v0.96.v9 LE Changelog:
Tweaked Some Numbers:
- Slightly toned down Ap tank, as it was hitting too reliably.
Improved a significant number of ufopedia entries and descriptions:
- Rewrote some earlier descriptions I made before.
- Some new descriptions might require scrolling down to read them completely (for example, Mutons; I'm considering trimming them down, but that will depend on overall opinions and feedback, to be honest).
- Laid out a few starting points for the expanded lore (I've already planned the direction of the intended history, including the final stages, thanks a lot to efrenespartano for helping me organize my ideas. Many new entries will be added in the next patch).
Enemy ufos got their name revamped, it can be confusing at first, but bear with me:
- [Previous Name / (Vanilla ID Name) ----> New Name]
* Survey Ship ----> Survey Skiff
* Raider ----> Raider Gunship
* Scanner ----> Scanner Boat
* Scout (Medium Scout) ----> Scout Escort
* Research Ship (Large Scout) ----> Research Corvette
* Cloner ----> Cloner Frigate
* Harvester ----> Harvester Destroyer
* Abductor ----> Abductor Cruiser
* Supply Ship ----> Supply Tanker
* Constructor ----> Constructor Barge
* Lab Ship ----> Laboratory Ship
* Destroyer ----> Battlecruiser
* Strike Cruiser (Terror Ship) ----> Terror Battleship
* Battleship ----> Dreadnought
Revamped the UI:
- Used XRoss's work as a template and, with the help of Efrenespartano, achieved the desired tone in the correct palette (dark Skyranger gray).
- Retouched the battlescape UI, inventory, medkit interface, move detection interface, and map interface.
- Completely redesigned the Graphs window on the geoscape, drawing inspiration from Xross and TFTD.
- Enhanced the visuals of various background screens in the geoscape:
* Changed the main menu image.
* Improved the soldier stats screen.
* Enhanced stats in the battlescape screen.
* Made improvements to the base stats screen (currently bugged, im investigating).
* Upgraded the geobard menu sprite.
* Enhanced the graphics menu.
* Improved the weapon ufopaedia page.
* Improved the Craft weapon ufopaedia page.
* Enhanced the facilities ufopaedia page.
* Redesigned the HWP ufopaedia image to provide a preview of how they look and estimate their size in battlescape.
* Improved the soldier stats viewer (both in the base and battlescape) with a more pleasing and structured green hue.
Changed and Improved some general artwork and Battlescape Sprites:
- Craft weapons got some retouches:
* Pilum and Trident got improved artwork
- Second pass on Nerve armors:
* Added purple wiring on the body.
* Corrected the colors of the masks (they are no longer all brown).
* Added extra details on the "spinal cord" and removed backpacks to visually match their pocket configuration.
- Finally finished Sectoid sprites:
* Switched to a full grayish palette.
* Basic units are completely bald with dark sclerae.
* Sectoids capable of using psionic powers have old aquatoid crest implants and other head and spine enhancements.
- Changed Ethereal sprites with special thanks to jackstraw2323 for their work in the War of Shadows mod. Adjusted and made minor changes, primarily to the headpiece.
* Made them more akin to the newest 2012 Firaxis version, including a scarlet cape and intricate headgear.
* Introduced a completely new death animation based on jackstraw2323's previous work (further improvements are planned to enhance the corpse and related lore).
- Replaced Roacher with the Antman Worker from Solarius Scorch's X-Files and renamed it to FORMIC.
* Made small changes to battlescape sprite to make it look like it has compound eyes, matching the ufopaedia images.
* Created custom ufopaedia images.
- Mutons received an extra pass and underwent minor changes:
* Basic Mutons are unmasked now and have small electronic devices on their heads.
* Armored Mutons now wear masks.
* Elite Mutons (dark gray) also have masks.
* Reimagined the rank structure and names for all Muton variants.
° Green = Brutes, masks removed, and small electronic devices added to their heads.
° Purple = Warrior, now wear masks.
° Black = Enforcer, they also wear masks.
° Blue = Elite.
° Red = Chieftain.
° Gold = Warlord, the supreme commanders, with correctly tinted goldish armor.
- Redesigned Commendations ufopaedia images to match the overall mod's artwork style.
- Improved most ufopaedia images related to aliens, using Xross's visual upgrade files to reduce blurriness and add grittiness to autopsy images:
* Sectoid and autopsy images now use gray specimens.
* Improved the appearance of Armored Sectoids.
* Renamed Snakeman to SERPENTOID.
* Redesigned Ethereals with different tunics and headgear, including a fully redone autopsy image.
* Made slight changes to all Muton variants to match battlescape sprite updates and renamed their ranks.
* Redesigned Chrysalids, Reapers, Sectopods, Cyberdiscs, and Celatids.
° Celatids have been given a new appearance inspired by the spitters from the 'XCOM Apocalypse' mod by ReaverFromDarkness.
- Updated CMP maps.
- Made changes to almost all tiers and improved some weapon sprites:
* Starting and eXperimental Ballistic tiers recieved tons of changes:
° Changed the appearance of the basic SMG to resemble a UMP45.
° Transformed the X submachine gun into a Kriss Vector-like SMG.
° Modified the X rocket launcher to resemble a Carl Gustav.
° Removed some visual attachments (red dots, etc.) from basic weapons.
° Added red dots to every X weapon.
