely deadly).
>> Reduced recovery pts to 1 for all UFO components with previous value of 2. Also switched up corpse recovery pts so that terrors are 5 and alien races are 3. And also redid pts for weapons (Pistol 3 to 1, Rifle 4 to 2, Sml Launcher 4 to 2, Heavy 5 to 3, Blaster Launcher 5 to 4; everything else left as vanilla: 1 pt -- and dropped Rrenade and Clip pts to 0). Reason: slightly less easy to get incredibly high scores.
>> Also Reduced Power Source/Ion-Beam Accels recovery pts to 10.
>> Heavy Cannon & Auto-Cannon bibOb slight aesthetic restyle. Same goes for Heavy Cannon's handOb and floorOb (looked too "underwhelming" compared to AC before; now looks a bit more "badass").
>> Pasma Rifle & Heavy got slightly more "unique" UFOpedia text (previously merely reiterated what Plasma Pistol said).
>> Paired up Chryssalid with other terror units more often, as well as mixed races.
>> Upped some alien ranks for Cydonia's Assault (Surface).
>> Changed Ethereal Ascendant's sprite from white/negative to purple.
>> Optimized unlocking of Alien Containment (now requires either primary 4 alien races corpses or either Food/Reproduction for UFO and either Cloning/Cryogenics for TFTD).
>> Same goes for Pis/MC-Lab (where the latter requires *both* Learning Arrays and Implanter and the former *either* Entertainment or Surgery).
>> Made Blaster Bomb floorOb match actual handOb (had a blue undegrlow previously).
>> Gave Lobster Commander darker/red spritesheet. Made Lobster Tomb Guard a more "ghostly/radiated" blueish-green instead.
>> Wasp, Gazer & Gill, Tasoth Commanders no longer unlock final mission.
>> Reviewed alien sell costs by rank and race.
>> Removed Pistol/Grenade dependencies from Small/Shokl Launcher, so now it's just Medic.
>> Psi-Amp/Disruptor may be unlocked only by psionic aliens only now *or* any Medic rank.
>> Gave Heavy/Gas Cannon arcing shot, but after playtesting and upon second consideration, decided to revert them to vanilla (arcing shot is too OP).
>> And... FINALLY!! Added a 5th end-game alien race for TFTD: the Squidface.

EDIT (forgot to add):
>> Added Lab Ship to UFO/EU & Predator (renamed Blank's Battlestar) to TFTD. These craft show up at the end of Alien Abductions & Alien Resource Raids, respectively. These missions also have an extra wave now (previously had the lowest compared to other regular missions).

Also included "Add-On" packs (mods adapted and made compatible with Rework):

>> Extra UFO/USOs Add-On (80+ vanilla variants for UFO/EU & 50+ for TFTD)
>> Extra Facilities Add-On (Lrg Stores & Lrg Quarters + 2 Corridor variants)
>> Hobbe's Terrain Pack Add-On adapted for UFO Rework

What's sorely missing:

So if anyone wants to lend a hand with that, much appreciated! ;)
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: SIMON on August 04, 2016, 03:47:23 pm
Currently I have started a game of TFTD with v1.3e of your rework mod and I'm finding it has made TFTD a good bit harder, not that TFTD was ever easy, but I've noticed something of a minor glitch(graphic wise). I thought all alien colonies had to be located in water but per attached no:2 appears to be located on land? You can still assault it normally but I thought I would bring it to your attention. A really good update for TFTD IMHO.
Not looking forward to meeting the squidface aliens, triscene's take a bucket load of stuff to go down, totally agree with removing the Gillman commander's psi skill as he was always a bit crap at it anyway and the Hallucinoid having a ranged weapon is good as I had done a stand alone mod for that before. But when I'm mentioning about secondary weapons would it be possible to consider the dye weapon for Xarquids as mentioned in this article: https://www.ufopaedia.org/index.php/Xarquid. I also tweaked 1 or 2 things to better suit my style of play particulary the large and phospher torpedoes as working it out proportionally for its weight compared to the small torpedo the large should be 120 damage and 105 for the phospher.
Looking forward to any future updates.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: Orz on August 05, 2016, 02:55:44 am
Currently I have started a game of TFTD with v1.3e of your rework mod and I'm finding it has made TFTD a good bit harder, not that TFTD was ever easy, but I've noticed something of a minor glitch(graphic wise). I thought all alien colonies had to be located in water but per attached no:2 appears to be located on land? You can still assault it normally but I thought I would bring it to your attention. A really good update for TFTD IMHO.

TFTD Rework may be a tiny bit harder than vanilla, but not that much. In fact, some aspects of it were made slightly less overwhelming/tedious (e.g. Alien Colonies having up to 40+ aliens per part or practically every alien race being resistant to Gauss to some degree—both of these issues were "corrected" in Rework). So although slightly more challenging overall, it should also be (hopefully) more enjoyable.

The graphic "glitch" you described is not due to this mod as I haven't fiddled with any aspects of the Geoscape, UFO trajectories or spawning locations. It's certainly odd, but it may be vanilla programming. Never had it happen before.

