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Modding => Released Mods => IDT Modding Hub => Topic started by: The Reaver of Darkness on April 27, 2021, 12:05:00 am

Title: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 27, 2021, 12:05:00 am
DOWNLOAD: Reaver's Harmony Megamod on Mod.io (https://mod.io/g/openxcom/m/reavers-harmony-megamod)

Greetings! I am Reaver and I would like to present to you my OXCE megamod which expands and overhauls the entire game, taking advantage of many new capabilities for mods, while maintaining the original spirit of the game, all while being way better balanced! My design philosophy is to always present the player with an array of choices, to give the player several tools which all serve a purpose and have plenty of ways to be used. My mod is quite difficult and challenging, but there is always a way to beat every challenge the game throws at you, and the five difficulty settings have been greatly expanded to help you select the right amount of challenge for you!

The following details are spoiler-free, and will serve as a guide and introduction, giving you important insight as to how the mod works. If you'd prefer to spoil yourself, or just want to watch someone else play, have a look at Hadriex's playthrough of Harmony: https://www.youtube.com/watch?v=GFDkRDzya9w (https://www.youtube.com/watch?v=GFDkRDzya9w)

Installation: standard mod install. Download the attached mod here, unzip it, and put the mod's folder into your mod directory. Requires Open Xcom Extended (OXCE) 7.0 or 7.1. Later versions may crash. If they do, let me know.

Selecting a difficulty setting
The five difficulties in my mod have been expanded, such that there is a much greater difference from one to the next.

Beginner: This setting should be even easier than Beginner in vanilla x-com, especially with the expanded array of items you will have available. This difficulty setting has less enemies, enemies are weaker, UFOs deal less damage, enemy psionics are weaker, and your body armor and aircraft are stronger. The council will be extremely lenient with you when you have a negative score.

Experienced: This should be about the same as Experienced or Veteran difficulty in vanilla x-com. This difficulty setting has less enemies than Veteran, enemies are a bit weaker, you have stronger aircraft but your body armors are the same as in Veteran. The council will be very lenient with you over a negative score.

Veteran: This should be about as hard as Superhuman difficulty in vanilla x-com. This difficulty setting has a normal amount of enemies, normal enemy toughness and psionics, UFOs deal normal damage, and your aircraft and body armor are all normal. The council will be fairly lenient with you over a negative score compared to the original game.

Genius: This difficulty is much harder than the original game, being more like the difficulty of most of the popular megamods in the x-com community. This difficulty setting presents a normal amount of enemies but they are much stronger and have sturdier armor, and more potent psionics. Your aircraft are normal. UFOs deal a bit more damage, and your body armors will be significantly weaker. The council will not be very lenient with negative scores.

Superhuman: This is a very difficult setting, comparable to the most difficult mods in the community. This setting presents more enemies which are stronger, they have tough armor, potent psionics. Your body armor and aircraft are both weaker, and UFOs will deal a lot of damage. The council will not be any more lenient with your score than in the original game.

- - - - - - - - - - - - - - - - - - - -

Research Project Information

There is a new section in the UFOPedia which will often contain important info related to your research. Any time you have a research project that you'd like to know more about before you start it, check in the Research Project Information section and there will likely be an entry on it! These articles will help you decide if you want to spend time researching this topic, or choose something else.

(https://i.imgur.com/xPskzmM.png)

(https://i.imgur.com/P5t24sK.png)

Feel free to explore the UFOPedia, and potentially find other useful information! I have added many new UFOPedia entries, information collected by the X-Com Project's finest scientists and intelligence operatives, to ensure that you stay as informed and as up to date as possible!

(https://i.imgur.com/DXWrqJp.png)

- - - - - - - - - - - - - - - - - - - -

You Always Have Choices

I try to never lock the player into any one option. You won't often have an obvious right answer to any problem, and if you think you do, you're probably missing an alternative strategy somewhere.  But you'll have plenty of tools to play with, and all of them will be useful in their own way, and none of them will be optimal all of the time.

It may seem overwhelming at first that you have so many options to choose from right at the start of the game. If you feel overwhelmed, try focusing on just a handful of things at first. Follow these steps for a decent starting strategy. It is by no means the best, but it will serve you well until you get the hang of everything.

1.) Stick with the initial base setup and don't bother building any new facilities yet. Don't bother buying any equipment for your soldiers, either, for now just stick with what you start with.

2.) Purchase 15 scientists. This will fill up your first laboratory and help you unlock science faster. Purchase a few soldiers with any living space you have left, as you will need replacements when they die. And don't get too attached to soldiers because they will die. A lot. (At first.) Get your scientists started researching one of the four options--use Research Project Information to help you decide.

3.) You don't need to buy engineers right now, but you can put the ones you have to work making incendiary grenades. If you hit the [ Sell ] button, the grenades will be sold as soon as they are made, and your engineers will earn you most of the money it costs to pay their wages. If you keep the grenades, you can load them onto your Mammoth later and use them in combat. Set the production number to infinite for now (right click the up arrow).

3.) Load your tank onto your Mammoth. Other than that you can stick with your starting craft loadouts.

4.) That's about it! Hit one of the time control buttons in the Geoscape to make time go by faster. Eventually you'll either finish research, or your radar will detect a UFO. Once you have your first UFO, check its size. If it is very small, chase it down with your Skyraider. If it is small, chase it down with your Interceptor. If it is medium or larger, ignore it for now.

5.) If it lands, or if you make it crash land, then send your Mammoth out to do ground combat! Once you have your first ground combat, you can arm your troops however you like or stick with the default armaments. Combat is tricky at first, but you will get the hang of it!

6.) Your first terror mission will be hell. You will probably perform horribly there. And that's okay!

(https://i.imgur.com/OMNerh5.png)

Have fun and enjoy the mod!

(https://i.imgur.com/Hze75mE.png)

- - - - -

Downloading will be on the mod portal instead of the forum from now on (link at the top), since that has been a more reliable platform for uploads. I will leave the current attachments here for now, but you can access many more versions on the mod portal.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Khaligufzel on April 27, 2021, 12:57:08 am
Looks very interesting! Gonna try it tomorrow! if you don't mind I will drop my opinion about it here :)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: efrenespartano on April 27, 2021, 01:01:14 am
I've been on the hype train since... huh, two years ago. I'm glad it finally came to the hype station!

Congrats for your new release, my friend! Looking forward to see this mod active a long time.  ;D
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 27, 2021, 02:17:23 am
if you don't mind I will drop my opinion about it here :)
This is the best place to drop your opinion about it!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: WaldoTheRanger on April 27, 2021, 06:06:19 am
So now i have to choose between this, scarfcom, and multimod. or finally commit to an xcf playthrough.
Too many danged options.
Thanks though
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Dogbarian on April 27, 2021, 05:28:20 pm
I'll have to try it out, but I'm also having too much fun checking out Xpiratez.  :)   I'm assuming this mod requires OXCE?  I'll set up another install folder to add to the collection & rotation.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 28, 2021, 12:57:19 am
Too many danged options.
Well if it helps you decide, I can assure you that I would definitely attend any livestream of Harmony, and would want a rookie named after me to feed into the War Engine.

---posts merged ---

I'm assuming this mod requires OXCE?
Oh yes! I forgot to add that! I must update the OP! Thanks for reminding me!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Dogbarian on April 28, 2021, 02:42:00 pm
What mod/options do you recommend?  I noticed you supplied Statstrings, but they are also commented out within the file.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: WaldoTheRanger on April 29, 2021, 05:20:10 am
Well if it helps you decide, I can assure you that I would definitely attend any livestream of Harmony, and would want a rookie named after me to feed into the War Engine.

man... if only I could stream. I'd name a rookie after you though.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 29, 2021, 11:49:52 am
What mod/options do you recommend?  I noticed you supplied Statstrings, but they are also commented out within the file.
I recommend playing it with the Community Map Pack. It expands the globe and has many more interesting battlescape terrains. I haven't extensively tested it so it might be buggy, but initial tests suggest it meshes pretty well with Harmony. https://openxcom.mod.io/community-map-pack
Make sure you have Harmony at the bottom of your mod list, so that it takes priority over everything else!
edit: several users are experiencing bugs when using CMP with Harmony. Use at your own risk!

I tried to make statstrings for Harmony but they are wonky and need work. You can uncomment them to enable them if you want them. A block uncomment on notepad++ should suffice.

man... if only I could stream. I'd name a rookie after you though.
Great! I'm subbed to you on bitchute already!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: WaldoTheRanger on April 30, 2021, 02:14:23 am
Oh. So that's who it was. I was wondering lol.
Thanks, though I think I'm probably going to be moving on from bitchute to lbry. seems to have a much more reliable backend, and it's immune to being shutdown as it's peer to peer/blockchain based. not to mention a bit less toxic community.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 30, 2021, 02:58:35 am
Thanks, though I think I'm probably going to be moving on from bitchute to lbry.
Alright well just link me to wherever you post it!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: wolfreal on May 03, 2021, 10:20:40 pm
Si, this is like an upgraded faithful?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 06, 2021, 07:48:24 pm
Si, this is like an upgraded faithful?
Yeah! It's way upgraded. Faithful is like an expansion to the game, Harmony is built right on top of Faithful and is a much bigger expansion.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 13, 2021, 08:44:54 am
Hi, question about Research Project Information, I have multiple new projects after downing ufos but none of them are showing in the RPI section, is this normal? Only the starting projects show up.

Thanks for the mod, really enjoying it in genius difficulty (I'm also playing with support drones mod because I love it, don't know if its already integrated I'm just trying to keep my soldiers alive for now.)

Edit. Disregard, after delving further into the mod I got new RPIs.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 13, 2021, 05:39:42 pm
I also took the liberty to modify your starting base to make it easier to upgrade buildings :)

(https://i.imgur.com/Gfg2Hl5.png)

Code: [Select]
  facilities:
   - type: STR_ACCESS_LIFT
     x: 0
     y: 2
   - type: STR_HANGAR
     x: 0
     y: 0
   - type: STR_HANGAR
     x: 2
     y: 0
   - type: STR_HANGAR
     x: 4
     y: 0
   - type: STR_SECURITY_ROOM_AP
     x: 0
     y: 3
   - type: STR_LIVING_QUARTERS
     x: 0
     y: 4
   - type: STR_LIVING_QUARTERS
     x: 1
     y: 4
   - type: STR_GENERAL_STORES
     x: 2
     y: 4
   - type: STR_GENERAL_STORES
     x: 3
     y: 4
   - type: STR_LABORATORY
     x: 2
     y: 3
   - type: STR_WORKSHOP
     x: 4
     y: 3
   - type: STR_SMALL_RADAR_SYSTEM
     x: 4
     y: 5
   - type: STR_SMALL_RADAR_SYSTEM
     x: 5
     y: 5
   - type: STR_EMPTY_ROOM
     x: 3
     y: 3
   - type: STR_EMPTY_ROOM
     x: 4
     y: 4
   - type: STR_EMPTY_ROOM
     x: 1
     y: 3
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 14, 2021, 01:38:53 pm
Nice! I actually really like that! I think I'd move the living quarters and general stores up top, however.
I'll consider adding it, however I like the current design as a less optimal but more newbie-friendly layout.

The UFO Components page in RPI covers the basic components: alien alloys, elerium-115, ufo power source, ufo navigation.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 15, 2021, 02:05:52 am
I was checking the facilities rulesets and I think there is a typo in the Small radar, it has 100% detection:
  - type: STR_SMALL_RADAR_SYSTEM
    buildCost: 300000
    refundValue: 150000
    buildTime: 12
    monthlyCost: 1200
    radarRange: 1800
    radarChance: 100

 - type: STR_LARGE_RADAR_FACILITY
    spriteShape: 432
    spriteFacility: 432
    size: 2
    buildCost: 1800000
    refundValue: 900000
    buildTime: 18
    monthlyCost: 72000
    radarRange: 2800
    radarChance: 15

Regards.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 15, 2021, 06:44:01 pm
Oops! I don't know how that happened, I checked the small radar before release! Twice now the radars have been broken on release (three times if you count Faithful)!
Anyway, the fix is submitted and will show up in the next release. The correct detection rate is 10%.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 17, 2021, 07:17:18 am
I just got the weirdest loot out of a small scout ship, is this expected?
(https://i.imgur.com/D7nPU7d.png)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 17, 2021, 12:53:07 pm
I just got the weirdest loot out of a small scout ship, is this expected?
No, and it's not a result that I am getting. What mods are you using?

It looks like you've got a mod which changes the map for the small scout. If you're playing Harmony along with any mods which add content, they will likely have conflicts with my mod.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 17, 2021, 02:46:23 pm
I'm only using the community map pack vanilla extended version and support drones (later shouldn't have an impact as it only adds units). :S
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: ohartenstein23 on May 17, 2021, 02:59:10 pm
The Map Pack likely caused the problem. Part of recovering items from the UFOs are terrain and map data, so a CMP map may use data that counts as special items to recover in Reaver's mod. Try turning it off and playing a small scout mission again.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 17, 2021, 09:30:28 pm
Large mind shield building seems scuffed: (https://i.imgur.com/pF1bzW2.png)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 20, 2021, 06:23:56 am
After further missions, it seems the light destroyer is giving those drops. I'll disable the CMP mod next time I find one to see what the normal drops are.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 21, 2021, 08:26:12 pm
There seems to be something strange with the MASTODON, aliens are able to see/shoot/grenade my troops inside from some cockpit side angles.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 23, 2021, 08:02:09 am
There seems to be something strange with the MASTODON, aliens are able to see/shoot/grenade my troops inside from some cockpit side angles.
Can you get me a fpslook of the Mastodon from the front? To do so, just place a soldier in a position to be looking at the ship from the direction which the aliens were seeing/shooting inside, and take a screenshot while that soldier is selected. The default screenshot key should be F10. You can then find the fpslook for it in Documents\Openxcom\xcom1\ with a number matching the screenshot's number.

I can't do it because my machine is rejecting screenshots for some unknown reason.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 23, 2021, 08:14:03 am
I just got the weirdest loot out of a small scout ship, is this expected?
After further missions, it seems the light destroyer is giving those drops. I'll disable the CMP mod next time I find one to see what the normal drops are.

I found out what's causing the issue. You need to have Harmony lower in the mod list than CMP, so that Harmony takes priority. CMP should be at the top of the mod list.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 24, 2021, 03:01:09 am
The mod order fixed the issue apparently, thanks!

