So I've been kind of holding off my "reworked" versions of both UFO/EU and TFTD for a couple months now. They've been practically finished a while back—in fact, I've already played each about 3-5 times from beginning to midway/end for testing (primarily pacing). However, I always find myself tweaking little things here and there so I never feel quite ready to make an "official" release.
Anyway, this was originally a strictly personal project created for strictly personal use, so it was not at all in my plans to make any public release at all. Besides, this is nothing fancy like the total conversions or super-mega mod packs that are out there already, so it may not appeal to everyone. Again, I really just made it for myself.
But whaddayaknow? I figured there's nothing to lose either way, so here it goes...
Oh, and yeah, Orz goes by many names (or fingers?), and will therefore go by Illamasqua for these mods.
WHAT THIS ISVanilla sundae with strawberries on top. In other words, a more tasty vanilla game: re-balanced, improved & enhanced, making it slightly more challenging while keeping the original feel/atmosphere intact.
WHAT THIS IS NOTA total conversion or heavily modified mod (I mean, it is rather heavily modified, but not in the sense of content addition—no new weapons, for example).
MAJOR CHANGES(1) Alien Containment facility no longer available from the start. It now requires research of certain UFO component (either one of two) before facility may be properly unlocked. Main reason behind this: extend Laser/Gauss utility while delaying Plasma/Sonic (+ Blaster/DPL) as alien weapons now require an initial live alien "interrogation". Alien Containment should be unlocked by May/June at the earliest and August/September at the very latest.
(2) Alien race changes: [UFO only] Floater & Snakeman replaced for Waspite & Gazer, respectively. Reason: (this may come out as odd but) I never quite liked Floaters and, although Snakeman was a little bit better conceptually/aesthetically, I didn't want to have too many aliens flying around and I needed to make room for newcomers.
They don't have the same stats as Robin's mod, however, for the very simple reason that they'll be appearing early on and would be a little too OP othwerise. While Gazer keeps Holodrone as terror unit, Waspite was paired up with Celatid (slightly nerfed). Reason: with Cybermite there were too many mechanical units and not enough organics, plus it made Cyberdisc's explosion upon death a little redundant. On that note, Muton now goes along with Sectopod instead of the Celatid/Silacoid pair. Celatid was left with Waspite, and Silacoid was completely scrapped as it was practically useless (just like Reaper). Also, Ethereals now come with a Sectopod/Cyberdisc terror duo. Finally, added one more alien race: Anthropods. These are a little buffed, alongside their Spitter terrorists, as they'll be more of a mid-game enemy, almost on par with Mutons (which are now a little tougher as well). Oh, Chryssalids mostly appear on terror missions too.
[TFTD only] Not many significant changes. Deep Ones were made a little less fragile (always felt sorry for those guys) and Triscenes get better under armor. **PENDING** a new 5th alien race (although Carcharodon fits nicely, I'm still looking for a more Cthulhu-themed end-game alien, then I could add the shark guys as well to make a total of 6 aliens races just like UFO/EU).
Oh, and every race now gets all 6 ranks from Soldier to Commander.
(3) All weapons/equipment reworked. The gist is this: Pistols are good for compactness & snap/reaction shots, Rifles for sniping & higher damage output, Heavies for balance & supressive fire at the cost of weight/encumbrance. Also: Auto-Cannon/Hydro-Jet reworked to specialize on auto-fire (higher accuracy). Small/Thermal Shok Launcher can fire and reload on the same turn now. Blast radius reduced to 3, however (as previous 5 and 7, respectively, was too large and could take out entire crews packed together). Medi-Kit, Motion Scanner/Disturbance Sensor & Mind Probe/Reader TU cost reduced to a small percentage (rather than flat TU cost), while Psi-Amp/MC Disruptor increased significantly (reason: discourage MC spam). On that note, Medi-Kit now recovers 12 stun (from 4) and 30 energy (from 10). Also, High/Magna-Pack Explosive damage increased to 200 at the cost of weight and greater blast radius. Reason: used to open up UFO hulls and blow up tougher enemies, but risky! (Can't throw from too far away due to weight, plus if you don't take distance you'll get caught on the blast.) Similarly, Blaster Launcher damage increased to 210 (just like DPL). Reason: open up UFO hulls late game, but big enough for HWP/SWS's to access (4 tiles as opposed to 1). Also, some item armor changes (especially UFO/EU items, borrowing from TFTD's better armor values—particularly when it comes to grenades/throwables). Oh, and Sonic Pulser's power dropped down to UFO/EU's 90 (as 120 was a little bit OP even by my hard-mode standards).