Quote
Not looking forward to meeting the squidface aliens, triscene's take a bucket load of stuff to go down, totally agree with removing the Gillman commander's psi skill as he was always a bit crap at it anyway and the Hallucinoid having a ranged weapon is good as I had done a stand alone mod for that before. But when I'm mentioning about secondary weapons would it be possible to consider the dye weapon for Xarquids as mentioned in this article: https://www.ufopaedia.org/index.php/Xarquid. I also tweaked 1 or 2 things to better suit my style of play particulary the large and phospher torpedoes as working it out proportionally for its weight compared to the small torpedo the large should be 120 damage and 105 for the phospher.
Looking forward to any future updates.

Triscenes had their under armor increased from 8 to 60 and their HE resistance slightly increased as well (bear in mind HE damage hits large units x 4, which made Triscenes die extremely easily to explosions before), but their backsides were made somewhat weaker in turn and their Gauss resistance was dropped a little too. They are basically the same as vanilla otherwise, just not so easy to kill by blowing them up.

As for Xarquid's dye weapon, it had actually been implemented back in February but subsequently removed on the next update as stated in previous changelogs. Reason being: it made Xarquids far less deadly/threatening.

(a) If I make the ability too cheap (TUs), they'll snap with it over their regular sonic attack.

(b) If I make it more expensive, they won't have TUs left for 2-3 consecutive sonic attacks (as in vanilla).

And dropping range to just 5 or less doesn't make much of a difference either: once close to your aquanauts, Xarquids will just resolve to spurting ink and then swim around in the dye *without* attacking (tested several times, actually; it seems the AI is incapable of realizing dye is actually harmless, so it thinks it is actually attacking when it's just spurting ink!). This means you could approach them without worry, swim among them and kill them without *ever* taking any damage.

Hope you enjoy the Cephalids! :P
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: Hobbes on August 05, 2016, 11:17:00 pm
Currently I have started a game of TFTD with v1.3e of your rework mod and I'm finding it has made TFTD a good bit harder, not that TFTD was ever easy, but I've noticed something of a minor glitch(graphic wise). I thought all alien colonies had to be located in water but per attached no:2 appears to be located on land? You can still assault it normally but I thought I would bring it to your attention. A really good update for TFTD IMHO.

Just checked and it is present on the unmodded TFTD ruleset, so it was present on the original game (unless the OXC devs made a mistake)

@Orz

Someone reported on another thread that your new TFTD aliens can be researched over and over once they're captured. The reason for ths is that you need to add destroyItem: true to the research entries of those aliens, this is something that was recently added on the nightlies, you can just check the TFTD's research.rul to see what I mean.

Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: Orz on August 06, 2016, 12:02:03 am
@Orz

Someone reported on another thread that your new TFTD aliens can be researched over and over once they're captured. The reason for ths is that you need to add destroyItem: true to the research entries of those aliens, this is something that was recently added on the nightlies, you can just check the TFTD's research.rul to see what I mean.

Thanks again, Hobbes :)

Hotfixes attached for new aliens/ranks in UFO & TFTD Rework; first research.rul is for UFO, second one is for TFTD + Calcinite's Protoform:
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: SIMON on August 09, 2016, 07:47:58 pm
My current game seems to be crashing again, perhaps in relation to earlier issue I reported. I can work around it at the minute by not completing the research on the Aquatoid Medic but I thought I would report it. My game continues on as normal beyond midnight if I pause/stop the research but crashes otherwise.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: Orz on August 09, 2016, 08:38:08 pm
My current game seems to be crashing again, perhaps in relation to earlier issue I reported. I can work around it at the minute by not completing the research on the Aquatoid Medic but I thought I would report it. My game continues on as normal beyond midnight if I pause/stop the research but crashes otherwise.

I'm looking into it. So far I haven't been able to find out what's causing it. Starting a new game with Aquatoid Medic in stores for research works as intended, like any other Medic rank. Have you made any changes to the file yourself? Might also need to look into the other mods for compatibility issues or something out of place or missing in there.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: SIMON on August 10, 2016, 11:39:31 pm
No I didn't make any changes to the research.rul file and here are the mods that I'm using. I don't think any of them would be incompatible:

mods:
  - xcom2
  - OpenXCom_Unlimited_Waypoints
  - XcomUtil_Pistol_Auto_Shot_TFTD
  - ILLAMASQUA'S TFTD REWORK 1.3e
  - Disruptor Cannon
  - EXPGAUSS
  - EXTRA POCKETS
  - HELLRAZOR'S STATSTRINGS
  - IONWEAPONS
  - Lockheed
  - MY PULSER SEEKER
  - Moray

I noticed on the ufopedia the entries for the Cephalid and its autopsy don't have images of the alien in question, is this still to be updated?
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: Orz on August 12, 2016, 06:29:07 pm
No I didn't make any changes to the research.rul file and here are the mods that I'm using.