Here's an fpslook screenshot, it seems one of the triangle floor tiles is missing
(https://i.imgur.com/Vh1FBvQ.png)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 24, 2021, 08:22:07 am
Here's an fpslook screenshot, it seems one of the triangle floor tiles is missing

Thank you! I found the problem!

(https://i.imgur.com/dKG2mwq.png)

It will be fixed in the next patch!
edit: patch is up!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 26, 2021, 08:13:09 pm
New patch is out! The Mastodon now has a starboard door, chryssalid and zombie functionality has been improved, and the UFOPedia now displays the number of shots for snap and aimed shots. Other small changes also included, and detailed in the metadata file.

(https://i.imgur.com/u3zQU2i.png)

(https://i.imgur.com/El6UJVm.png)

Large mind shield building seems scuffed:
Fixed!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 29, 2021, 05:42:23 am
Thanks for the update! I've restarted my campaign without CMP to better experience the mod and I found another floor hole, this time in a supply ship. The soldier in the red circle can see and shoot at the soldier in the yellow circle.

(https://i.imgur.com/bbOYVYl.png)
(https://i.imgur.com/IHS2PuR.png)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 29, 2021, 11:40:01 pm
Patch 0.9.3 is out! Several minor changes are detailed in the metadata file, but the most important changes are that alloy armor is a bit stronger now, and snakemen and mutons are significantly tougher now. Beware!

I found another floor hole, this time in a supply ship.
That is a vanilla bug which was fixed by openxcom but was still happening in my mod, so I fixed it in my mod. I don't know why it would be happening again but I will try to investigate.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on May 30, 2021, 12:13:20 am
I liked Snakemen taking 2-3 laser rifle hits and mutons taking 2-3 heavy plasma hits, it was a good balance in genius. With the maps being crowded as they are tougher enemies will slow the battlescape to a crawl.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 31, 2021, 08:13:25 am
0.9.4 is out!

  0.9.4:   Fixed bug with hangars being destroyed during base defense missions.
       * Hopefully reduced incidences of alien berserk fire hitting fuel tanks.
       * Fixed hole in Supply Ship.
       * Added new mapblocks to Cydonia underground and made tweaks to its map script.
       * Soldiers now always spawn inside the exit area during alien base or outpost missions.
       * Base defense: Soldiers are now much less likely to spawn in access lift, tanks are a bit less likely to.

I liked Snakemen taking 2-3 laser rifle hits and mutons taking 2-3 heavy plasma hits, it was a good balance in genius. With the maps being crowded as they are tougher enemies will slow the battlescape to a crawl.
I made the change because before it was too easy to just use any weapon against the strongest enemies. You should learn to use the best weapons against each enemy. Heavy plasmas are great against sectoids, chryssalids, and ethereals, but it's not a very good weapon to use against mutons, reapers, or celatids. When the game lets you get away with using the wrong weapon all the time, it gets too easy.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Valerra on June 01, 2021, 04:11:30 pm
I've researched Alloy Weapons but there's no HC-Alloy Ammo in Manufacture list

(https://i.imgur.com/CMMQDRl.png)

It even absent if debug mode is enabled

(http://dl.dropbox.com/s/nf98vg8ceofgjfn/screen%2002.png)

But all is ok if start new game. The bug is only in current save.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on June 01, 2021, 07:28:55 pm
Game won't even start, using v0.94-see attached.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on June 03, 2021, 06:28:31 am
I've researched Alloy Weapons but there's no HC-Alloy Ammo in Manufacture list

Is it hidden?



Game won't even start, using v0.94-see attached.

Should be fixed. If it isn't, let me know. And until then you can play the mod on OXCE v7.0.


- - - -

Harmony 0.9.5 is out! This makes a very important change, there are now several new damage types! They are variants of Armor Piercing, Laser, Plasma, and High Explosive. The variants apply to resistances pretty similarly to each other, but it will be more important now than before to use rapid weapons against fleshy targets, or heavy weapons against hard-armored targets. The UFOPedia will give you enough info to understand all of this!

  0.9.5:   Added several new damage types to better differentiate between weapon types.
       * Slightly tweaked resistances across the board.
       * Reduced how often aliens carry blaster launchers and increased how often they carry small launchers.
       * Made elite aliens show up a bit earlier in the event that you complete the research tree quickly.
       * Invasion now begins almost year earlier.
       * Improved several UFOPedia descriptions.
       * Unit on elite small scout now correctly carries red grenade.
       * Fixed bug with Medium Destroyer sometimes carrying derelict alien habitat units.
       * Elite craft now yield two data units.
       * Fixed some visual glitches on maps.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: LagT_T on June 05, 2021, 06:58:57 am
Love the new damage types, the automatic/heavy versions make much more sense.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on June 06, 2021, 08:13:34 am
Love the new damage types, the automatic/heavy versions make much more sense.
That was Hadriex's idea, I can't take credit for it! Glad you like it!

- - -

0.9.6 is out! It adds a few very significant changes:

  0.9.6:   Reduced some of the larger-sized component costs of Flagships.
       * Increased likelihood of missions being infiltration.
       * Added Patroller UFO which will attack X-Com craft earlier in the game than destroyers.
       * Storage space from General Stores increased. Other facilities unaffected.
       * Increased how often plasma pistols and plasma rifles appear in the late game.
       * Added options for continued research of live aliens, in particular leaders and commanders.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on June 06, 2021, 12:32:19 pm
After doing a bit of further testing your mod runs ok on everything up to and including oxce v7.03 of 27/04/21. From v7.05 - v7.08, see attached for what happens.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Valerra on June 06, 2021, 10:55:34 pm
Is it hidden?
Don't even know. Is there a way to hide specific items from lists?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on June 08, 2021, 10:42:30 pm
After doing a bit of further testing your mod runs ok on everything up to and including oxce v7.03 of 27/04/21. From v7.05 - v7.08, see attached for what happens.
My best advice is don't use unreleased versions of OXCE. The mod works fine on OXCE 7.0, and I don't even know where to get OXCE 7.0.5, but it seems like it is OXCE which has the error, and not my mod.

Don't even know. Is there a way to hide specific items from lists?
I think if you right-click them it can hide them? Try checking the hidden list to see if they are there.
edit: yes, if you right-click until it turns purple, it will become hidden. You can then click [        default       V] and select 'Hidden' to find it.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Valerra on June 09, 2021, 08:44:31 am
I think if you right-click them it can hide them? Try checking the hidden list to see if they are there.
edit: yes, if you right-click until it turns purple, it will become hidden. You can then click [        default       V] and select 'Hidden' to find it.

wow... thanks a much! Sorry for my ignorance
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Valerra on June 14, 2021, 11:21:59 pm
I have this nasty crash. Any help?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on June 18, 2021, 06:50:04 am
I have this nasty crash. Any help?

It seems to happen when a terror ship should spawn, but I can't figure out why. It is likely related to a mod you have installed. Based on your mod list, my best guess is CMP. However, uninstalling CMP does not appear to fix the issue in this save. Try swapping Harmony with CMP in the mod load order.

P.S.: You don't need the aliens pick up items mod, my mod has that functionality already in it.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Firestorm_01 on June 18, 2021, 09:26:32 pm
Hello. What kind of options recommend to use with this mod?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on June 21, 2021, 09:00:44 am
Hello. What kind of options recommend to use with this mod?
The recommended options are pre-set when you install it.

However, I can give you a few extra recommendations which I didn't include:
Custom Initial Base: yes - The default base design is recommended for newer players, but veteran X-Com players are recommended to craft their own base design, or to make the variant from page 2 (https://openxcom.org/forum/index.php/topic,9665.msg138841.html#msg138841).
Instant Grenades: no - It is tempting to want grenades to explode immediately and with vanilla grenades it's balanced. But I fixed grenades, and having them instantly explode is overpowered. If you want smoke immediately, for example, try the grenade launcher or rocket launcher.
Alternate Movement Methods: yes - It saves a ton on misclicks.
Override Line of Fire: yes - Not only should you have this on, but you should get used to using it. If soldier refuses to fire, hold ctrl to fire anyway.

Anything else which isn't in the mod will just stick to whatever you previously had set.

If you change the settings, they will stay changed. The recommended settings are only set once, the first time you install the mod.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Amunak on June 24, 2021, 01:42:40 am
I love what you've done with the game with this overhaul. As an old-timer who spent countless hours with the original X-Com, yours feels like a definitive edition / remaster of the game. With just enough old stuff to still be recognizable as the original X-COM, but new enough so that even for a seasoned player it's interesting and unpredictable again. Bravo.

I also love what you've done with the geoscape (craft and UFO) icons. I've also just had a genius idea on a (possibly?) fun way to change these. Not even sure if it actually fits your mod, but I have to share it somewhere.

How about making regular (non-hyperwave) radars so that they don't directly show UFO icons, but rather just a "heat map" of probabilities where the UFO is? The heat map's size and intensity would be dependent on the UFO's speed, size and time  it has been visible by the radar. Essentially making it so that the radar can "see" that there is some activity (and occasionally you could just fake it without an actual UFO being present), but you wouldn't know the exact location and you would have to send in a craft for visual confirmation. This is where the "radar upgrades" for crafts which I have personally found not to be very useful would come in real handy. With the time aspect you could also just wait (perhaps risking losing the UFO), but eventually the location should get small enough so that typically you just detect the UFO without extra effort. But you'd have less time to react.

Basically you'd get a map like this on your geoscape, the perhaps generated pseudo-randomly:

(https://nextcloud.amunak.net/s/2ez8o8GZZ6ajK7E/preview) (https://nextcloud.amunak.net/s/8CHqorXt8GWH54g/preview)

Now I get that this would be a lot of work (provided it'd be at all possible) and it's probably a lot of work for a minor and possibly contentious feature... But I just came up with the idea seeing that radar shot, loved it and had to share. So, uh, yeah.

Thanks again for the mod!

Edit: oh and congrats to me for 100 messages (and logging in after 8 years) ¯\_(ツ)_/¯
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Firestorm_01 on June 24, 2021, 08:37:31 pm
Well, I've watched https://www.youtube.com/watch?v=Gu1rPS4fYX4&t=4558s
Looks like mods is good. But the one thing I find especially intresting is that mod fits category that a not a lof of mods have.
Like what mod  player should play if he want XCom like xcom? Most popular mods are heavy total conversions. That is also includes X-COM Files.
Well, there are FMP, hardmode expansion and that is basically all. Other mods that is plays somewhat like "vanilla" actually no longer supported and their time passed.
That is why I find Harmony unique. It is looks like vanilla, but better balanced and whith more stuff and with OXCE features supported.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Amunak on June 25, 2021, 06:12:20 pm
Well, I've watched https://www.youtube.com/watch?v=Gu1rPS4fYX4&t=4558s

Just for reference that video is not, in my opinion, a very good showcase of the mod. The author goes into it with a lot of "knowledge" of the old XCom which is just completely wrong, and makes decisions based on uninformed and outdated information. Overall it doesn't show much from the mod even though it's a really long video.

It'd be much nicer if there was a 10-30 minute showcase with long gameplay segments, but still with some cuts to show the stuff that's different in the mod.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Firestorm_01 on June 25, 2021, 11:00:41 pm
Actually that video was ending video of full mod walkthrough series of the mod.
So, I guess it could be used as good representation of the mod.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Ranakastrasz on August 10, 2021, 07:58:50 am
I think something went wrong when I installed this mod. I think I have a debug enabled version, since I start with an excessive full base, equipment that isn't unlocked yet, a bunch of aircraft, and also the UFOPEdia for weapons seems to have {0} in place of number of shots.
Not sure what I did wrong.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Meridian on August 10, 2021, 01:23:17 pm
Not sure what I did wrong.

Mod requires OXCE.
You have installed OXC.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Ranakastrasz on August 10, 2021, 02:58:54 pm
That would do it. Thanks.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on October 07, 2021, 10:36:47 am
Harmony 1.0 is being released! The mod seems pretty stable at this point and it is almost entirely complete. There are just a few minor loose ends that I may or may not ever tie up. If you experience any bugs or have any comments or suggestions, I am eager to hear them!

Significant changes as of 1.0:

 Previously-existing saves won't be affected by this change unless you edit your save file.

 
.
 
.
 
.
 

Lots of other small changes:
Code: [Select]
#  1.0.0:   Changed Experienced and Genius difficulty to have harder armors instead of harder aircraft.
#           - Existing saves will be unaffected unless you edit them.
#           - This will make Cydonia harder but the rest of the game easier for most players.
#       * Covert Ops and Patroller now correctly yield two small power sources.
#       * Incendiary attacks now reduce target's morale.
#       * Increased Sectoid and Chryssalid vulnerability to incendiary damage.
#       * Reduced the amount of power that stun explosions are decreased per tile.
#           - This means that stun bombs remain potent all the way out to the edge of the explosion.
#       * If a base facility is destroyed during base defense, it will now convert to a destroyed version.
#           - This will save on rebuild time more than anything else, plus it lets you see what happened.
#           - Access Lift, Hangars, and Corridors are all indestructible.
#       * Added a new Access Lift design.
#       * Added north/south and east/west corridors.
#       * Number of civilians on terror sites now tends to be closer to the average.
#           - Penalty for failing terror site objective slightly reduced.
#           - Bonus for completing terror site objective increased.
#       * Shotgun has fewer pellets but more damage per pellet, for realism.
#       * Adjusted Combat Knife damage bonus.
#       * Increased auto and snap accuracy of Heavy Cannon, Heavy Laser, Heavy Plasma, and Doom Laser Cannon.
#       * Buffed HC-AE and AC-AE ammo.
#       * Nerfed fusion hovertank damage.
#       * Buffed Fate Plasma and Doom Laser damage slightly, reduced weight of theirs and Scourge ammo.
#       * Reduced weight of Calamity Launcher, its ammo is not changed.
#       * Fixed bug with alien red fusion ammo explosion.
#       * Added Rage missiles, in case player has large pylons but no other large weapons or modules.
#           - Executioner and Exterminator no longer require unlocking large weapons tech to purchase.
#       * Aircraft Cannon and Alloy Cannon now shoot faster, same DPS.
#       * Advanced Missiles and Plasma craft weapons now have higher damage but lower accuracy.
#           - Base DPS and ammo costs are unchanged.
#       * Several aircraft ammos now takes up more space in stores.
#       * Sniper-screened soldiers now have a time unit bonus.
#       * New Research Project Information entries about corpses and live aliens.
#       * Reduced research cost of Guardian and Assault Tanks as well as Soldier Screening.
#       * Restored vanilla Cyberdisc hitbox due to issues with hitting it with melee while on elevated ground.
#       * Improved color-coding on various launcher ammo, to make them easier to tell apart.
#       * Altered Laser Pulse Rifle sprite to make it look more similar to its counterparts.
#       * Super Medi-Kit now has a unique sprite.
#       * New Elerium-115 sprite.
#       * Added several new handob sprites.
#       * Minor text, sprite, and UFOPedia changes.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: DSeyka on October 07, 2021, 06:29:44 pm
Code: [Select]
[07-10-2021_18-26-50] [ERROR] During linking rulesets of armors:
Error for 'STR_BREACHER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_ELITE_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_HEAVY_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_LIGHT_ARMOR_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_PSI_ADEPT_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_RANGER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_SNIPER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_SOLDIER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_STEALTH_GEAR_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_SUPER_PSIBORG_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.
Error for 'STR_SUPER_SOLDIER_UP': Number of defined templates for 'loftempsSet' or 'loftemps' does not match the armor size.

