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Work In Progress / Re: [TFTD] Second Alien War {current stage: leaving the starting line}
« on: October 07, 2015, 06:46:49 pm »
And after two weeks, I actually have something to show!
OXC's gauss arsenal has been implemented, though with a lot of rewriting and balance changes. I've also added two new gauss craft weapons, essentially capacity-upgraded versions of Ajax and DUP.
Gauss weapons have also been changed to damage type 1 {armor piercing} from the original 4 [gauss/laser}, both because it makes sense narratively, the only weapons currently using it are store-bought peashooters and because I want to use type 4 for MiB's electric weapons down the line. It also means I'll have to tweak enemy units' armors as a result, though.
There's also a bunch of wordy stuff that doesn't affect the gameplay - some historical background and that sort of stuff. UFOpedia has been rearranged a bit as a result and all weapons, alien and otherwise, have been moved into a single category.
And finally, there's a couple of cheat objects in the mod that I put in just for the sake of testing - you can use them or don't, it's up to you. I think I have the bugs hammered out, so I'm looking forward to actual field testing. If there are weapons you stick with because they're clearly better than others, or ones you don't because you consider them useless, let me know.
OXC's gauss arsenal has been implemented, though with a lot of rewriting and balance changes. I've also added two new gauss craft weapons, essentially capacity-upgraded versions of Ajax and DUP.
Gauss weapons have also been changed to damage type 1 {armor piercing} from the original 4 [gauss/laser}, both because it makes sense narratively, the only weapons currently using it are store-bought peashooters and because I want to use type 4 for MiB's electric weapons down the line. It also means I'll have to tweak enemy units' armors as a result, though.
There's also a bunch of wordy stuff that doesn't affect the gameplay - some historical background and that sort of stuff. UFOpedia has been rearranged a bit as a result and all weapons, alien and otherwise, have been moved into a single category.
And finally, there's a couple of cheat objects in the mod that I put in just for the sake of testing - you can use them or don't, it's up to you. I think I have the bugs hammered out, so I'm looking forward to actual field testing. If there are weapons you stick with because they're clearly better than others, or ones you don't because you consider them useless, let me know.