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Author Topic: X-Chronicles Release, v.1.5  (Read 107415 times)

Offline Nord

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X-Chronicles Release, v.1.5
« on: November 03, 2021, 11:39:03 am »
Welcome to the global fantasy-themed overhaul mod.
This time, the aliens did not come, instead - magic came to Earth. And along with it, strange magical creatures, sorcerers, zombies and other fantasy clichés.
Or not really?
Features:
Choose a patron country on which the gameplay will depend.
Learn magic technologies and throw away your guns.
Evolve your operatives from ordinary humans to demigods ... or monsters.
Learn powerful battle spells.
With all these bells and whistles, go down to the abode of Aliens ...
and lose outright to the horrors there.

Available languages: US English and Russian.

Download: mod.io

Changelog:
Spoiler:
V.1.5
- fixed funding rise in early game;
- decreased cost of scientists per 5000/month;
- powered up invader ships;
- mana-depleting amulets now cause stun when mana=0;
- fixed many Ufopedia articles;
- fixed healer power hit with weapon in backpack (OXCE newer than 7.15 required);
- prepared for new OXCE (>7.15);
- fixed dwarf research unavailability for those who fear golems;
- minor bugfixing;
- minor balancing for easier game;
V.1.4
- Fixed some english strings;
- Added new early mission type: savage ritual;
- increased starting money;
V.1.3
- More money;
- Fixed archmage guard;
- Added archmage necro-tower terrain for yard and interior;
- minor bugfixing;
V.1.2
- minor bugfixing (text strings, unusable alvi bows);
- balancing: more money on start;
V.1.1
- Temporary fix for an OXC (or OXCE) bug with second-stage mission deployements. Now rifts will work almost properly.
- Minor bugfixing;
- Minor prices balancing.
V.1.0
- Added new race: elves, with their own items and missions.
- More QOL ufopedia articles;
- Bugfixing and balancing;
- Mod is finally complete, maybe will be some bugfixes if needed.
V.0.99.17
- fixed critical bugs;
- fixed a lot of minor bugs;
- fixed unit resurrections (OXCE 7.10 needed);
- added more map blocks;
- expanded fire prism to be multi-charged;
- removed funding rise from countries without alien activity.
V.0.99.16
- Added new items: chain lightning spell, stigmata rod.
- Added new events;
- Added new transformations: body might, spiritual might;
- Fixed ufopedia pages: ork, arrows, scrolls;
- Fixed Mess mission CTD;
- Minor bugfixing;
- Minor balancing;
V.0.99.15
- added new units: lich, golden snake, poison spirit, chain werewolves;
- added new mission: post-apoc ruin rift;
- added new items: new arrows, 8 new artifacts, scrolls, x-shields, bag of holding, improved amulets;
- added 3 new armors for summoners;
- added new spells: fire extinguisher.
- added new facility: gate polygon;
- new mechanic: flying suits without mana become walking;
- new mechanic: regenerative armor.
- buffed late-game enemies;
- minor balancing;
- fixed detention centre building;
- fixed temple vs undead mission;
- fixed manufacturing tree;
- fixed burning through shield;
- minor bugfixes.
V.0.99.14
Critical fixes.
- fixed critical bug with old nests;
- fixed critical bug with legion villa;
- fixed events placeholders;
- fixed alien units  melee threat;
- balanced psi-college cost;
- balanced handheld shields, now they discharge slowly over time;
- balanced psi-weapons aim, now psi-strength can cause decrease of aim, not psi-skill;
- rebalanced nest growth speed;
V.0.99.13
New:
 - added new items: frost staff, auto cannon;
 - new unit: legion speculator;
 - phantom now gain same skills as summoner (requires nightly OXCE);
 - scepters can be manufactured now;
 - mana shield available without armor;
 - new ufopedia articles and hints;
Balance:
 - stronger flying ships hull;
 - nerfed fire staff;
 - nerfed telekinesys hp damage;
 - cheaper invader equipment research;
 - dart gun and rifle now have range power reduction;
 - less range for MI-8;
 - slower handheld miniguns;
 - more shots for tank minigun;
 - simple amulets can be researched without psi-lab;
 - more nest for harder difficuty;
 - more temple retaliations;
 - temples of light and death arrive earlier;
 - more cores beyond rifts and as reward;
 - balanced alloy spears.
 - removed some unnecessary techs;
 - more ways to get golem techs;
Bugfixing:
 - HUGE ufopedia articles fixing (mostly for EN).
 - windwall shield now really immune to smoke;
