Completed Xeno Mod. Cydonia was tough. Not to gonna say more than that. I think this is the longest time I have spent on the Cydonia level (I am yet to complete XPiratez).
PS Where is the frozen map? I was looking forward to that.
Still hoping to do something special for Cyondia down the road rather than just having a large map. Probably not in the next beta though. As for the frozen map, it is for the next version. It's a bit of special mission. Need more of those special missions.
GOT a CTD. I got a PSI-AMP. Went on a mission versus the floaters who had reapers. Tried to mind control a reaper. The game showed that it was successful. When I try to select the Reaper, the game CTD.
Just tested. Should be fixed when I release the next update.
why do the terran and alien plasma weapons have mismatched/corrupted sprites?
Very strange. Looks like a mod indexing issue? I will keep an eye on this after the next beta is out.
Expect official merchandise to hit the online stores one month before its release
Hopefully I won't sell out to EA.
Then I can have preorders and season passes. Or I can be like a certain other company and start selling crappy single mission DLC. Thankfully, I live in a world where XCom would never succumb to being victim to a crappy single mission DLC... wait a minute.
Add the below line. It removes explosions. I found it out when experimenting on creating a portable stun pistol.
blastRadius: 0
I'll give that a try. Thanks.
So last update was Updated: 11/22/14 (0.90) it's more than a year...any news on progress?
Well, this worthful mod becomes better and more attractive...
Will it be released in first half of 2016?..
... next month it is better !!!!!
So it has been awhile since I last gave a status update. There are two reasons for this. One is Fallout 4. That's done though. I was always a big fan of the Fallout series. But I always come back to XCom. Now for the other reason I vanished for a month. After much playtesting, I have determined that my crafting system is indeed not fun.
What does this mean?
It means that I need to gut a huge part of the mod. Basically all of the manufacturing and economy stuff needs to be redone.
After hitting the end of year one, the crafting system ceases to be fun and becomes a chore. I am convinced it would only be viable if the mod had an interface specifically designed for it. Something like a screen that would allow the player to quickly break down alien artifacts into their core components for further manufacturing. As it stands now, it is simply too many clicks and it adds too much busy work. During the first year, it's tolerable, but it quickly grows tiresome. Another thing good in theory, but poor in practice.
This combined with the sheer difficulty of balancing resources has made me shelve the mod for a month and play something else for a while. I needed some time away to clear my head so I can come back and look at the mod with a fresh perspective.
For that part, I am basically back to the drawing board.
Now for some good news.
I have added another alien race. I may actually release this new alien race as a standalone for TFTD.
I have added a few variants of psi amps. Now psionics has a kind of progression system. I still need to do a bit of balancing with these though.
Updated the graphics for the alien blaster launcher, alien high explosive, and alien grenade. I don't think the aliens have any of the original sprites left for their equipment.
Updated the graphics for the alloy armor sprites. They look much better now.
Replaced Personal Armor sprites completely with the old psionic armor. I am working on a new Psionic Armor sprites to replace that one.