I'm getting this with RHM 1.0.0 and OXCE 7.1, did I do something wrong?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Yankes on October 07, 2021, 07:38:05 pm
No, new version of OXCE check for more errors in rulesets, overall there is config switch that can temporarily reduce validation level.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on October 07, 2021, 08:00:33 pm
The mod works fine in OXCE 7.0. Stay tuned for an update for OXCE 7.1.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: DSeyka on October 07, 2021, 08:09:36 pm
Gotcha, thanks! I've got it working for now by adding loftempsSet: [ 3 ] to armor types which were missing it, hopefully that won't break everything horribly. ;D
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on October 07, 2021, 08:34:45 pm
The update is out, it fixes the crash at startup. Hopefully I'm not missing any other errors and haven't caused any new ones to spawn. Let me know if anything goes wrong!

Gotcha, thanks! I've got it working for now by adding loftempsSet: [ 3 ] to armor types which were missing it, hopefully that won't break everything horribly. ;D
That's essentially what I did. You can keep your current version and it'll function just as if it were already 1.0.1.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on October 22, 2021, 08:12:43 pm
Update 1.0.2 is out, with a few major changes!

All types of power armor in the game have had their armor values greatly increased. Power armors on Genius or Superhuman difficulty now have more armor points than power armors used to have on Beginner. This will most notably make a difference against heavy plasma and cyberdisc shots. Terror units across the board have had their attacks slightly buffed to compensate for this change, but you should still see power-armored soldiers lasting longer than before even against terrorist units.

Aircraft on all difficulties other than Superhuman have had their initial defense values increased. Interceptions should be easier now, and there is more room than previously to min-max your builds. (Unless you're playing on Superhuman.)

Alien Habitat now yields Habitat Flora when salvaged.

Fixed the bug with the Shotgun in hand sprite which was making it sometimes appear that the soldier was carrying it backwards.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Firestorm_01 on October 24, 2021, 03:13:53 am
Congratulation with 1.0 Release.
Should not this topic moved to released Mods?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on October 24, 2021, 08:51:46 pm
Congratulation with 1.0 Release.
Thank you!

Should not this topic moved to released Mods?
It is in released mods! It is in the IDT modding hub, as I am an IDT member and this is an IDT mod project.

I suppose I forgot to add the IDT decal onto the post. Thanks for the reminder!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on December 07, 2021, 01:39:04 pm
Update 1.0.3 is out! It fixes some bugs, along with swapping the machinegun scope over to the rifle. I also iterated on the weapons that aliens carry. There's a lot less blaster bombs now, and pistols and rifles should show up a bit more. In the late game, heavy plasmas will be most common on attack-type ships. Unfortunately, this probably won't fix aliens blowing up the fuel. I'm still open to ideas on how to solve it, but I don't have a lot of good solutions that don't involve taking the boom away.

The most notable bug fixes are that you can now capture cyberdiscs, sectopods, and snakeman queens.

Unfortunately I am currently unable to upload the mod to the forum here, due to some redirect error. You can download the mod from the mod portal here: https://openxcom.mod.io/reavers-harmony-megamod (https://openxcom.mod.io/reavers-harmony-megamod)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Unmadesoldier on December 25, 2021, 09:15:37 am
Dear Reaver,

I generally like the expansions this mod has over your previous megamod though I am finding that this megamod is suffers from the same problems that plague other megamods:

-excessively long research times for topics to advance in the game. I am having to throw too large an amount of scientists to any given topic to make any sort of progress at a reasonable time.

-pointless research topics. Why does alloy ammo need to exist in this mod? Its benefits are marginal at best and laser weapons are just simply better.

- the craft upgrade systems are very confusing and feature craft modules that dont need to exist. Like...really? Alloy fuel tanks? Alloy jet engines? Alloy armor plating? Really? It feels really redundant.

-upgrade packages are not well explained as to how you equip them onto your craft.

Other than those 3 things, the mod is pretty darn good.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on December 27, 2021, 09:30:37 am
Thanks for the kind words, and thanks for the thorough feedback!

-excessively long research times for topics to advance in the game. I am having to throw too large an amount of scientists to any given topic to make any sort of progress at a reasonable time.
Yes. It is unfortunate that there aren't very many mods out there with shorter research trees. I suppose most of us modders like a longer story arc. I never liked the original game in which I could assign 100 scientists and clear out the research tree before I had even met the last aliens.

-pointless research topics. Why does alloy ammo need to exist in this mod? Its benefits are marginal at best and laser weapons are just simply better.
There is some feature bloat, but I've tried to cut it down where possible. Alloy ammo has several minor uses:
 - It is a stepping stone to lasers, and can be researched sooner.
 - Once you have alloy weapons, you can put laser research on the backburner (if that's what you want to do).
 - I've had at least two people struggle to find the laser research option. While it isn't my intent for it to be hard to find, having backup weapon upgrades helps ensure your power will not stagnate.
 - It penetrates armor quite well, and for that reason is good against armored opponents such as the Cyberdisc.
 - Some people might prefer keeping their old guns rather than building new ones.

A lot of the extra bits are just there to fill a hole that you could easily miss. But I try not to have anything be completely useless. I disliked having research projects in the original which served no purpose beyond filling your UFOPedia with information that often lied to you anyway.

- the craft upgrade systems are very confusing and feature craft modules that dont need to exist. Like...really? Alloy fuel tanks? Alloy jet engines? Alloy armor plating? Really? It feels really redundant.

-upgrade packages are not well explained as to how you equip them onto your craft.
I've used all of the upgrades in my own play. Alloy fuel tanks probably gets the least use out of me, but I love me some alloy engines. I think what I am struggling with most here is communicating to the player how to use these modules effectively. They are very strong once you know how to take advantage of them.

I've used a simple system for sizes: small, medium, and large--also certain items are specific to aircraft (which use free fuel) or to spacecraft (which use manufactured fuel). All medium weapons/equipment are mounted in a medium pylon.

Defense modules do best when min-maxing for greatest effect: armor plating is particularly strong against UFOs that deal low damage, while evasion airframes are particularly good against UFOs that have a low accuracy. You can check their attributes in the UFOPedia after you have researched their datacore (landed) or gotten it via an alien engineer.

Any advice you have on better ways to communicate this info would be much appreciated! I also recognize that I may be tossing too many options at the player all at once. I am also considering ways to space the options out further.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Unmadesoldier on December 30, 2021, 01:54:35 am
Reaver,

Another thing I have noticed is that the plasma weapons are kind of underwhelming for their tier. I have had a lot of trouble taking down basic mutons with them. I have seen mutons take 3+ hits from the heavy plasma without going down.

The most reliable weapon to use against mutons is the plasma shotgun. I have been able to consistently take down mutons with 1-2 shots from the plasma shotguns.

It also does not help that celatids and silacoids are almost as resilient as the mutons themselves. And if I'm not mistaken, the celatid is supposed to have a corrosive acid arcing projectile. It seems to do absolutely nothing to armored soldiers. Is that a bug or was that intended?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on January 04, 2022, 01:10:37 am
Just installed your mod today Reaver. It looks pretty cool man. cant wait to get going in this. great ideas.
Thank you for your efforts.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Crimsoness on January 05, 2022, 05:52:08 pm
Greetings!
Have been playing your mod for the past three days, really digging it so far. I'll try to post detailed feedback once I'm finished with my playthrough.

I've run into two minor bugs so far, don't know if it's tied to my usage of OXCE 7.3 (too lazy to downgrade, I'm afraid)
1) Mammoth storaging project cannot be commensed for lack of requisite materials even though I have one in the hanger.
2) Elites and specialised soldiers cannot take part in Psi training, only normal soldiers can.

Thanks for your hard work on the mod!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on January 06, 2022, 05:27:29 pm
I think I've found a couple small bugs.
- Mammoth in route will sometimes try to engage with UFO's when not asked to.
- Mammoth has no way to disengage flying UFO's (See screenshot).
https://imgur.com/a/KkvZHAi

But overall, I really like some of these mods you have made. I just hate losing so many solders. I mean people are dying on every mission. A lot harder even on beginner than the vanilla version.
But the time unit mods for weapons are great. I don't like that High explosives can not be thrown that far. but I guess this is for a reason (to even things out). great work Reaver.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Cristao on January 07, 2022, 05:12:02 pm
I started playing this mod in December and it has been beautiful playing it. Could you upload the red armor mod you made for Hadriex?

I am almost close to the final mission and am currently building STARBLAZER. I can drop my thoughts on the mod later on.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on January 09, 2022, 10:44:10 am
Oh my! I've been away too long, I have comments! :D

Reaver,

Another thing I have noticed is that the plasma weapons are kind of underwhelming for their tier. I have had a lot of trouble taking down basic mutons with them. I have seen mutons take 3+ hits from the heavy plasma without going down.

The most reliable weapon to use against mutons is the plasma shotgun. I have been able to consistently take down mutons with 1-2 shots from the plasma shotguns.

It also does not help that celatids and silacoids are almost as resilient as the mutons themselves. And if I'm not mistaken, the celatid is supposed to have a corrosive acid arcing projectile. It seems to do absolutely nothing to armored soldiers. Is that a bug or was that intended?
Mutons have been buffed a LOT. Don't think the plasma is weak before you try killing Mutons with lasers first! It gets much easier once you get used to them, but they are a real hassle at first!

Yes, plasma shotgun is one of the best weapons to use against Mutons. Try different weapons against any enemy that you find hard to kill. Often, one weapon will be much more effective than another! Also use the mind probe to figure out how effective a weapon is! The UFOPedia articles about them can help show their weaknesses as well, autopsies in particular.

Check your soldiers' armor after they take a hit. Any hit will damage armor; celatids damage armor a LOT.


Just installed your mod today Reaver. It looks pretty cool man. cant wait to get going in this. great ideas.
Thank you for your efforts.
Thank you! Let me know what you think!
I think I've found a couple small bugs.
- Mammoth in route will sometimes try to engage with UFO's when not asked to.
- Mammoth has no way to disengage flying UFO's (See screenshot).
https://imgur.com/a/KkvZHAi

But overall, I really like some of these mods you have made. I just hate losing so many solders. I mean people are dying on every mission. A lot harder even on beginner than the vanilla version.
But the time unit mods for weapons are great. I don't like that High explosives can not be thrown that far. but I guess this is for a reason (to even things out). great work Reaver.
That's a hunter-killer attacking your ship. You should either put a weapon on your Mammoth or fly an escort with it for protection!

You find Beginner difficulty harder than the original game? I may have to fix it then. What ways are the aliens killing you the most?


Greetings!
Have been playing your mod for the past three days, really digging it so far. I'll try to post detailed feedback once I'm finished with my playthrough.

I've run into two minor bugs so far, don't know if it's tied to my usage of OXCE 7.3 (too lazy to downgrade, I'm afraid)
1) Mammoth storaging project cannot be commensed for lack of requisite materials even though I have one in the hanger.
2) Elites and specialised soldiers cannot take part in Psi training, only normal soldiers can.

Thanks for your hard work on the mod!
1) Yes I discovered that bug. It is fixed in upcoming version 1.0.4 which should be coming out soon. The bug is that your Mammoth is the wrong type, due to an error in the startingBase ruleset. You can fix it in your game by selling the Mammoth and buying a new one. Or if you upload your save file here, I can edit in the fix and send it back.

2) I can't replicate this issue. Make sure you are using the right transformations. Most soldier types can either do psionic implantation or become a super soldier. Super soldiers can get super soldier psionic implantation to become super psiborgs, or regular psiborgs can get super psiborg transformation. Only super psiborgs can get psi strength implantation. Use the transformations overview to see how many transformation options you have available and how many soldiers are eligible for them. If you are still experiencing the issue, please upload a save file to help me diagnose it.


I started playing this mod in December and it has been beautiful playing it. Could you upload the red armor mod you made for Hadriex?

I am almost close to the final mission and am currently building STARBLAZER. I can drop my thoughts on the mod later on.
I'd love to hear your thoughts!
Nice choice of flagship BTW. I suspect you will like it! :3

Ask and you shall receive! :D
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on January 09, 2022, 04:36:14 pm


You find Beginner difficulty harder than the original game? I may have to fix it then. What ways are the aliens killing you the most?


Yes, my first or second mission, I lost the whole crew and mammoth (had to restart and skip mission (it was a small craft) but it was launching a blaster bomb or something into the craft on 1st or 2cnd turn.

I'm up to July now in first year and learning different things. i think the thing I have to get used to is this is a little different from vanilla and FMP. I actually like this. It is nice to have something a bit different.
I really enjoy your research tree (a bit slow) but very interesting. So is your flying craft upgrades and base facilities.  Hospital, training, etc. this stuff is genius.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on January 12, 2022, 12:10:10 am
Oh my! I've been away too long, I have comments! :D


Hey Reav,
Been playing your mod now for a week or so and I really love this mod.
It is a little confusing because I'm so used to the vanilla and FMP but you have thrown some features in this game that are so awesome.
The PSI armor (where solders can see through walls) OMG, the coolest thing ever.
i still haven't figured out how to get plasma working yet. I know i need some sort of implants but thats about all i know LOL.

Thank you so much for a great mod.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Unmadesoldier on January 12, 2022, 04:53:16 am
>i still haven't figured out how to get plasma working yet. I know i need some sort of implants but thats about all i know LOL.