 - no more overflow mana pool from mana shield training;
 - collapsed units no more regain shields;
 - fixed 40 mm grenades for Groza rifle;
 - undead pain immunity properly placed;
 - fixed active/inactive obelisks requirements;
 - minor terrain fixes;
 - minor bugfixes;
V. 0.99.12
 - added new spells: degeneration, repair armor;
 - added new armor: medic;
 - added 2 new events;
 - added multiple cities on the globe, thanks to Solarius Scorch;
 - Balance: more chances to prevent invader missions by shooting down their ships;
            greatly increased mana training speed, mana shield now train mana too;
            more retaliations;
            more psi-skill drawback from heavy armor;
            shield of light now counters curses;
            some research tree tweak;
 - Fixes: multiple unit sprites fixed;
          rifts now opens near your bases more often;
          less invader ship stairs burnouts;
          fixed some movement costs on the different terrains;
          fixed maps of marshall and rifts;
          multiple minor fixes;
V 0.99.11
-  Added more craft maps;
- Added new rift encounters:  floating rocks, with air elemental enemies and cydonia with ghosts;
- Added new encounter - UFO and sectoids;
- Added new buildings: detention center; rehabilitation center;
- Added peace with Legion;
- Added new random events;
- Added 2 new blesses;
- Fixed psi-crystall production with new specialist - crystallomancer;
- Fixed chosen one abilities;
- Bugfixing.
V 0.99.10
new:
- dwarves arc is finished (or maybe 99%). New units, new mission, new research tier.
- 3 new X-com units: golems (for summon and for manufacturing);
- new Ufopedia articles;
- new Amazonian level;
- new enemies for Amazonian hell (final bosses);
- new intro;
- multiple new events;
- hazmat wooden vest added;
fixing:
- X-Com undead energy, wounds and armor fixed;
- empty retaliation fixed;
- many ufopedia articles fixed;
- invader lord interrogation fixed;
- temple of light mission spawn fixed;
- manufacturing fixed.
V 0.99.9
- added ability to damage armor for many creatures;
- added missing ufopedia articles;
- fixed HWP reload (no more reload for tanks during mission);
- fixed many shock weapons to ignore stun immunity;
- fixed pilot bonuses;
- fixed sentinel transformation;
- fixed plane glyphs manufacturing;
- fixed high blessings requirements;
- nerfed Lumen resistances;
- fixed spawned units, now they have no TU right after spawn;
- multiple minor fixes of research tree and ufopedia;
- minor balancing;
- added new race - dwarves (not finished yet, but allready can be encountered);
- added new items - magic gloves;
V 0.99.8
- Fixed critical bug with interception sprites;
- Fixed bug with Aliens on flying ships instead of Adventurers;
- Added new units: earth golem, solaris, triffid;
- Added new spell - poison cloud;
- Added new facility - Artifical Sun;
- Fixed Legion cowardness by adding new unit - Legion Saggitarius. Now footmen will rush into melee properly;
- Now player can manufacture lesser wands without scriptor;
- Increased efficiency of stone shield and darkness shield against bullets;
- some new research topics;
- as allways, bugfixing and balancing.
V 0.99.7
- Added new primitive race: serpenters (with more poison weapons);
- Added new undead transform;
- Added new plane: Vulture;
- Added stun batons (i know you wanted it);
- Added many missing ufopedia articles;
- Added new events;
- Improved many ufopedia articles;
- multiple bugfixing and balancing (including less damage from smoke and better melee accuracy);
V 0.99.6
 - added new UFO - the temple ship;
 - IMPORTANT: rebalance, no powerful invaders will spawn while x-com posess no magic nech;
 - bugfixing, all prefious hotfixes included;
V. 0.99.5
- added new unit: phoenix
- added new terrain: fire dimension
- added some lore articles
- added 2 new craft equipment glyphs.
- added new facility, psi barrier
- fixed HMGs for using by normal people;
- added new faction: temple of Death, with their own ships and stuff;
- added submod Cyrillic names for XCHR;
- added 5 new melee weapons;
- minor bugfixing
V. 0.99.4
- Added two new facilities for base defense. Runed missiles and fiery bolts;
- Added ufopedia articles for all Aliens, all Aliens now researcheable;
- Added some other articles for explanation of storyline;
- Added a pair of events for immersion;
- multiple bugs fixed, thanks to wolwerine.

