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IDT Modding Hub / Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« 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.
# 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.