You need to research/interrogate a live alien engineer to unlock plasma weapons among other things.

Also, word of advice: the plasma devastator beam weapon for your interceptors is arguably better than the medium plasma beam. Rate of fire is very important in this mod, somewhat more so than range.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on January 13, 2022, 03:25:21 pm
>i still haven't figured out how to get plasma working yet. I know i need some sort of implants but thats about all i know LOL.

You need to research/interrogate a live alien engineer to unlock plasma weapons among other things.

Also, word of advice: the plasma devastator beam weapon for your interceptors is arguably better than the medium plasma beam. Rate of fire is very important in this mod, somewhat more so than range.
Ahh, thank you my friend.
I've captured, medic, navigators, leaders but yet to capture an engineer.

Will keep trying. thanks.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Cristao on January 15, 2022, 11:54:32 am
My thoughts on this mod.

The Good

1. It is a very beautiful well put together mod
2. There are a lot of variations from vanilla. Weapons, Armor, Aircraft
3. I love the armours variation. I noticed from Hadriex's playthrough that you made some tweaks to armours. Those were very key.
Best armour for me - the PSI armour. I never got to use the red armour mod. I would like to borrow some graphic assets to develop my personal flying armor mod (eyes the assassin armor).
4. The PSI game was interesting - I use the first tier to continually train soldiers that were good i.e. panicking the enemy. By the time I got the amplifier I had some very strong soldiers. I had stopped panicking aliens unless they were inside ships. I had stopped panicking every alien as the side effect was them panic shooting my soldiers. I was shocked at the TU cost in the PSI disruptor. I felt the stun cost was a bit high but it can be justified. The TU cost of mind control using the disruptor meant that I kept the amplifier around.
5. Paladin and Assassin armour were justifiably expensive and solid.
6. The game is great at showing the importance of funding. You want to improve your capability? Get more research done and more monies. I looked at the initial amount and similar to Hadriex went - wow i can build about 3 bases. Boy did I learn quickly. Money is the greatest weapon in this game.
7. The UFOpedia was updated with lots of text. I liked the briefings on the alien races.
8. I liked that we could hire different types of soldiers. That was very helpful.
9. Weapons were good. I must confess that I added my current favorite weapon - the Stoner auto rifle from the UNESCO mod. The Plasma Auto-cannon is the hero of this mod. With that weapon ... all my troubles were almost all kissed away alongside the blaster and the Rocket. AE grenades were .. used a lot alongside smokes. Funny it was in your mod I learnt that Cyberdiscs can see through smoke. Previously I thought smoke helped against them.
10. Air game - Totally awesome. I avoided the Mothership at all cost except when it was landed then it was a player's wet dream. One had to be deliberate about upgrading crafts and weapons. I was confused to why some mods didnt work with some craft - it wasnt clear. When I looked into the code, I wondered if there were items missed.
11. I loved base defences and deliberately didnt build facilities to bring down ships.
12. I loved the mixture of different alien bases. It was a pleasant surprise when I first encountered the Alien Outpost. The Snakeman base was a horror. LOL!! I think this is something other mods should replicate.
13. Additional comment. On second playthrough - I encountered the Redshirt armour. I used it for the first time in Alien Outpost. This with heavy lasers and the psi fear tool .. absolutely lovely.

Cons

Not enough clarity on the aircraft mods. I found myself wondering what AL and AT meant and which was better until it hit me that AL was alloy and AT was Alien Tech.
To be honest, perhaps the later game needs some looking into - it turns into space management by the end. One needs to build a storage base (I had 3 nos), training base (I had 1 no.) and a factory base (I had 1 no.).
Could we increase the number of spaces in alien containment? Perhaps 7 is a good number.

Infact, I am currently starting another playthrough on it.

Selfish question - is it possible to make two different colours (i) a white and (ii) a dark blue version of the assassin armor.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on January 18, 2022, 06:18:28 pm

Not enough clarity on the aircraft mods. I found myself wondering what AL and AT meant and which was better until it hit me that AL was alloy and AT was Alien Tech.
To be honest, perhaps the later game needs some looking into - it turns into space management by the end. One needs to build a storage base (I had 3 nos), training base (I had 1 no.) and a factory base (I had 1 no.).
Storage also had me confused I had no idea what to keep and what to sell. Not like vanilla where you knew you could just sell some stuff.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on January 25, 2022, 10:35:06 pm
Update 1.0.4 for Harmony is out!
This patch makes a ton of small changes. Most notably, lower difficulties are easier, and managing storage and money are also easier!
Alien health has been reduced on lower difficulties. It is MUCH lower on Beginner now. Refer to the graphic for how alien health has been changed. In case you have any difficulty with aliens being vaporized too frequently, melee weapons now will never vaporize a target. But I also made it probably less of an issue even on Beginner.

(https://i.imgur.com/BD80BqX.png)

Corpses and most UFO components now take up less space, but General Stores facilities provide more space.
You will now be paid extra money any time you end the month with a positive score. This bonus is in addition to your funding increases, if any. I've also made a handful of small changes to enable getting your manufacturing for money off to a quicker start. Also, scientists and engineers are now slightly cheaper.

There are lots of other bug fixes, graphical improvements, and balance tweaks which should smooth out gameplay in general without having any huge impacts!

Yes, my first or second mission, I lost the whole crew and mammoth (had to restart and skip mission (it was a small craft) but it was launching a blaster bomb or something into the craft on 1st or 2cnd turn.

I'm up to July now in first year and learning different things. i think the thing I have to get used to is this is a little different from vanilla and FMP. I actually like this. It is nice to have something a bit different.
I really enjoy your research tree (a bit slow) but very interesting. So is your flying craft upgrades and base facilities.  Hospital, training, etc. this stuff is genius.
Thanks! I'm so glad you are enjoying it!
It sounds like an alien may have been slinging a grenade into your craft. I haven't had that happen so much, but nonetheless I reduced aliens' throwing accuracy on lower difficulties. But the most important thing is to set up your defense as quickly as possible, so that they can't do this! (Smoke rockets are one of the easier ways.)

Hey Reav,
Been playing your mod now for a week or so and I really love this mod.
It is a little confusing because I'm so used to the vanilla and FMP but you have thrown some features in this game that are so awesome.
The PSI armor (where solders can see through walls) OMG, the coolest thing ever.
i still haven't figured out how to get plasma working yet. I know i need some sort of implants but thats about all i know LOL.

Thank you so much for a great mod.
:D
You can now tell some ranks apart visually. It won't highlight engineers, but it may be a lot easier to figure out where they are. But use a mind probe to find them!

Storage also had me confused I had no idea what to keep and what to sell. Not like vanilla where you knew you could just sell some stuff.
I increased storage space a lot. You'll still have to decide what to keep and what to get rid of, but it is far more manageable now. Makes sense I think, when looting a single alien base can easily net you more than 100 space units of stuff!
You can see how much space things take up by looking in [ BASE INFORMATION ] ==> [ STORES ], and get rid of whatever is hogging the most space. But don't be afraid to get rid of anything that you find in abundance. Worst case scenario, you can just get more of it. I made sure that resources never suddenly stop showing up later in the game, like what happens in some other games.

Also, word of advice: the plasma devastator beam weapon for your interceptors is arguably better than the medium plasma beam. Rate of fire is very important in this mod, somewhat more so than range.
Yes! Several factors influence the power of a weapon: range, damage, rate of fire, accuracy, pylon size, ammo capacity, and price of the weapon/ammo!

Funny it was in your mod I learnt that Cyberdiscs can see through smoke. Previously I thought smoke helped against them.

11. I loved base defences and deliberately didnt build facilities to bring down ships.

Cons

Not enough clarity on the aircraft mods. I found myself wondering what AL and AT meant and which was better until it hit me that AL was alloy and AT was Alien Tech.
To be honest, perhaps the later game needs some looking into - it turns into space management by the end. One needs to build a storage base (I had 3 nos), training base (I had 1 no.) and a factory base (I had 1 no.).
Could we increase the number of spaces in alien containment? Perhaps 7 is a good number.
Thanks for such well thought out feedback! I'm glad you liked it!
Actually smoke works great against cyberdiscs in vanilla, it is my mod that changes them. Smoke still works against them, just much less than how well it works against most things.
I changed the equipment tags from AL and AT to instead be T1, T2, and T3 which should help make it clearer. Any advice on how to clear it up further would be much appreciated! Communication is not my best subject.
Storage should be a lot easier now. Let me know if it's still too hard, or too easy now! But I think it should be about right.
It should be easy enough to build two alien containments. And if you build a large containment, you will never have to worry about space in there again!

Selfish question - is it possible to make two different colours (i) a white and (ii) a dark blue version of the assassin armor.
I made you some mods which will apply the colors to the armor. They work just like the redshirts mod, so you can only apply one color at a time, currently. It is possible to make multiple color options for each armor, but I haven't done it before and don't feel like learning a new technique at the moment.
They aren't quite as good looking as the originals since the colors aren't balanced quite perfectly. I could do better but its tedious. The white armor is particularly difficult, so apologies if it looks kind of grey. The dark blue was very easy!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Cristao on January 26, 2022, 11:43:26 am
Thanks Reaver - the blue and white colours look very good. I appreciate the responses as well. I will give the new version a try later on - currently in the middle of another playthrough.

LATER EDIT: I tried both armours. I preferred the white Assassin to the blue Assassin. It fit the image I had so much better.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on January 26, 2022, 03:22:12 pm
Thank you Reaver. still playing. I'm in Sept of 2001 and still havent seen the cydonia or bust research yet. Ive built the  huge space craft out of components that took months to collect and assemble. Will update with this new one. again, thanks for keeping up on this. Some really fantastic ideas in this game.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Unmadesoldier on January 27, 2022, 03:33:57 am
Reaver, out of pure curiosity, what are your plans following the advanced alien plasma rifles? It would be neat if we could manufacture some kind of new weapon out them?

Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on January 28, 2022, 04:33:58 pm
LATER EDIT: I tried both armours. I preferred the white Assassin to the blue Assassin. It fit the image I had so much better.
If you want to give me a more in-depth description of your mental image, I can try to replicate it. I feel that playing around with the colors is fun. And since the mod is already made, all I have to do is edit the images and send!

Thank you Reaver. still playing. I'm in Sept of 2001 and still havent seen the cydonia or bust research yet. Ive built the  huge space craft out of components that took months to collect and assemble. Will update with this new one. again, thanks for keeping up on this. Some really fantastic ideas in this game.
Thank you! Best of luck! (If you need help on researching Cydonia or Bust, check The Martian Solution UFOPedia report. And if you don't have that yet, check Alien Origins.)

Reaver, out of pure curiosity, what are your plans following the advanced alien plasma rifles? It would be neat if we could manufacture some kind of new weapon out them?
The plans are already implemented as far as Harmony goes. There may be more to come in my TFTD mod (if I ever make the thing!!) There is a weapon you can manufacture which requires the advanced plasma weapon. It's pretty late-game so if you don't have it yet, just hang tight, keep researching everything you come across, and you will get it eventually! ;)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on January 29, 2022, 01:10:44 am

Thank you! Best of luck! (If you need help on researching Cydonia or Bust, check The Martian Solution UFOPedia report. And if you don't have that yet, check Alien Origins.)


I was missing a commander interrogation. I guess I needed another one to get Cydonia or bust.
just got done finishing the game. it was great. TBH, I almost gave up. Part 1 of Cydonia was unreal. there were probably around 40 aliens that needed to be neutralized. that was a surprise.
Part 2 was interesting finding my way around that maze to find the brain.
Heard a lot about Redshirts, didn't know what that was ? I had pink amour (the PSI amour). but no redshirts.

Anyway thanks again for all your help, responses. great mod.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on January 30, 2022, 05:41:09 pm
I was missing a commander interrogation. I guess I needed another one to get Cydonia or bust.
just got done finishing the game. it was great. TBH, I almost gave up. Part 1 of Cydonia was unreal. there were probably around 40 aliens that needed to be neutralized. that was a surprise.
Part 2 was interesting finding my way around that maze to find the brain.
Heard a lot about Redshirts, didn't know what that was ? I had pink amour (the PSI amour). but no redshirts.

Anyway thanks again for all your help, responses. great mod.
You have to research a commander after The Martian Solution, even if you had already researched one before. It can be a bit confusing.
Part 1 of Cydonia is easier if you head straight to the exit instead of trying to kill all of the aliens! :P
Redshirts is a mod I made for Hadriex which colors the psi armor red and renames it to Redshirt Armor. He was using it on soldiers as cheap protection for rookies who were just going to die anyway. It turned out to be pretty successful! Redshirt is a Star Trek reference!
13 The invasion begins? - Xcom Reaver's Harmony mod. (https://www.youtube.com/watch?v=TL4v_TSHxps)
Memory Beta: Redshirt (https://memory-beta.fandom.com/wiki/Redshirt)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on January 30, 2022, 07:04:31 pm

13 The invasion begins? - Xcom Reaver's Harmony mod. (https://www.youtube.com/watch?v=TL4v_TSHxps)


Yes those videos on YouTube were super helpful. I read all your comments in those videos as well to help me when I got stuck. I subscribed to his and your channels.
Loved the videos.
Thanks again for everything.
I'm going to try your TFTD mod next.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Unmadesoldier on February 21, 2022, 07:13:58 pm
Reaver,

I am having absolutely ridiculous hidden movement alien turns that lag my computer to ridiculous levels on Cydonia. It's so bad that I often have to wait half an hour just for the aliens to end their turn!

I don't know why this is.

Any help/suggestions?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on February 22, 2022, 11:02:34 am
It's so bad that I often have to wait half an hour just for the aliens to end their turn!
That is much longer than it is for me. I am running the game on Windows 10 and it takes about 3 minutes for me on Superhuman--which is already much longer than I would like it to be. When I made it, I was using Windows 7 which ran much faster, with alien turns being under 1 minute.

It's most probably due to exponential scaling, where the large number of aliens on the large map with increased vision range all contribute to long turns. As for why the time scaling varies so drastically from one system to the next, I couldn't tell you.