V. 0.99.3
Major update.
- Added choice of side in the confrontation: light or darkness, with facilities, items, spells and events;
- Added Light blessings, working for whole combat;
- Added Light Temple faction with their own units;
- Added more summons;
- New mission arc - espionage;
- Civilians will change through world events;
- Bugfixes;

Warning: not really tested, so expect bugs
V. 0.99.2
- Fixed nasty error with archmage tower;
- New units: wight, herald;
- New terrain: mushroom forest;
- New events with trustee countries;
- Minor fixes.
V. 0.99.1
- Added new armor: crusader;
- Added some mapblocks for Archmage yard;
- Multiple bugfixes in research tree, thanks to ted_die;
- Fixed Archmage tower spawn, thanks to ted_die;
- Cleaned starting base;
V. 0.99
 - initial release.
Installation:
Copy to the mod folder, run the game and chose "Base game" X-Chronicles.
Thanks: to OpenXcom authors for a brilliant game; to Yankes and Meridian for powerful OXCE, to the other modders from whom I borrowed something.

Release status:
Mod is finally complete, maybe will be some bugfixes if needed.

If you want to help:
 - This mod desperately needs a spell check of English translation.
 - I will be grateful for bug reports. 

Credits:

All X-Com resources belongs to X-Com franchise owners (Take-Two Interactive, i think)

All other is under CC-NC-BY-SA , as mr.Hobbes insisted.

Discord: https://discord.gg/DDYTwjqNzN
« Last Edit: November 17, 2024, 10:51:20 pm by Nord »

Offline EleriumWard

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Re: X-Chronicles Release, v.0.99
« Reply #1 on: November 04, 2021, 04:21:07 am »
Very nice! Looking forward to playing this and seeing how much further it develops.

Offline Nord

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Re: X-Chronicles Release, v.0.99
« Reply #2 on: November 11, 2021, 10:23:18 am »
First patch released.
Changelog:
- Added new armor: crusader;
- Added some mapblocks for Archmage yard;
- Multiple bugfixes in research tree, thanks to ted_die;
- Fixed Archmage tower spawn, thanks to ted_die;
- Cleaned starting base;

Offline Kissaki

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Re: X-Chronicles Release, v.0.99.1
« Reply #3 on: November 14, 2021, 04:29:58 pm »
Well, colour me tickled. I'm trying this out as soon as I have the time.

Offline Ryln

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Re: X-Chronicles Release, v.0.99.1
« Reply #4 on: November 23, 2021, 11:39:59 am »
Gave this a try tonight and this is such a fun mod! Playing on beginner Ironman, I’m about 5 hours of playtime in. Really looking forward to seeing how everything progresses :).

I went with US for both patron and starting location, and just captured my first outcast mage. Now that I understand a bit more how shields work with some trial and error I’m really enjoying just how different this feels from both the base game and XCF.

No bugs so far, just straightforward fun!

One small bit of feedback: I’d love for the soldier inventory to show all three accuracy types if it isn’t too hard to do, what with how important melee and throwing accuracy are here.


Edit: Might have found a bug. I just researched Block Bow, and it’s not showing up for purchase, while in the tech tree viewer it indicates it should be now.

Edit 2: Another possible bug; when I researched Chemical Threat, it revealed the Combat Vest Hazmat armor, but it’s not for purchase and I can’t find it in the tech tree viewer.
« Last Edit: November 24, 2021, 06:47:46 am by Ryln »

Offline Nord

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Re: X-Chronicles Release, v.0.99.1
« Reply #5 on: November 24, 2021, 09:47:52 am »
Edit: Might have found a bug. I just researched Block Bow, and it’s not showing up for purchase, while in the tech tree viewer it indicates it should be now.
Thanks, will check.
Quote
Edit 2: Another possible bug; when I researched Chemical Threat, it revealed the Combat Vest Hazmat armor, but it’s not for purchase and I can’t find it in the tech tree viewer.
If you buy full complect then you will be able to equip simple or hazmat.