[TFTD only] Hydro-Jet Cannon, Torpedo Launcher, Disruptor Pulse Launcher & Coelacanth/Aqua Jet now capable of operating on land just like everything else (their respective UFOpedia entries slightly adjusted to reflect this). This may be reverted back later, but it feels good for now.
All other changes (including weapon damage, TU cost, weight, clip size, etc.) were very minor.
(4) Recoverable Elerium/Zrbite reduced to 25 from 50.
(5) Reduced USA's initial funding to 450 from 600.
OTHER (MORE MINOR) CHANGES— Start off with Medi-Kit & Motion Scanner/Disturbance Sensor. No longer researchable/manufacturable. Purchasable for a price instead. Reason: makes no sense that these people don't already got these items at the start! Plus, limit early research to Laser/Gauss (which should be your first breakthrough).
— HWP/SWS cost & transfer time reduced. Reason: make them more viable (less monetary loss) as opposed to opting for all-out Soldier/Aquanaut teams.
— Large Rocket/Torpedo & Incendiary/Phosphorous costs swapped. Reason: encourage use of Incendiary/Phosphor. (More on this down below.)
— Personal/Aqua Armor & Power/Ion Armor now require certain alien corpses before they may be researched :O
— Other research changes: Some research topics have slightly different requirements, while some also take longer to unlock (notably Laser/Gauss tech). Main reason behind this: give new weapons and technologies some actual utility (as opposed to skipping each tier altogether by going straight to the more powerful techs in less than 1 month). Also, vanilla TFTD's research tree was a little screwy in some areas, this was patched up here.
— [UFO only] Laser weapons & Tank/Laser now require clips, just like Gauss. Also, Tank/Laser gets reskin (from Alloy Tanks mod). Still pending Coela/Gauss reskin.
— [TFTD only] Coelacanth/Gauss now has its own manufacturable clips (no longer shared with Gauss Cannon).
— Tank/Laser & Coela/Gauss got slightly improved armor.
— X-Com crafts can be sold now for a hefty price (still not a viable "cash cow" item due to time spent/wasted on manufacture).
— Other manufacture changes: Minor changes in terms of time, cost & item requirement mostly. Plus, slightly reduced sell price of "cash cow" items (which was a major game breaker).
— New mix of alien crews, both for regular UFO crashes/landings, alien bases & terror missions (usually towards mid-late game). Lots of interesting combinations. Reason: more variety/unpredictability.
— More organic flow/transition of alien tech from early to mid to late game. Plasma/Sonic Pistol may still show up late game, though very rarely. Reason: variety/diversity. Game pace should be longer than vanilla now, so more deadly weapons needed to be pushed back a bit. On that note, alien deployment item-sets reshuffled for balancing. UFO/EU, especially, gets more changes to more closely match TFTD's better item loadouts (one notable difference being more grenades!). Reason: make UFO/EU slightly more challenging.
— Practically all alien recoverable items (weapons/equipment & UFO components) have sell prices halved. Reason: reduce cash flow.
— Armor changes: Various minor tweaks here and there. One main change would be alien's incendiary/phosphorous damage modifier: they now take more damage in general. Reason: give incendiary/phosphor weapons more utility (other than just illuminating night terrain). Also, removed Gauss resistance from most TFTD aliens. Gauss feels like an actual improvement now! Reason: the very tech that's supposed to give you your first advantage against the aliens is weak against them? WTF?
— Soldier/Aquanaut stats tweaks: lowered some starting & cap values. Reason: too OP late game. Lowered throwing starting max stat to 70 (from 80) and Psi-Strength to 60 (from 100), especially considering aliens themselves have a highest Psi-Strength of only about 40 average. Also increased minimum Psi-Strength to 10 and put cap on Psi-Skill & Psi-Strength at 80 (from 100, both of them). Values subject to change later, but so far so good.