I will try to research this and find solutions. For now, I have a few suggestions, roughly in order from most likely to least likely to help:

 A.) Go into debug mode and teleport-kill any aliens that are far away from your position, just to reduce the number of units on the map. Then save and re-load the save to exit debug mode. This has the downside of spoiling the alien locations and revealing the map, but the upside is it's fun! (At least I think so.)
To use debug mode, you must first have debug mode enabled in the options.cfg file in your openxcom folder. Then once you're in the mission, press ctrl+d to enter debug mode. Once you are in debug mode, press ctrl+w to warp the selected unit to the cursor and refresh their turn. Units will not expend ammo in debug mode, but beware because aliens can still reaction fire. If it's too difficult, you can pass the turn and at the end of the aliens turn (in debug mode) you will be able to execute move orders to the aliens. You can freely teleport or kill any aliens without fear of reaction fire.

 B.) Only if your save is on the geoscape before the mission starts: edit your copy of the mod to reduce the number of aliens on the map. Open alienDeployments.rul from the mod folder (in notepad++ or your favorite text editor), navigate to
Code: [Select]
  - type: STR_MARS_CYDONIA_LANDING and change the lowQty, highQty, and dQty values under data. lowQty is how many aliens spawn for that rank on beginner/experienced, while highQty is how many spawn on superhuman. Veteran and genius spawn halfway between the values rounded down. dQty then rolls randomly from 0 to the dQty value to add extra to that rank. So for example with lowQty: 2, highQty: 5, and dQty: 3, then you get 2-5 aliens of that rank on beginner/experienced, 3-6 on veteran/genius, and 5-8 on superhuman. To keep it simple, just cut all the lowQty and highQty numbers in half and reduce all dQty values to 0. Downsides: time and possible frustration, less aliens makes the map easier than intended. Upside: experience modding!

 C.) Use debug mode to end the mission by pressing ctrl+k. It will kill all aliens on the map. Instructions for entering debug mode in suggestion A. Upside: it's fast and easy. Downside: it trivializes the first part and makes your soldiers fresh instead of battle-weary for the second part. I wouldn't worry too much, the second part is harder than the first but is smaller and has less enemies.

 D.) Also only if your save is on the geoscape before the mission starts: edit your save file and change this line to:
Code: [Select]
difficulty: 1 -- this will switch your game to Experienced difficulty. Upside: minimum number of aliens on the map, and is a lot easier than suggestion B. Downside: greatly reduces alien health, psi strength, armor, and other major factors, making the game much easier. You can switch it back up to a higher difficulty at the end of the first part before you load the second part.

 E.) Play the game on Windows 7 if this is an option for you. I don't know why but it just seems to go way faster.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Mewtastic on March 11, 2022, 07:28:34 am
Hey Reaver, started playing this as my first megamod and have been having a blast! I've only just got to September 1999 on Veteran and I'm rolling out plasma weapons and Firestorms right now, but the attention to detail is very evident in this mod. The balance in particular is amazing and I find myself just barely scratching by each month, operating on break even margins or bleeding money faster than the aliens can kill my soldiers if I get greedy. I can't see myself going back to vanilla anytime soon, it's just a much better game with the mod and it feels right at home, too. I can't wait to see what else the mod has in store and hopefully I beat the aliens before my budgeting skills end the run for good. ;D

Oh and I had a question. When do the aliens complete a mission? If I remember correctly, in vanilla when a UFO landed it would immediately be considered finished, but I raided a UFO with an alien outpost mission on the ground and haven't been able to find the outpost. Is it just more difficult to find bases and outpost compared to vanilla or are the conditions for a completed alien mission different?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on March 15, 2022, 01:08:31 am
I'm glad to hear you're having fun!

The mission is completed at the moment the last wave of the mission spawns onto the globe. I have added an extra scout wave to the end of alien base and outpost missions so that you have time to assault them before it is finished. In vanilla, it was not possible to cancel these missions, only to delay them (except for terror missions). But in my mod, if you shoot down or assault the largest ship, it will always cause the aliens a mission failure, however attacking smaller ships has some chance of ending their mission as well. If you are proactive enough with interception, it is possible that the aliens have not constructed a single base. But they will pick up their efforts to build one in the second year!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 23, 2022, 12:18:12 pm
Harmony 1.0.6 is out!

Changes include:
* Most cannons and launchers now show which ammo is loaded
* Added Alien Explosive Missile Defense System
* Tractor Beams finally drain shields like they were supposed to all along
* Ethereal Navigators now yield 2 Psi Wave Emitters
* Buffed the Executioner aircraft; much more reason to fly it now
* Several new graphics
* Many tiny bug fixes and quality of life changes

See original post for download!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Mewtastic on June 03, 2022, 07:02:50 pm
Hey Reaver, I've found a map bug. I've known about it for a while, but I neglected to report it, because part of me doesn't want it to go. There are two tiles of floating sand on one particular desert map. It's at the far north and won't have any real effect on game-play 99% of the time. I've encountered this twice now, once on the previous patch and once on the current patch. I like to think it's just another one of the alien's mind tricks to try and distract my soldiers. Unfortunately I can't point to the exact map file as I don't have knowledge about openxcom maps.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on June 17, 2022, 12:42:59 am
Hey Reaver, I've found a map bug. I've known about it for a while, but I neglected to report it, because part of me doesn't want it to go. There are two tiles of floating sand on one particular desert map. It's at the far north and won't have any real effect on game-play 99% of the time. I've encountered this twice now, once on the previous patch and once on the current patch. I like to think it's just another one of the alien's mind tricks to try and distract my soldiers. Unfortunately I can't point to the exact map file as I don't have knowledge about openxcom maps.
Very strange. While my mod does add copies of the desert maps due to having route changes, I have made no changes to the map files themselves. And yet I have confirmed that this is not present in vanilla, only in my mod.

It does potentially affect game balance: it offers a high-quality sniping position (you can kneel on it) for flying soldiers, where one shouldn't be. It's fairly minor but can make a large difference in a handful of cases.

When I patch it, you can keep your copy this way by making a backup of DESERT09.MAP from the MAPS folder of Harmony mod. Then every time you install an update, just copy and paste your backup version of DESERT09.MAP to replace the existing one in the mod folder. You may as well create this backup right now. And make sure you save it somewhere other than a mod folder.

Also, I am happy to see that you have selected the Starblazer! I'd love to hear your thoughts on it!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: shadics on August 22, 2022, 02:23:54 am
Good afternoon, I recently tried your mod and noticed when I aimed behind some objects, the aim decreased, does your mod have a cover system? I'm very intrigued  :P
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on August 25, 2022, 05:25:31 am
Good afternoon, I recently tried your mod and noticed when I aimed behind some objects, the aim decreased, does your mod have a cover system? I'm very intrigued  :P
My mod doesn't affect the way aim works. I would like to change how aim works, but it is not within my capabilities.

Openxcom Extended (OXCE) has non-vanilla/smarter aiming mechanics as well as a not-always-effective option to make soldiers adjust their aim to hit partially-obstructed targets.

I have built cover into the security stations. If your soldier crouches next to the firing slit, enemies can't see them through it. But standing up, they can fire out just perfectly. It looks like a 4 voxel high opening, but is actually only 2 voxels high (minimum I can do in editor) because of how laser-sharp aiming often can be. The net result is that firing through the slit causes some of your shots to miss and hit the wall, affected by proximity to the slit. So it works as partial cover when they are standing next to it, and full cover when they are crouching under it.

edit: the opening is actually 4 voxels high. I changed it at some point after much testing, and had forgotten.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: shadics on August 29, 2022, 07:30:40 am
I'm confused, because using your mod my aim is penalized if I aim behind certain objects
I leave you an image for you to check, I only have your mod installed
It is clearly seen how my aim goes down when I move the courses behind those rocks

https://i.ibb.co/F3DWQ2H/screen001.png

If your mod does not have a cover system, what is generating this result?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: psavola on August 29, 2022, 07:51:59 am
I'm confused, because using your mod my aim is penalized if I aim behind certain objects
I leave you an image for you to check, I only have your mod installed
It is clearly seen how my aim goes down when I move the courses behind those rocks

https://i.ibb.co/F3DWQ2H/screen001.png

If your mod does not have a cover system, what is generating this result?

There could be a few explanations. Weapons have a no-sight penalty multiplier (usually 50%, check INFO button), and I wonder if that could be kicking in behind the cover. Your accuracy drops exactly 25% which sounds like it could be the case here. This could also be the UFO extender accuracy option, where the rate drops off, because the spot behind the cover is a bit farther away.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on August 31, 2022, 05:18:44 pm
If your mod does not have a cover system, what is generating this result?
What psavola said is accurate. Your soldier's aim is multiplied by 0.75 for any target that they are not able to see. This is an OXCE feature, and the default OXCE value is 0.5.

Their aim is also multiplied by 1.25 if they are kneeling. This is a feature from the original game, though the default value is 1.15. Their accuracy is also reduced by using a two-handed weapon with the other hand occupied, if they lose health, or if they have any fatal wounds on their head or any arm being used to shoot.

If the accuracy value over the targeting crosshair is green, that means that the target is visible to your soldier. Yellow means that particular soldier is unable to see the target.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on November 13, 2022, 07:02:35 am
Update 1.0.7 is out! There are no sweeping changes, but a few things have received significant overhauls.
edit: Hotfix 1.0.7.1 has been released on Github. I mistakenly only fixed the AE prox mine. This update also fixes the basic prox mine.
https://github.com/Inventorum-Development-Team/Reaver-Harmony-Megamod/commit/273c1b6d3d2496c8823c2006c3a14b48ac340725
Let me know if you need help installing from github.


NIGHT VISION AND NIGHT OPERATIONS
Nighttime ops armors now provide both more vision as well as better camouflage. Several alien races have had their night vision range reduced. The aliens still see a lot better than your soldiers initially, but the night ops armors are a lot more functional now. You no longer have to be highly skilled just to make them marginally functional. I encourage you all to give these armors a try! Nighttime combat might not be so scary after all!

Tanks also have been given some ability to see through smoke. It can still easily block their vision, but they should be able to spot most enemies before those enemies see the tank. Night ops tanks have an especially strong ability to see through smoke. And in case you weren't aware previously, some alien units are also able to see through smoke. Most of them are about just as blinded by it as your soldiers are, however. Tanks also have had their light radius increased. This will enable them to see further into the darkness, but be careful that it does not highlight your camouflaged soldiers during night ops missions!


NEW STATSTRINGS
Soldiers will now receive tags alongside their names, based on certain attributes. Some of the most important tags:
GOOD TAGS:
 - b or B for breacher, indicates high or very high reactions, respectively
 - r or R for ranger, indicates high or very high time units and stamina, respectively
 - s or S for sniper, indicates high or very high firing accuracy, respectively
 - h or H for heavy, indicates high or very high strength, respectively
WARNING TAGS:
 - ! = this soldier is psionically vulnerable and has poor psi growth potential (low psi strength)
 - C = coward, low bravery and prone to panic, psionic or otherwise
 - k = klutz, low firing accuracy, prone to friendly fire
 - w = weak, low strength, may not be able to carry enough equipment or ideal weaponry

A completely maxed out soldier will display: ψSuper
However, a soldier displaying ψSuper is not necessarily maxed out. It just means that they have a top score in all of the most important attributes!

Here is the full list of tags, which you can also find in the statstrings.rul file inside the mod:
# ! - Psionically vulnerable
# ^/&/* - Good/Great/Excellent psionic potential (only psiborgs can exceed "good")
# γ/β/α/ς - Psionic rank indicator (C, B, A, and S, from lowest to greatest)
# ψ - Psionic Master (ς-Rank psion who's realized their excellent potential)
# Raid - Raider (Breacher/Ranger)
# Wrdn - Warden (Breacher/Sniper)
# Strm - Stormer  (Breacher/Heavy)
# Hntr - Hunter (Ranger/Sniper)
# Tank - Tank (Ranger/Heavy)
# Rckt - Rocketeer (Sniper/Heavy)
# Vet - Veteran (Excelling in 3 classes, this soldier has been through hell and back!)
# Ace - Excels in all 4 classes
# Ace+ - Excels in all 4 classes with some superhuman capabilities
# Super - Excels in all 4 classes to a superhuman extent
# b/B - Breacher (Reactions)
# r/R - Ranger (TUs and Stamina)
# s/S - Sniper (Firing)
# h/H - Heavy (Strength)
# k - Klutz (Low firing accuracy)
# w - Weak (Low strength)
# C - Coward (Low bravery)


The full list of changes, which you can also find in the metadata.yml file inside the mod:

#  1.0.7:   Night operations armors have received a buff to their stealth and night vision.
#           - The buff is strongest on the ones which were previously weak, and negligible on the top ones.
#       * Tanks have had their light radius increased, and are now less blinded by smoke.
#       * The night vision of some alien races has been reduced, but it is still a lot more than your soldiers.
#           - Having longer night vision range than certain alien types is now more achievable than before.
#       * Fixed a bug with proximity grenades acting like regular grenades.
#       * Fixed bug in which security station facility was not properly being destroyed during base defense.
#       * Doors on security stations no longer block turret fire.
#       * You can now build two infirmaries in one base.
#       * Updated Base Facility list order into a more sensible ordering.
#       * New and improved stat strings are now active, thanks to Meatstuff!
#       * Heavy Armor buffed on higher difficulties.
#       * Reduced requirements for unlocking Hyper Wave Decoder research.
#       * Sectoid Armor shows up more gradually, less abruptly.
#       * Weapons now show their optimal range per shot type in the UFOPedia.
#       * Laser Pulse Rifle sprite updated (again).
#       * Added a scope to Plasma Rifle.
#       * Tractor beams shield drain rate doubled.
#       * The lifts which appear on some X-Com spacecraft will now block line of sight and line of fire.
#       * Added several more entries to Research Project Information.
#       * Slightly reduced battlescape size for mediums, larges, and Battleship.
#       * Added space suits for non-power armor when going to Cydonia.
#       * Cydonia has lower gravity, so your soldiers are now stronger on Cydonia.
#       * Improved alien and civilian spawning on vanilla outdoor terrains.
#       * Fixed bug with Snakeman Queen text.
#       * Fixed sound bug at Snakeman Queen's lair.
#       * Made a few tiny balance adjustments involving aircraft research and tanks.
#       * Fixed other minor text, sound, and graphical bugs.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on December 09, 2022, 07:29:16 am
Reaver's Harmony 1.0.8 is now out! Most importantly, it adds new alien storage repositories, and rebalances power suit weapons. You should also have a lot more storage space remaining if you have a tendency to save everything, as many of the biggest space hogs have been shrunk down significantly. Other various optimizations and bug fixes:

#  1.0.8:   Buffed Calamity Launcher ammo.
#         - Rebalanced Power Suit Weapon manufacture costs a bit.
#         - Did full balance pass on Calamity Launcher ammo manufacturing, was supposed to be done before 1.0.
#       * Gave the Combat Suite its +10% hit bonus back.
#       * Increased Craft Light Plasma ammo max from 12 to 15.
#       * Buffed AE Missile, Laser, and Plasma Base Defenses.
#       * You can now only build one Grav Shield per base. (This prevents building useless excess!)
#       * Shrunk several UFO components, most notably alloys, deuterium, and most forms of salvage.
#       * New kind of salvage added: alien storage repositories. These are particularly abundant within outposts.
#       * Snakeman Queen scavenge recipe added.
#       * Race weights adjusted: Ethereals should be more common in the late game now.
#       * Psi Adepts now screen better for bravery than Elites do.
#       * Adjusted value of flagship diode components in order to increase the reward for dangerous interceptions.
#       * Heavy Destroyers might be way more common during alien invasion campaign in the late game.
#       * Fixed a bug in which terror sites were not always granting the terror site data cache.
#       * Fixed bug in which Combat and Recon Suite UFOPedia reports would not reveal once you had access to them.
#       * Fixed various minor bugs and balance issues.