I started a new game yesterday (without the listed mods) and played till I was able to research an Aquatoid Medic, and I was unable to duplicate the crash. I obviously want this mod to be 100% bug-free, but I unfortunately cannot pinpoint the source of the problem here :-\

Quote
I noticed on the ufopedia the entries for the Cephalid and its autopsy don't have images of the alien in question, is this still to be updated?

Yes, as stated earlier in the updates, these and Diving Suit's pedia images are currently missing.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: Jokerke12 on September 09, 2016, 03:46:27 pm
Hi, I've been playing this mod in the past few days. I really like it.

However I have a problem. The game crashes on 21st September around 23:00 right after I finished a Colony Assault and started MC training four aquanauts, and says "OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod. [...]"

I saved just before it and exiting and launching the game again does not work. (I tried multiple times.)
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: new_civilian on September 10, 2016, 11:42:37 am
Here the REALLY fixed dye-grenade I wrote about, sorry for the still partially faulty first version
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: Orz on September 16, 2016, 11:09:55 pm
Hi, I've been playing this mod in the past few days. I really like it.

Hey, sorry for super late reply. I'm extremely busy with life right now, but I'm glad you like it :)

Quote
However I have a problem. The game crashes on 21st September around 23:00 right after I finished a Colony Assault and started MC training four aquanauts, and says "OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod. [...]"

If I had to guess, I'd say some research is causing the crash at 23:00. Do you happen to have the savefile, if it's not too late? Perhaps we can find the bug or get a quick-fix, at least.

I should add that I also experienced a crash a couple weeks ago when losing the game. This occurs when the ending "cutscene" sequence is triggered. Does not happen in my UFO mod and I'm 100% certain it wasn't happening before in TFTD either (as I deliberately drove myself to losing games previously and experienced no crashes). So there's currently 3 reported crashes that need to be addresseed right now:


All of these crashes are likely due to recent changes in nightlies. Last stable version of UFO/TFTD Rework was done and tested with nightlies from mid July, if I remember correctly. And, furthermore, I successfully played 3 or 4 TFTD campaigns without any crashes whatsoever.

However, like I said, I'm extremely busy right now and it's unlikely I'll be able to invest any serious time on bug-fixing for a while.
[/list]
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: Jokerke12 on September 17, 2016, 12:01:54 am

If I had to guess, I'd say some research is causing the crash at 23:00. Do you happen to have the savefile, if it's not too late? Perhaps we can find the bug or get a quick-fix, at least.


Sorry, I accidentaly overwrote the save file. I reflexively clicked on it after starting a new campaign.
Title: Re: [FULL MOD] UFO & TFTD Rework (latest update: July 31)
Post by: RSSwizard on October 28, 2016, 11:30:31 pm
I think Mediafire is messing up, after a long while I decided to get into openxcom again because Id like to try TFTD with it (last time I played TFTD wasnt supported yet).

Got the TFTD 1.3 mod listed on the first post . . .

However when I decided to get the UFO 1.4 mod for shats and grins Mediafire went into a broken-download loop . . . click on file and it says preparing download, then just basically reloads the page over again without giving me a wait counter or anything. Cannot get the file.

Tried it without my adblocker on too, same story.
Title: Re: Illamasqua's UFO & TFTD Rework
Post by: Alpha Centauri Bear on October 14, 2020, 05:30:33 am
I would never ever demand anyone to ask me for any "permissions" of any kind for anything I've ever done.

Hi Orz.
Terrific mod indeed. I have played it before and I am installing it now. Awesome rework - very thoughtful and complete. I cannot admire your dedication more.

Even though your mod solves a lot of weapon progression problems, I have few more optimization ideas myself. With that in mind I'd like to use your mod and build mine on top of it. This won't be an integration. Quite the opposite. My additions will be relatively small comparing to your work. Yet, despite your quote above, I'd like to ask for permission as, apparently, some people get very sensitive about it.
Title: Re: [FULL MOD] UFO & TFTD Rework (silent update: Jan 1, 2017)
Post by: Alpha Centauri Bear on October 14, 2020, 05:57:46 am
Hmm. Just tried it on latest nightly TFTD but failed. Any idea what is wrong?

Code: [Select]
[13-10-2020_22-54-11] [INFO] Active mods:
[13-10-2020_22-54-11] [INFO] - xcom2 v1.0
[13-10-2020_22-54-11] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - StrategyCore_Swap_Small_USOs_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Improved_Gauss v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Pistol_Auto_Shot_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Starting_Defensive_Base_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Statstrings v1.0
[13-10-2020_22-54-11] [INFO] - Skyhawk-TFTD-FixGaussCoelecanth v1.01
[13-10-2020_22-54-11] [INFO] - skyhawk-tftd-fixmagnav v1.0
[13-10-2020_22-54-11] [INFO] - TFTD Rework v1.3bb v1.3bb
[13-10-2020_22-54-11] [INFO] Loading rulesets...
[13-10-2020_22-54-11] [WARN] disabling mod with invalid ruleset: TFTD Rework v1.3bb
[13-10-2020_22-54-11] [ERROR] failed to load 'TFTD Rework'; mod disabled
this mod name is already used