— All aliens get higher Psi-Strength values. Reason: more MC training required (on field too) to increase chances of mind control. Also, all alien races capable of using psionics now, at least at Commander level :O (This may be changed later.)
— Craft weapons rebalance: Slight range, accuracy, damage & ammo adjustments, hopefully preventing spam of certain weapons and increasing viability of others. Better starting craft Cannons. Also, Gas/Cannon & Laser/Gauss Cannon accuracy increased. Sonic Oscillator/Plasma Beam ammo reduced. Avalanche/DUP purchase costs doubled (reason: encourage use of cheaper Stingray/AJAX early game). Fusion/PWT Launcher ammo increased to 3. Rearm rates also improved for all weapons. Etc.
— [TFTD only] Survey Ship and Escort mapblocks were swapped in vanilla. Here they've been swapped back to what they should be (some hold that UFOpaedia & intercept images were also swapped, but they seem fine to me so I've left them unchanged here). Battleship and Fleet Supply Cruiser had their intercept images mistakenly swapped too (not the mapblocks or UFOpedia images). This is also corrected here.
— Facility list at base re-ordered. Reason: more intuitive arrangement. Also, some costs & build times revised. For example, Small Radar/Sonar cost, build time & maintenance reduced to encourage use (more affordable than Large/Wide-Array Sonar early game, good for setting up new bases). Also, a small attempt to improve (encourage use of) base defense facilities by making them quicker to build and giving them higher percentage hit ratios.
— A few UFOpedia entries got reordered (notably alien weapons and base facilities) and a couple got new images, notably UFO/EU's Alien Surgery & Examination Room. Reason: those entries had Floaters in them, and Floaters no longer exist in this game.
— Cydonia/T'Leth levels completely redesigned in terms of alien deployment. Should offer some of a challenge now. Reason: was way too easy previously.
— Some items/topics got slightly renamed.
— Plus a dozen other little changes I can't remember right now.
(for post-release changelog see THIS post below his as this one cannot exceed 2000 characters so I had to relocate section)
KNOWN BUGSAfter researching an item/topic with more than 1 corpse-related dependency, a "we can now research" message will come up listing all the corpses (provided there's at least one currently stored at your base) linked to said item/research. This is a corpse-related research bug only.
Same goes for UFO component dependencies if they share the same research/topic.
SPECIAL THANKSMostly Arthanor, Hobbes, Warboy, SupSuper, xOps, hellrazor and Dioxine for suffering through some/most of my ruleset questions when I was just getting started <3
DOWNLOAD LINKS (latest update: Jan 1, 2017)
Illamasqua's UFO Rework v1.4bIllamasqua's UFO Rework v1.4Illamasqua's UFO Rework v1.3dIllamasqua's UFO Rework v1.3cIllamasqua's UFO Rework v1.3bIllamasqua's UFO Rework v1.3Illamasqua's UFO Rework v1.2eIllamasqua's UFO Rework v1.2dIllamasqua's UFO Rework v1.2cIllamasqua's UFO Rework v1.2bIllamasqua's UFO Rework v1.2Illamasqua's UFO Rework v1.1cIllamasqua's UFO Rework v1.1bIllamasqua's UFO Rework (old)Illamasqua's TFTD Rework v1.3bbIllamasqua's TFTD Rework v1.3eIllamasqua's TFTD Rework v1.3dIllamasqua's TFTD Rework v1.3cIllamasqua's TFTD Rework v1.3bIllamasqua's TFTD Rework v1.3Illamasqua's TFTD Rework v1.2cIllamasqua's TFTD Rework v1.2bIllamasqua's TFTD Rework v1.2Illamasqua's TFTD Rework v1.1fIllamasqua's TFTD Rework v1.1eIllamasqua's TFTD Rework v1.1dIllamasqua's TFTD Rework v1.1cIllamasqua's TFTD Rework v1.1bIllamasqua's TFTD Rework (old)