Known bug: version displays in-game as 1.0.7.1
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Chuckebaby on December 09, 2022, 12:03:50 pm
This mod is really good Reaver. I had a great time playing this. Gathering some of those components was a challenge but some of the stuff in this game is amazing. Highly recommend it.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on December 10, 2022, 09:07:52 am
Thanks! I greatly appreciate it!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Apocca on January 27, 2023, 03:32:53 pm
Found out about this mod. Looks great to play!

Been playing Twots and Piratez before this one so I probably will get the hang of most of the new mechanics.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Cristao on February 11, 2023, 12:07:32 pm
Picked this up today again. Stumbled on Yeti playing it. Do you intend to integrate the commendations mod in future into this mod?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: viewerx on February 17, 2023, 03:46:42 pm
Found some people playing your mod on a video website and it made me want to get xcom again to try it out. Will probably have some questions/bug reports etc -- I assume this thread is the proper place for that?
I'm not a very experienced xcom player so forgive me if I misunderstand some features.
1) Bug(?) Psi Lab conflict with barracks training -
  • After building a large barracks I can assign soldiers to 'training' via right clicking the 'rax and/or clicking the 'soldiers' tab
  • If I then build a Psi Lab I can no longer assign soldiers to the standard 'training'. Right clicking the PsiLab allows you to assign soldiers to 'psi training'
  • Note: If you raze the Psi Lab you can access the standard 'training' again AND all soldiers that were initially set to being trained are still being trained. It seems as if the Psi Lab training conflicts with allowing the user to access the standard training until the Psi Lab is destroyed.
2) I tried using the grenade launcher as it seemed like it would be useful for indirect fire/arcing a grenade over buildings etc.
After trying the launcher a couple times I stopped using it so maybe I am mistaken about it but it seems like normal grenades are superior in every way? A normal grenade can be thrown much further and with more accuracy, the AE gren can be thrown even further. The grenade launcher requires as much TU as priming/throwing a normal 'nade but is extremely inaccurate after a certain range. Am I missing something that makes the gren launcher better than normal throwing grenades?
----
Really enjoying the mod, any questions I have are because I like the mod enough to actually take the time to ask so that I can better understand the mechanics.
Cheers
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Cristao on February 19, 2023, 12:04:50 am
Found a bug on this map. Sectoid couldn't move out of that corner. The chair is blocking his move. Tested it in other wing. Same discovery.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Cristao on February 19, 2023, 10:16:01 am
My comments so far. I am in August of the second run and it is the invasion season. It has been a beautiful run so far. My earlier experience helped me to avoid some areas and beeline directly for certain areas. I am happy to see that it is much easier to find materials. I am yet to start building my flagship but I look forward to using my spreadsheet again. Delighted with space management. I also found myself enjoying and sometimes preferring night missions due to the PSI and Night armours (not the starter pack).

I am also happy with the mods for recolouring the PSI armour (Redshirt) and the Assassin armour (white looks very lovely). I have no area where I find fault with this mod's gameplay.  I wholeheartedly endorse this mod. One other thing that came to my mind - I played on Experienced level and totally bypassed Alloy Weapons. I did however use a lot of AE grenades.

New learning for me in this run - Celatids can see through smoke and are dangerous, very dangerous.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on March 10, 2023, 12:50:06 pm
1.1.0 Harder Better Faster Stronger Update

This is a significant patch which strongly affects the progression curve of the aliens. They kept taking too long to get anything done, well not any more! Harder aliens will show up sooner, and elite alien forces will actually show up a lot in the end game before you go to Cydonia! This will also make it easier to obtain the ultimate technology before you go! And of course, the alien hordes will put up more of a fight!

All changes (also available in the metadata file as always):
#  1.1.0:   MAJOR PATCH: 'Harder Better Faster Stronger'
#           Primary focus: Speeds up the progression curve, so the aliens ramp up in difficulty much faster.
#           - New alien types appear sooner.
#           - Elite alien forces appear sooner.
#           - Aliens' destroyers defend critical missions sooner.
#           - Alien equipment progression happens faster.
#           - Elite alien weapons appear sooner.
#           - There are now much fewer non-elite alien forces in the late game.
#     *** ==> It will be easier to access fourth-tier technology before Cydonia, finally!
#           CAUTION: Installing this patch in an existing save may cause the aliens to suddenly jump forward in
#             progression, and one race might fail to build a base. This should not cause any bugs or crashes.
#       * Repositories now yield a bit less items, a lot less money, and WAY less points!
#       * Very Small UFOs now contain fewer aliens on lower difficulties.
#       * Increased Plasma Shotgun accuracy similar to shotgun change in 1.0.9.
#       * Patched some holes in the Mastodon and the Mothership maps. Abductor maps also tweaked slightly.
#       * Fixed bug with Flagship manufacturing costs on difficulties other than Superhuman (Very Hard).
#       * Fixed Snakeman Queen dissection appearing too early.
#       * A few other minor gameplay tweaks.
#       * Minor tweaks to UFOPedia and other in-game text.


- - - - - - - - - -

- - - - - - - - - -

Found out about this mod. Looks great to play!

Been playing Twots and Piratez before this one so I probably will get the hang of most of the new mechanics.
Thanks! I hope you are enjoying it!


Picked this up today again. Stumbled on Yeti playing it. Do you intend to integrate the commendations mod in future into this mod?
It is one of the things I would like to include someday, but it is likely to never happen unless someone else builds a working model for me to tweak. The first thing I want to include which might never happen is proper integration with Community Map Project's vanilla expanded geoscape.


Found some people playing your mod on a video website and it made me want to get xcom again to try it out. Will probably have some questions/bug reports etc -- I assume this thread is the proper place for that?
I'm not a very experienced xcom player so forgive me if I misunderstand some features.
1) Bug(?) Psi Lab conflict with barracks training -
  • After building a large barracks I can assign soldiers to 'training' via right clicking the 'rax and/or clicking the 'soldiers' tab
  • If I then build a Psi Lab I can no longer assign soldiers to the standard 'training'. Right clicking the PsiLab allows you to assign soldiers to 'psi training'
  • Note: If you raze the Psi Lab you can access the standard 'training' again AND all soldiers that were initially set to being trained are still being trained. It seems as if the Psi Lab training conflicts with allowing the user to access the standard training until the Psi Lab is destroyed.
2) I tried using the grenade launcher as it seemed like it would be useful for indirect fire/arcing a grenade over buildings etc.
After trying the launcher a couple times I stopped using it so maybe I am mistaken about it but it seems like normal grenades are superior in every way? A normal grenade can be thrown much further and with more accuracy, the AE gren can be thrown even further. The grenade launcher requires as much TU as priming/throwing a normal 'nade but is extremely inaccurate after a certain range. Am I missing something that makes the gren launcher better than normal throwing grenades?
----
Really enjoying the mod, any questions I have are because I like the mod enough to actually take the time to ask so that I can better understand the mechanics.
Cheers
This place works for reports, but you can get a faster response by pinging me on Discord. My contact details are in the metadata file.
I haven't experienced the training bug, nor seen anyone else have it. I wish I knew what was causing it. Try going to the soldiers menu to get to training, perhaps that route will work instead. If it still is broken, then I recommend mentioning the issue in the openxcom discord because it sounds like a bug with oxce, and not my mod.
The grenade launcher attributes are a work in progress. The goal is for it to be a bit less powerful than a hand grenade, but able to fire snap shots in significantly less time. I may have to boost its accuracy. Feedback like yours is important for improving this mod, so thank you! I have written this down in my notes.


Found a bug on this map. Sectoid couldn't move out of that corner. The chair is blocking his move. Tested it in other wing. Same discovery.
Thank you for the report! I have determined why this bug was occurring and it will be fixed in the next update.
I really should have checked the comments here before I published this update. >.>

My comments so far. I am in August of the second run and it is the invasion season. It has been a beautiful run so far. My earlier experience helped me to avoid some areas and beeline directly for certain areas. I am happy to see that it is much easier to find materials. I am yet to start building my flagship but I look forward to using my spreadsheet again. Delighted with space management. I also found myself enjoying and sometimes preferring night missions due to the PSI and Night armours (not the starter pack).

I am also happy with the mods for recolouring the PSI armour (Redshirt) and the Assassin armour (white looks very lovely). I have no area where I find fault with this mod's gameplay.  I wholeheartedly endorse this mod. One other thing that came to my mind - I played on Experienced level and totally bypassed Alloy Weapons. I did however use a lot of AE grenades.

New learning for me in this run - Celatids can see through smoke and are dangerous, very dangerous.
I am so happy to hear you are enjoying the mod!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: viewerx on March 14, 2023, 12:32:52 am
realized this was a wall of text, excuse my autism I have over this mod its just a lot of fun
---
I figured out the issue with the training I was having, I needed to click on the SOLDIERS tab then click the drop down combo box. All is well!
Playing it on genius iron man despite being new. Had to restart a few times. Ended up getting the star blazer. The starblazer is great. Armed with 2 devastators, the attack suite and a heavy tractor (also ran it with 2x tractors for forcing ships to land while trying to capture aliens alive)
 I used it as my primary ship transport. I like the various doored exits it has and it works great as a platform for staging my attacks.
A bit of a 'noob' moment but I wasnt sure how to get to cydonia despite doing all of the interrogations. I skimmed hadrien's stream and seen I can access it via the intercept screen on geoscape. I think this issue is only because ive never really played xcom to completion before.
I got a bit sick irl so I havent went to cydonia but since the new patch came out I may just re roll a fresh game on genius or maybe even superhuman (im the kind of weirdo who likes games that make me want to consider throwing my PC out the window).
I use the motion scanner a ton (every troop has one) and 1 troop stays in the transport dedicated to using the mind probe. I dont see many people using either of these items and they seem to be some of the most powerful in the game. The probe lets you see how many TU a target has so you can determine if youre safe to attack without getting reactioned. The scanner has a feature where you can see the blips via pressing alt key which changes the game completely.
----
Not sure if this is too much a spoiler but the elite mutons.. I tried alot of diff things on them but not everything. RAPID PLASMA seemed to be the best on genius. They arent impossible to deal with by any meams and I dont think they need nerfed, was just curious if the machine gun aka rapid plaz is the best tool for the job?

Lastly, the FATE, Doom lazer and Scourge are all cool but I wasnt able to tell what their strong points were based on reading their info text. The doom laser is great for 1 shotting sectopods and the scourge is a powerful shotgun that seems to be able to delete walls as well which is incredibly useful. Anything about the fate pistol? Is it just like a stronger version of the plasma rifle but 1 handed? Any properties I may be missing?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Xilmi on March 14, 2023, 01:32:45 pm
I may just re roll a fresh game on genius or maybe even superhuman (im the kind of weirdo who likes games that make me want to consider throwing my PC out the window).
In that case, may I recommend combining Reaver's Harmony on Superhuman with the Brutal-OXCE-client? I suppose it should be a good combination for that purpose. :>
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on March 14, 2023, 01:37:44 pm
Really enjoying your mod atm. I'm playing v1.10 on superhuman and it's very challenging. I'm also playing it through brutal ai v3.80(see attached) which ramps the difficulty up another notch.

Edit by admin: replaced zip by a link: https://openxcom.old.mod.io/brutal-ai
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on March 15, 2023, 09:00:37 pm
realized this was a wall of text, excuse my autism I have over this mod its just a lot of fun
---
I figured out the issue with the training I was having, I needed to click on the SOLDIERS tab then click the drop down combo box. All is well!
Playing it on genius iron man despite being new. Had to restart a few times. Ended up getting the star blazer. The starblazer is great. Armed with 2 devastators, the attack suite and a heavy tractor (also ran it with 2x tractors for forcing ships to land while trying to capture aliens alive)
 I used it as my primary ship transport. I like the various doored exits it has and it works great as a platform for staging my attacks.
A bit of a 'noob' moment but I wasnt sure how to get to cydonia despite doing all of the interrogations. I skimmed hadrien's stream and seen I can access it via the intercept screen on geoscape. I think this issue is only because ive never really played xcom to completion before.
I got a bit sick irl so I havent went to cydonia but since the new patch came out I may just re roll a fresh game on genius or maybe even superhuman (im the kind of weirdo who likes games that make me want to consider throwing my PC out the window).
I use the motion scanner a ton (every troop has one) and 1 troop stays in the transport dedicated to using the mind probe. I dont see many people using either of these items and they seem to be some of the most powerful in the game. The probe lets you see how many TU a target has so you can determine if youre safe to attack without getting reactioned. The scanner has a feature where you can see the blips via pressing alt key which changes the game completely.
----
Not sure if this is too much a spoiler but the elite mutons.. I tried alot of diff things on them but not everything. RAPID PLASMA seemed to be the best on genius. They arent impossible to deal with by any meams and I dont think they need nerfed, was just curious if the machine gun aka rapid plaz is the best tool for the job?

Lastly, the FATE, Doom lazer and Scourge are all cool but I wasnt able to tell what their strong points were based on reading their info text. The doom laser is great for 1 shotting sectopods and the scourge is a powerful shotgun that seems to be able to delete walls as well which is incredibly useful. Anything about the fate pistol? Is it just like a stronger version of the plasma rifle but 1 handed? Any properties I may be missing?
Dang, for a sec there I thought you were saying you have autism. I was going to be like "me too!" X) Hey I love walls of text.