Offline Ryln

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Re: X-Chronicles Release, v.0.99.1
« Reply #6 on: November 24, 2021, 10:59:26 am »
I just noticed and came to edit again to correct myself; I apparently hadn’t bothered putting more armor on people since I unlocked it. Looks like it’s working as intended, sorry about that!

I just got the new laboratory, excited to start unlocking some magic!

Edit: A possible research bug; In the Tech Tree Viewer Water Shield says it Depends On: Not Available. It looks like it’s unlocked by lots of things, but I hadn’t seen that before elsewhere and wanted to check.

I managed to shoot down my first small flying ship and even succeed at raiding it, so I’m happily researching Runewood now. I feel like I’m so very close to unlocking some magical stuff beyond runed weapons, which would be a gamechanger. I’m using the combat vest more for the hazmat mask than anything else against invaders, as in general they kill me in one hit anyways.

I did also get chitin armor, but only enough materials for three suits so far so I’m being extra careful with anyone wearing it.

Edit 2: got myself the Runewood vests and they’re incredible! I had two, lost one to a fire wand which felt thematically appropriate.

When it comes to damaged armor and repair, what determines if you get the damaged armor? Is it if the corpse survives to the end of the mission?

Edit 3: I lost due to overextending and getting a negative score several months in a row, so I’ve started a new game in eastern Europe, and Russia is my sponsor this time around. I’m off to a good start! I like how different the loadouts are. One bug: upon researching the “Contract with the Russian Army”, I’m now able to buy the UB-32M Launcher, but there’s no UFOPaedia entry for it. Same with the ammo, the 57mm C-5M rockets.
« Last Edit: November 27, 2021, 07:18:45 am by Ryln »

Offline Nord

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Re: X-Chronicles Release, v.0.99.1
« Reply #7 on: December 14, 2021, 07:23:42 pm »
Version 0.99.2 is up.
Changelog:
- Fixed nasty error with archmage tower;
- New units: wight, herald;
- New terrain: mushroom forest;
- New events with trustee countries;
- Minor fixes.

Offline Ryln

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Re: X-Chronicles Release, v.0.99.2
« Reply #8 on: December 14, 2021, 08:47:53 pm »
Sweet! I’ll give this a go later this week. Really enjoying this mod!

Offline ted_die

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Re: X-Chronicles Release, v.0.99.2
« Reply #9 on: December 15, 2021, 10:21:53 am »
OK. Let's see.

Offline Ryln

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Re: X-Chronicles Release, v.0.99.2
« Reply #10 on: December 16, 2021, 10:27:50 am »
The Block Bow works now with the update! I’m able to purchase it now  ;D.

However, one item still isn’t showing up in the UFOpaedia; the UB-32M Launcher and its ammo, the 57mm C-5M rockets. I’m assuming they’re for interceptors?

I’m really looking forward to seeing everything else in this mod, my Russian start continues to be much more successful than my last one. If it goes poorly I’ll probably start again in China to see the PLA gear.

Offline Nord

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Re: X-Chronicles Release, v.0.99.2
« Reply #11 on: December 16, 2021, 04:04:20 pm »
However, one item still isn’t showing up in the UFOpaedia; the UB-32M Launcher and its ammo, the 57mm C-5M rockets. I’m assuming they’re for interceptors?
It should be in vehicles and vehicle armaments. Please, provide savegame.

Offline Ryln

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Re: X-Chronicles Release, v.0.99.2
« Reply #12 on: December 16, 2021, 09:26:12 pm »
So the rockets do show in the UFOpedia, but when I try to inspect them in purchasing it doesn't show up. Here's my save:

Offline Nord

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Re: X-Chronicles Release, v.0.99.2
« Reply #13 on: December 16, 2021, 09:46:18 pm »
Ah, now i understand.
No, not a single craft weapon will work like this. This is because middle-click leads to "item" ufopedia, but craft weapons use "craft equipment" pages instead of launcher-items.

Offline Ryln

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Re: X-Chronicles Release, v.0.99.2
« Reply #14 on: December 17, 2021, 06:39:54 am »
Ah good to know! Then everything is working well so far with this update. If/when I run into the new enemies I’ll post my thoughts on them  :)