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Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 30, 2025, 10:23:49 pm »
Hi everyone, the day has finally arrived!
Today, I'm releasing an early *beta candidate* for the next patch. Stay tuned for the mod portal and the first page, where i'll post the update in a few hours.
### First of all, I want to sincerely thank you all for your patience.
The past year has been pretty turbulent for me, so I wasn't able to dedicate as much time as I wanted to this project. However, working on it has been an invaluable source of joy and a way to express my creativity. Let me be clear: *this project has never been abandoned, nor will it be.*
### Now, onto the important part:
🔴 THIS IS NOT THE FINAL VERSION OF THE UPDATE. 🔴
So please expect:
- Tons of issues
- Half-baked features (again)
- Placeholder elements that will be refined later
### About this beta:
- In theory, it can be played in a campaign, but the same tech tree issues from previous patches remain.
- This fork was created specifically to implement PhilipH's sprite scripts.
- Tech tree changes have been quarantined in a separate branch to avoid even more instability.
- The main focus of this beta is gathering feedback on recent graphical changes (e.g., main menu, UFOpedia palette changes).
- I also tweaked weapon balance, so any feedback on damage values would be greatly appreciated. (Nothing is final—balancing will evolve alongside the research overhaul.)
### What's working and what's not:
✅ BigObs dynamic sprites should be working correctly
✅ More than two-thirds of FloorObs are finished
⚠️ HandObs still need work—this is where most placeholders are
🚧 The tech tree remains a major issue, so I'm prioritizing a more coherent and functional research flow over fixing minor visual inconsistencies
### Lore & Future Plans:
The entire lore is now fully outlined, including the tone, underlying themes, and even the final ending.
(And, in the far future... I might have even sketched out a sequel! 😂)
Huge thanks to @Efrenspartano, who has been invaluable in providing feedback and brainstorming ideas.
### Final Notes:
I hope players enjoy testing the mod, and fellow modders feel free to reuse any assets!
- If you can give credit, that'd be cool—especially for things I borrowed from other modders—but no pressure!
- If you have any questions or requests, feel free to reach out—I'll be happy to help if I can.
Enjoy, and thanks again for your support! 🚀
Today, I'm releasing an early *beta candidate* for the next patch. Stay tuned for the mod portal and the first page, where i'll post the update in a few hours.
### First of all, I want to sincerely thank you all for your patience.
The past year has been pretty turbulent for me, so I wasn't able to dedicate as much time as I wanted to this project. However, working on it has been an invaluable source of joy and a way to express my creativity. Let me be clear: *this project has never been abandoned, nor will it be.*
### Now, onto the important part:
🔴 THIS IS NOT THE FINAL VERSION OF THE UPDATE. 🔴
So please expect:
- Tons of issues
- Half-baked features (again)
- Placeholder elements that will be refined later
### About this beta:
- In theory, it can be played in a campaign, but the same tech tree issues from previous patches remain.
- This fork was created specifically to implement PhilipH's sprite scripts.
- Tech tree changes have been quarantined in a separate branch to avoid even more instability.
- The main focus of this beta is gathering feedback on recent graphical changes (e.g., main menu, UFOpedia palette changes).
- I also tweaked weapon balance, so any feedback on damage values would be greatly appreciated. (Nothing is final—balancing will evolve alongside the research overhaul.)
### What's working and what's not:
✅ BigObs dynamic sprites should be working correctly
✅ More than two-thirds of FloorObs are finished
⚠️ HandObs still need work—this is where most placeholders are
🚧 The tech tree remains a major issue, so I'm prioritizing a more coherent and functional research flow over fixing minor visual inconsistencies
### Lore & Future Plans:
The entire lore is now fully outlined, including the tone, underlying themes, and even the final ending.
(And, in the far future... I might have even sketched out a sequel! 😂)
Huge thanks to @Efrenspartano, who has been invaluable in providing feedback and brainstorming ideas.
### Final Notes:
I hope players enjoy testing the mod, and fellow modders feel free to reuse any assets!
- If you can give credit, that'd be cool—especially for things I borrowed from other modders—but no pressure!
- If you have any questions or requests, feel free to reach out—I'll be happy to help if I can.
Enjoy, and thanks again for your support! 🚀