Ah, another Starblazer fan! (Dang, nobody has gone for the Amaranth yet (that I know of).)
Yes, a lot of strategic tools are very strong, but people sometimes just don't feel like bothering with the extra hassle. If you enjoy that sort of stuff, I'd love to hear what cheese you can invent with the Cerberus tank!
I couldn't really tell you what is the best weapon for fighting mutons, but there are plenty of good ones as well as poor ones. But I'd rather leave it up to the playerbase to discover, anyway.

The Doom, Scourge, and Fate weapons don't particularly revolutionize your arsenal but they have some distinct advantages if you're willing to pay the cost (the weight). Doom is not just very powerful but also highly accurate over long range. Scourge, yes, can destroy walls. (So can power swords!) Fate is like a stronger plasma rifle except one-handed, yes. It also has pistol-like shot types, in particular the aimed shot having a much lower TU cost but with less range and accuracy. They also all have small ammo clip capacities but quick reload times, which primarily serves just to add even more weight.


In that case, may I recommend combining Reaver's Harmony on Superhuman with the Brutal-OXCE-client? I suppose it should be a good combination for that purpose. :>
That sounds unbelievably difficult!


Really enjoying your mod atm. I'm playing v1.10 on superhuman and it's very challenging. I'm also playing it through brutal ai v3.80(see attached) which ramps the difficulty up another notch.
I really want to see this gameplay on video!


P.S.: I realized that one or more of you may have tried to talk to me on Discord and got ignored. Please send me a message and not just a friend request. I often ignore friend requests if there are no servers in common, no message attached, and I can't send a message back without accepting. Sorry for any inconvenience.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Adak on March 15, 2023, 10:49:05 pm
Years have passed until my last play in Ufo (Xpiratez) and now it's time for Harmony. Well I saw Yeti playing, and I'm interested.

Can you folks tell me, where is a download link for 1.1.0? I can se 1.0.8 in the original post, but no 1.1.0 :/
I think I should be fine with isntallation itself, I'm quite sure there is a guide nearby ;-)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: yergnoor on March 16, 2023, 05:47:25 am
The new version can be downloaded from the mod portal - https://mod.io/g/openxcom/m/reavers-harmony-megamod (https://mod.io/g/openxcom/m/reavers-harmony-megamod)

Perhaps it would be worthwhile to add this link to the first post, I think it is not there. But apparently most people know about the place and find the necessary mods there is not a problem.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: viewerx on March 16, 2023, 10:21:38 pm
Does anyone know if its better to wait to upgrade your troops to super soldiers? Does transitioning a freshly bought 'Sniper' soldier to the Supersoldier medical procedure have any downsides?

Also im not too sure on how to word this next question but:
I see that the cost of a fresh SS bought off the market has a much higher price and that means it would cost more money per month for wage, right?
example: if I buy a sniper for 80k, that means I pay 80k for it each month. If I transition that Sniper to a SS via the bio lab, does the cost of the sniper stay 80k?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Adak on March 16, 2023, 11:51:02 pm
The new version can be downloaded from the mod portal - https://mod.io/g/openxcom/m/reavers-harmony-megamod (https://mod.io/g/openxcom/m/reavers-harmony-megamod)

Perhaps it would be worthwhile to add this link to the first post, I think it is not there. But apparently most people know about the place and find the necessary mods there is not a problem.

Aye, I've got it! Everything is installed, Harmony mod - here I come :-)
Thank you!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Amoebka on March 17, 2023, 09:28:49 pm
Flagships taking 9000 scientist days is really bs. Assuming the "standart" research base of 250, that's 36 days on average. Meaning sometimes you get lucky and do it in 18, and sometimes you get screwed and stalled for 54. Research time randomization works fine for multiple small projects, because luck averages out with enough rolls, but having one super-long outlier project messes that up.

I also feel you've misunderstood the root of the progression speed problem. The aliens don't need to tech up faster, they are fine. Players progress too fast, mostly because they get near infinite money from too many UFO landings. You get like 10 landed mediums every month, plus smalls. It's both tedious, and overpowered for the player, because selling the loot enables degenerate strats, like rushing 500 scientists before the first summer. Instead of making aliens progress faster, they need to spam less landed mediums.

Exploding deuterium pods need to go. It's funny the first time the entire map blows up, but it gets old real fast. Sometimes you literally lose people before the first turn on the crash sites because the initial explosions reach troop transport if it landed right next to the UFO.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on March 25, 2023, 08:38:03 pm
Are there holes in this craft as troop selected can see 2 aliens through the shut door-see attached? Is this the same for opposite door?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: viewerx on March 27, 2023, 07:39:33 pm
@SIMONI have also noticed the mastodon getting fired upon despite not opening any of the doors. Maybe it has just been luck but I dont think any of the shots made it through so maybe it is a small hole. Also occasionally notice troops having vision outside the front of it on certain angles
----
@amoebka I have played quite a bit and never have been killed by deut pods exploding on turn 1 maybe I am just lucky though. Occasionally happens if I poorly place my dudes inside bases/outposts
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: viewerx on March 30, 2023, 09:07:19 am
Note: my observation is made as a person who has never really played xcom, I have only played this mod. My opinion may be unreasonable due to how unexperienced I am with the game. Maybe this issue is also present in vanilla and isnt simply an issue with the mod.
---------
After playing ironman genius and superhuman the main issue I find is that use of psionic mind control is beyond a doubt the most optimal way to ensure your soldiers are safe and min maxxed. You are basically forced to use it to play optimally. It changes the dynamic of the game and removes tons of stress/tactics. It makes it kind of boring due to how safe everything gets. It doesnt even make things more fun, if anything it is tedious at best and borderline as bad as save scumming at worse.
    Take for example attacking an alien base: no longer do you need to use tactics to move through the compound feeling stressed about getting ambushed the entire time. Just mind control a unit and scout with him. Unload and drop his weapon and he probably wont even move from where you placed him so you can use him again next turn. Find the control room with MC'd alien and MC one in the control room to shoot a deut pod and kill all of the aliens.
    You can get to the point of MC everything easy by spamming fear projector for a few UFO recoveries, buying the illegal psi combat armour to augment your ability until you unlock the psi attack power suit. 2 psi soldiers was all I needed to trivialize almost all encounters on genius. I never even used the psionic disruptor, I could MC most things most of the time with the normal amp.
-------
    How to address this problem? I am unsure. Nerfing it by making it harder to land MC on a xeno would just make you be forced to end turns spamming MC until it worked. Maybe there is no way to fix this issue aside from the player choosing not to use psi at all? Is that something the mod envisions and is balanced for though? I am not sure nor am I an experienced enough xcom player to be able to answer that. Just stating my opinion and still enjoy the mod regardless!
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 02, 2023, 12:07:54 pm
Can you folks tell me, where is a download link for 1.1.0? I can se 1.0.8 in the original post, but no 1.1.0 :/
I think I should be fine with isntallation itself, I'm quite sure there is a guide nearby ;-)

Looks like I forgot to update the forum for 1.1.0. (And the forum was offline when 1.0.9 came out.) I was keeping up to date versions on the forum as well as the mod portal years ago because I felt like the forum community was a unique place and I didn't want to push potential commenters away. But I suppose with Discord and the new mod portal, that's not so much the case anymore. I'll just link to the mod portal so I no longer need to update the mod here.

But I will still be coming back here for comments and I am always excited to hear from you guys! I hope this small change won't negatively affect the community here.

Does anyone know if its better to wait to upgrade your troops to super soldiers? Does transitioning a freshly bought 'Sniper' soldier to the Supersoldier medical procedure have any downsides?

Also im not too sure on how to word this next question but:
I see that the cost of a fresh SS bought off the market has a much higher price and that means it would cost more money per month for wage, right?
example: if I buy a sniper for 80k, that means I pay 80k for it each month. If I transition that Sniper to a SS via the bio lab, does the cost of the sniper stay 80k?
The salary for a soldier is independent of their hiring cost, and is most commonly half of the hiring cost. You can see the salary values in their UFOPedia articles. When you upgrade your own soldiers, their salary increases accordingly, same as if you purchased them at that state.

As a general rule of thumb, there should be no hidden downsides/losses/"you made a wrong move" from choosing something. Anything which comes with a large or permanent downside should have a warning. If you discover otherwise, please report it as a bug. There are some minor differences between buying a super soldier versus upgrading an existing soldier--in particular, you can buy them without a surgical facility in your base, but the existing soldiers may already have experience and increased attributes as a result. Their ultimate maximum potential shouldn't be affected.

Flagships taking 9000 scientist days is really bs. Assuming the "standart" research base of 250, that's 36 days on average. Meaning sometimes you get lucky and do it in 18, and sometimes you get screwed and stalled for 54. Research time randomization works fine for multiple small projects, because luck averages out with enough rolls, but having one super-long outlier project messes that up.

I also feel you've misunderstood the root of the progression speed problem. The aliens don't need to tech up faster, they are fine. Players progress too fast, mostly because they get near infinite money from too many UFO landings. You get like 10 landed mediums every month, plus smalls. It's both tedious, and overpowered for the player, because selling the loot enables degenerate strats, like rushing 500 scientists before the first summer. Instead of making aliens progress faster, they need to spam less landed mediums.

Exploding deuterium pods need to go. It's funny the first time the entire map blows up, but it gets old real fast. Sometimes you literally lose people before the first turn on the crash sites because the initial explosions reach troop transport if it landed right next to the UFO.
I have been bothered by the 50-150% range of research projects, especially with the flagship project. There didn't seem to be much I could do about it, but thanks for bringing it up. Taking another look, I have an idea: I can split the project into three phases which will greatly reduce the odds of a very short or very long project while also giving a much better progress report. But it taking such a long time overall is intentional and is probably best done when you run out of other things to research. I think perhaps I will implement this for the upcoming patch--but it will need some bug testing to make sure it doesn't break existing saves who are currently researching Flagships.

There has been too many alien craft for a long time, but I think I finally tackled the issue in recent updates. (In pre-existing saves it may take a month or more after the update to take effect.) I still needed to increase the progression rate of the aliens. The game was getting stagnant for too long, so it would get pretty boring even if it did take the player that long to progress. I only have about a year and a half worth of content, so it shouldn't take three years for it to all show up.

The exploding fuel was originally supposed to be as an alien killer plus loot denial system for crash sites. It's not supposed to turn the ships into minefields and traps, at least not to the extent that it does currently. I read your post earlier (yes I am just that slow to respond) and had a few ideas to try out. I've got some changes in the next update which so far are helping to contain the blast inside the alien ship while also reducing how much damage is typically caused by shooting them in a landed craft, while also reducing the odds that they go off from stray shots as well. I will continue to seek changes which make this function better. (To any OXCE devs reading this: If I had a way to make custom variants of the UFO power source to explode on crash with a custom power value, this process would be both easier and more successful.)

Are there holes in this craft as troop selected can see 2 aliens through the shut door-see attached? Is this the same for opposite door?
Yes, that is a big gaping hole in the door. This is fixed as of Harmony version 1.1.0.
Also, thank you for the FPSview screenshot. If you find any more terrain/craft irregularities this way, sending me these images will make it much easier to fix them.

P.S.: I see you have a Cerberus tank. I'd be happy to hear your thoughts on it!

Note: my observation is made as a person who has never really played xcom, I have only played this mod. My opinion may be unreasonable due to how unexperienced I am with the game. Maybe this issue is also present in vanilla and isnt simply an issue with the mod.
---------
After playing ironman genius and superhuman the main issue I find is that use of psionic mind control is beyond a doubt the most optimal way to ensure your soldiers are safe and min maxxed. You are basically forced to use it to play optimally. It changes the dynamic of the game and removes tons of stress/tactics. It makes it kind of boring due to how safe everything gets. It doesnt even make things more fun, if anything it is tedious at best and borderline as bad as save scumming at worse.
    Take for example attacking an alien base: no longer do you need to use tactics to move through the compound feeling stressed about getting ambushed the entire time. Just mind control a unit and scout with him. Unload and drop his weapon and he probably wont even move from where you placed him so you can use him again next turn. Find the control room with MC'd alien and MC one in the control room to shoot a deut pod and kill all of the aliens.
    You can get to the point of MC everything easy by spamming fear projector for a few UFO recoveries, buying the illegal psi combat armour to augment your ability until you unlock the psi attack power suit. 2 psi soldiers was all I needed to trivialize almost all encounters on genius. I never even used the psionic disruptor, I could MC most things most of the time with the normal amp.
-------
    How to address this problem? I am unsure. Nerfing it by making it harder to land MC on a xeno would just make you be forced to end turns spamming MC until it worked. Maybe there is no way to fix this issue aside from the player choosing not to use psi at all? Is that something the mod envisions and is balanced for though? I am not sure nor am I an experienced enough xcom player to be able to answer that. Just stating my opinion and still enjoy the mod regardless!
I'm glad to hear from someone who started X-Com on my mod! Ideally I want my mod to work well for first-time players, so your input is particularly valuable to me! (Anyone else playing Harmony fresh, let me know when you comment! How I interpret your comments can vary greatly depending on your experience level.)

Yes, psionics is OP in the late game. This is MUCH less true of Harmony than vanilla, but it still needs work. I'm not too bothered with its net power level per se, but rather the lack of alternative valid playstyles. Also, if it ever makes Superhuman easy, then that's a problem. Only Genius and below should ever reach a point in which the player can coast through the game without any difficulty, even for very skilled players. But I do like the inverse difficulty curve as a general principle. I have always felt that the high stress of the early game is too much to want to keep playing if I don't ever get ahead of it. Also, if the player can feel like they earned their progress, then coasting along can still feel rewarding. And I'll still toss the occasional obstacle at them!

You've given me an idea. I had the psi disruptor consuming psi energy faster than the psi amp, but perhaps this is backward. I am going to try greatly increasing the psi energy cost of the psi amp and decreasing the cost of the disruptor. (Plus other balancing tweaks to go with the change.) ((Don't worry, I almost know what I am doing!)) This way, the disruptor will be optimal for a psi wizard to use from a hiding position, while the psi amp will be good as a portable device which a psi soldier can combine with their other combat tactics.

I am open to other ideas as well, and I also will try to find ways to make other tactics more viable in the late game so that they can compete. You can still choose psi, but nobody should feel forced to use it as a primary tactic.

The next version should be coming out soonish...hopefully.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on April 02, 2023, 09:20:59 pm
Yes, that is a big gaping hole in the door. This is fixed as of Harmony version 1.1.0.
Also, thank you for the FPSview screenshot. If you find any more terrain/craft irregularities this way, sending me these images will make it much easier to fix them.

P.S.: I see you have a Cerberus tank. I'd be happy to hear your thoughts on it!

I'm using v1.10, that's where i took the screenshots from, having been using v1.1.0 from before I put the original message up on 25/03/23. The opposite door still seems to have a hole in it-see attached with trooper olga looking at the closed door. Yes the Cerberus tank is very useful in night missions obviously but I also like the ability to set enemies on fire, particularly sectopods and cyberdiscs. Your mod is very challenging especially on superhuman and playing through brutal ai v4.1.12.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on April 03, 2023, 03:51:47 pm
More holes-see attached, trooper hyun in stormcharger.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Amoebka on April 03, 2023, 11:59:12 pm
On the subject of super soldiers. While the stat caps and salaries are the same, buying a normie first allows you to pre-screen. An elite with stat boosts from the procedure has roughly the same minimum and maximum starting stats as a store-bought super (health is an outlier, store supers are better in that regard), but if you buy an elite and see that the rolls were bad, you can sack instead of upgrading.

Edit: sharking throught the ruleset, I've found that alien missions stop after ~10 years. I wonder how reasonable "outlasting" the invasion on superhuman is, as a stupid self-imposed challenge...
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 05, 2023, 05:01:47 am
More holes-see attached, trooper hyun in stormcharger.
I can't load your save properly because you have a lot of mods in use, some of which I can't even find. But after scanning through all your mods and your save file, it doesn't seem like any of the mods are causing it. Yet the copy of the tileset I have works perfectly. I guess just put this copy down below into your ReaverXcom Harmony\TERRAIN\ folder (overwrite the existing one).

I noticed you were using several mods which you probably don't need and which may be causing other overwrites and possibly errors:

UFOextender_Gun_Melee ver: 1.0 - While Harmony does not have gun melee, it makes so many changes to vanilla weapons that any number of them may accidentally be overwritten by this mod.

XcomUtil_Skyranger_Weapon_Slot ver: 1.0 - I don't think this will even affect the game since the vanilla Skyranger isn't even in it, but the Skyraider and Mammoth already have weapon slots. There could be conflicts since the mod references a craft which Harmony deletes:
Code: [Select]
crafts:
  - delete: STR_SKYRANGER
  - delete: STR_AVENGER

Extra Pockets ver: 1.0 - Is this an inventory mod? (I couldn't find it.) Harmony adds quite a lot of bonus inventory space to soldiers. It should be plenty. This mod could potentially be overwriting Harmony's changes or even causing an inventory conflict.

FireStorm ver: 4.0 - I couldn't find this mod, but Harmony's Firestorm is greatly overhauled and most likely doesn't need this update. Also, several of Harmony's changes to the craft are very nonstandard; a vanilla-style rework will be much less compatible with Harmony's craft equipment system.

Improved Avenger ver: 1.1 - Same as with the Firestorm, but may also cause conflict with the deleted Avenger.

The following list of mods are not likely to cause problems (assuming I understand correctly what they are doing), but are unnecessary nonetheless because of features already in Harmony:

Aliens_Pick_Up_Weapons ver: 1.0 - Harmony even uses improved (generally increased) attraction values.
TFTD_Damage ver: 1.0 - Harmony uses 75-125% damage model which actually works better with Harmony's weaponry options.
XcomUtil_Improved_Heavy_Laser ver: 1.0 - Harmony's Heavy Laser is not this strong but it is much stronger than vanilla and also has armor penetration bonus.
XcomUtil_Pistol_Auto_Shot ver: 1.0 - All Harmony weapons have some kind of 'autoShot' even if it's just a 1x quick shot.
XcomUtil_High_Explosive_Damage ver: 1.0 - AE High Explosive breaks UFO walls. It's not available at start but can be unlocked fairly early.
Boolet (EU) ver: 1 - I might be wrong, but I thought this was default in OXCE.
eleriumflares ver: 1.0.1 - Large Electro Flare is available at game start.
oxceplus-visuals ver: 1.0 - The current OXCE is already merged with OXCE+ so this should be in the client.
Shotgun ver: 1.1 - Harmony contains shotguns.
Viewing Range ver: 1.0 - Harmony already increases soldiers' daytime sight range to 30. Larger values may cause client-side lag.

Some of the other mods could significantly affect game balance, though I'm hesitant to ask you to remove them if you're playing on Superhuman WITH Brutal AI  :o
Naymore Mine ver: 1.0 - looks very strong
Railgun ver: 1.0 - I don't know what it is but it sounds strong
robin_extra_weapons ver: 1.0 - probably doesn't, depends what's in it, I couldn't find the mod
OpenXCom_Unlimited_Waypoints ver: 1.0 - Harmony actually reduces available waypoints. Yes, it does make it more difficult to land precision long-range hits with these weapons. That's intentional.

And just a few more appear to simply add items which should be fine in terms of balance and likely will not cause conflicts, but I mention them because they won't include some of the weapon updates that most Harmony weapons have, such as armor scraping, armor penetrating, advanced damage types, etc. It's not important, but it will make a big difference sometimes.

dart-rifle-mod ver: 1.6
Electro Shocker ver: 1.0
flamethrower ver: 1.1
STUNBLASTER v1.1 ver: 1.1

The last eight mods all seem fine as far as I can tell. As a general rule of thumb, Harmony doesn't play well with other mods. I'd like it to be compatible with stuff, but I often don't see good ways to implement it. I think optimally you'd do best keeping your mod list trimmed down pretty well when playing Harmony.

XcomUtil_Statstrings ver: 1.0 - Harmony changes soldier base and max attributes so it'll throw off the ratings a bit.
ALLOYS AND E115 ON TOP ver: 1.0 :)
amiga-psx-plus-fonts ver: 1.3 :)
BETTER UI v1.0 ver: 1.0 :)
Varana-EU-MMcolors ver: 0.1 :)
commendations ver: 3.2 - Big mod, I don't know everything it affects. But I don't see any potential conflicts.
V Music ver: 1.0 :)
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on April 05, 2023, 09:16:22 pm
Have taken a few mods off and overwritten the particular terrain file you provided, still have seventeen mods on but they don't seem to be causing any problems and I'm used to them anyway. Here is a list of the first nine mods I have on in case you want to integrate them into your mod. I will put the rest of the mods on the next post as you are limited to 10 attachments per post.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on April 05, 2023, 09:39:01 pm
Here are the other 8 mods that I'm using. I'm not sure myself about the OXCE+ visuals mod and I was under the opinion that the STAT BULLET SAVING mod or Boolet (EU) used to be on OXCE  but was removed and made as a stand alone mod.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 06, 2023, 09:46:46 pm
I'm not sure myself about the OXCE+ visuals mod and I was under the opinion that the STAT BULLET SAVING mod or Boolet (EU) used to be on OXCE  but was removed and made as a stand alone mod.
It's a rule, and it's off for vanilla but Harmony has it on. I guess the mod is good for any other mod which has not switched it on.
Code: [Select]
statisticalBulletConservation: true
I realize now that the fix for the Mastodon is not applied in 1.1.0 but is coming up in 1.1.1. I had forgotten that it was not yet released. Apologies.
Code: [Select]
# changelog:
#  1.1.1:
#       * Hopefully the hole in the Mastodon and Stormcharger are fixed (properly!)

edit: I took a peek at some of the mods. It looks like none of them are overpowered, in fact they are reasonably balanced relative to Harmony.
The Naymore Mine is comparable to a Demolition Charge but is proximity-activated.
The Railgun is comparable to the Heavy Cannon using HC-AP in overall power but with various differences.
The Shotguns are significantly different from Harmony shotguns though not necessarily stronger.
Robin's Extra Weapons Machine Pistol and Sniper Rifle are a bit stronger than the Auto-Pistol and Rifle (respectively), but much slower firing without having a significant accuracy advantage. The small rocket change may also be nerfing Harmony's Smoke Rocket.
Extra Pockets has slightly fewer inventory slots than Harmony, but that's because Harmony puts more in the backpack and belt. Harmony does not have a quick draw slot.
The Electro-Shocker is much slower and less accurate than Harmony's normal Stun Rod, though I suspect much more powerful because I don't think it will remove several of the Stun Rod changes simply by not declaring them.
Dart Rifle is a fascinating extension to what Harmony offers, and clearly inspired by X-Com: Apocalypse!
Flamethrower also adds something unique to the available arsenal! And with Harmony's buff to fire damage, it would make a very strong weapon at very short range!
And the Stunblaster is unfortunately quite expensive despite being pretty weak by Harmony standards. It also appears to have a defective research setup, and might possibly enable the player to unlock the Small Launcher earlier.

Also all of these items take up way more space in stores than Harmony items do.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Cristao on April 15, 2023, 09:40:03 am
Hi Reaver, I reached the final mission. I observed that the assassin armour in the final mission changed to the space version which reverted its colour to black (I was using the white colour mod). Do you mind updating the colour mod to enable that the space armour is also white for the final mission?
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on April 17, 2023, 01:18:11 am
Hi Reaver, I reached the final mission. I observed that the assassin armour in the final mission changed to the space version which reverted its colour to black (I was using the white colour mod). Do you mind updating the colour mod to enable that the space armour is also white for the final mission?
Sure, no problem! It was an easy update. This also provides example ruleset for coloring the spacerigged variants of any other Harmony armors.

But to anyone making variations on this mod: note that the strings for spacerigged power suits use _SPACE whereas all other non-suit armors are spacerigged as _SPACESUIT. Example:
&STR_ASSASSIN_ARMOR_SPACE_UC
&STR_NIGHT_OPS_ARMOR_SPACESUIT_UC
And if it doesn't work, check the base ruleset to make sure all of your like terms are an exact match, and make sure you don't have any tab indents (only spaces).
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Cristao on April 20, 2023, 07:52:08 pm
Thanks Reaver.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: The Reaver of Darkness on May 06, 2023, 04:32:34 am
1.1.1 update is out! It is available now in the mod portal, link is in the original post.

#  1.1.1:   Distinctive Launchers, Combat Psionics, Brawler UFOs, General Improvements
#       * Increased Grenade Launcher's accuracy and decreased its TU cost to fire.
#       * Increased Rocket Launcher's accuracy and decreased snap shot TU cost.
#       * Greatly decreased Small Launcher's aimed shot TU cost, plus other adjustments.
#       * Incendiary weapons now reduce the target's time units in addition to morale.
#       * Rebalanced psionic energy costs.
#         - Fear Projector panic costs much less TU but more PSE.
#         - Psi Amp panic costs a bit more TU and PSE than Fear Projector.
#         - Psi Amp mind control TU cost unchanged, PSE cost drastically increased.
#         - Fear Projector and Psi Amp weight reduced.
#         - Psi Disruptor has low panic, medium stun, and high mind control PSE costs.
#         - All Psi Disruptor TU costs reduced significantly.
#           - Psi Disruptor is for sustained psi siege while the others are for quick bursts/mixed tactics.
#           - Psi Equipment attack info now displayed in the respective UFOPedia Reports.
#       * Attack rate of Medium Scout, Cargo Ship, Harvester, and Supply Ship greatly increased.
#           - Attack rate of Patroller and Light Destroyer significantly increased.
#       * Did a full rework of Elite UFO attack speed and damage--overall power should be similar to before.
#           - Weaker elites are considerably buffed while the strongest elites are slightly nerfed.
#           - Elite UFOs show up more commonly and in a broader variety, after they start showing up.
#       * Retaliation missions are made even less frequent and annoying.
#       * Ambush Suite speed increased by 200 knots, and 10% damage bonus removed.
#       * Increased Heavy Fusion Ball accuracy.
#       * Increased Plasma Rifles and decreased Heavy Plasmas in the early game.
#       * Reduced weight of all melee weapons.
#       * Added new Combat Shotgun and AP slugs available only via outsourcing.
#       * Tweaked basic and plasma shotgun accuracy and range values.
#       * Power Suit Pistol has been reworked into an autofiring marksman weapon.
#       * AE Grenade Round now unlocks with Alien Grenade Arsenal instead of Alien Explosives.
#       * AE Grenade no longer requires Alien Grenade Arsenal research.
#       * Alien Explosives research is now called Alien Explosive Ammo for clarity.
#       * Alien Explosives manufacturing recipe is now unlocked as soon as you research Alien Grenade.
#       * Rebalanced the costs of inefficient manufacturing projects.
#       * Manufacture categories improved.
#       * New manufacturing recipes added enabling production of tier 2 large craft weapons.
#       * New manufacturing recipes added which make use of alien lasers.
#       * New inefficient recipe for Alien Laser//buy and build now require Heavy Power Suit Weapon tech.
#       * Reduced how frequently green repositories appear on operations vessels.
#       * Reduced TU costs for moving items between Shoulders, Belt, Legs, and Hands.
#       * Fixed bug with Terror Site in which destroying beacon did not give credit.
#         - New bug introduced in which aborting mission after destroying beacon saves all remaining civilians.
#       * Crashed UFOs cause less damage to surrounding terrain. Landed UFOs are less explosive.
#       * North-South and East-West corridors now properly block movement in other directions.
#       * Hopefully the hole in the Mastodon and Stormcharger are fixed (properly!)
#       * Fixed a minor map bug.
#       * Increased Sectopod Plasma and Stun resistance.
#       * Flagship research divided into three portions in order to show progress more clearly.
#       * Research time for data cores and capsules cut in half.
#       * Titan Laser and Rampage Missile UFOPedia reports updated.
#       * Added several UFOPedia reports for UFO and salvage components.
#       * Some UFOPedia text tweaks.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on May 10, 2023, 11:49:00 pm
Ever since I updated from v1.10 to v1.11, I'm getting the following errors:

1. The ufopedia article can't be looked at without crashing the game.
2. A lot of the missions are now coming up as STR.....

See attached
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: SIMON BAILIE on May 18, 2023, 08:32:55 pm
A new crash-see attached, when you end your turn.
Title: Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
Post by: Meridian on January 06, 2024, 10:57:08 am
Hi Reaver,

Harmony uses alien race attribute `retaliationMission`, which will be removed next week in the new oxce release.

Please update to replacement attribute `retaliationMissionWeights`