° Renamed some weapons and ammunition to improve clarity and eliminate inconsistencies in names.
° Changed the Concealed Pistol to Compact Pistol (in line with other ballistic tiers).
° Renamed the X9 Rocket Launcher and X11 Assault Cannon to XXX and XX, respectively.
° Switched the Service Pistol and X2 Service Pistol to .40 S&W from .45 ACP.
° Renamed X2 Machine Pistol to X1 (since it shares ammo with X1A Compact Pistol).
° Renamed X6A Shotgun to X5.
° Renamed X5a PDW to X6a (to align it more closely with the combat rifle).
° Changed Uzi, X4A Uzi (formerly X4 Uzi), SMG, and X4 SMG (formerly X5 SMG) to use .45 ACP.
° Standardized shotgun shells to 12-gauge.
* Equipped every HYBRID WEAPON with red dots and reflex/ACOG sights.
* Revamped the nomenclature for the hybrid tier, including the order of weapons:
° Prefixed every weapon with HY followed by a number indicating its function.
° Adjusted the names of all hybrid ammunition to reduce verbiage and prevent UI clipping issues.
° Changed the hybrid SMG and UZI to .357 MAG.
° Switched the hybrid shotgun to 10-gauge shells.
* Revamped laser weaponry, tweaked stats and behavior to create more diverse roles while keeping all weapons useful:
* In general , laser weapons are weaker in terms of raw damage, but are lightier, more accurate and faster than previous TIER
* Renamed all the laser weapons.
° Reduced the damage of Laser weapons, making them nearly equivalent to the hybrid tier.
° Laser Pistol lost snap shot but gained a cost-efficient "double-tap auto" ability and uses the samme ammo as the Assaulter.
° Laser Assaulter (SMG) lost aimed shot and now features snap and auto-4 shots only and uses the same ammo as the Pistol.
° Laser Prism (shotgun) can't use autoshot, and aimed shots cost twice.
° Laser Combat Rifle aimed shot cost twice.
° Laser Scatter (LMG) can't use aimed shots and fires 6 bullets in auto mode.
° Laser Sniper can't use snapshot and now has double-tap auto fire, with aimed shots costing twice.
° Laser Cannon (heavy laser) lost snapshot and now fires a double-tap auto, with aimed shots costing three times.
° Ammo for Laser weapons is called "battery" and is divided into three types:
~ Basic batteries: Standard capacity and damage.
~ Overloaded batteries: Requires research, offering improved damage at the cost of reduced ammo count.
~ Elerium Batteries: Requires research, with reduced damage but infinite ammo.
* Every laser weapon has undergone substantial modifications, resulting in significant shifts in their statistics.
° Laser weaponry has been reworked to be "better" than hybrid weaponry, primarily focusing on unique features rather than across-the-board statistical improvements, as seen in previously.
° Basic laser batteries have had their damage adjusted, with slight reductions in some cases. Additionally, tweaked their damage to bring them in line with the hybrid tier counterparts.
° Overloaded batteries have received adjustments to their ammo count and damage. They now hit harder than the basics but come with fewer shots. Think of them as a backup option, ideal for tackling tougher enemies in a pinch.
° Elerium Batteries have seen a reduction in damage, making them weaker compared to the hybrid tier. However, in exchange, they offer an unlimited ammo supply.
~ Their production costs and material requirements got adjusted.
~ These modifications create a deliberate tradeoff and investment decision when considering them as your standard ammunition for the laser tier.
~ They shine as "backup weapons" during the mid to late game when your A and B teams are armed with more exotic and specialized weaponry. For other soldiers, especially those on guard duty in additional bases, a single investment in Elerium Batteries eliminates the need for micromanaging ammunition, streamlining your operations.
° All laser battery types have had their ammo counts adjusted to align with their new firing characteristics.
* This comprehensive overhaul aims to provide a more balanced and strategic approach to choosing laser weaponry, offering a variety of options to suit different playstyles and scenarios.
* Renamed Hypervelocity to "Rail Weaponry."
* Some weapons lost their auto-shot ability, but in general terms, they are versatile.
° Rail Pistol lost its auto-shot and shares ammo with the Assaulter.
° Rail Assaulter (SMG) can't use aimed shot and shares ammo with the Pistol.
° Rail Shard Thrower (Shotgun) can't auto-shot.
° Rail Combat Rifle maintains its previous behavior.
° Rail Repeater (LMG) lost aimed shot; auto-shot fires a 6-bullet burst.
° Rail Heavy Lance (currently searching for a better name) is a heavier and bulkier (but expensive) rifle.
° Rail Macro Cannon (Rocket Launcher equivalent) obviously doesn't have an auto-shot.
° Ammunition names have been revamped:
~ The lore will be improved in the next patch; the general idea is that they are small ferro-magnetic pieces accelerated to outstanding speeds, creating a high kinetic punch.
~ They come in three variants: "standard," "depleted" (higher damage, denser materials), and "enriched" (containing E-115, thus exploding on contact).
~ They are in clips, and names vary depending on the size of the weapon, firing: needles, shards, nails, slugs, darts, spikes, and sabot respectively.
* Made various changes to Plasma weaponry.
* This is one of the tiers that received more changes; they are intended to nerf their utility a bit. They still surpass other weapons in the human arsenal but should be used as more of an exotic niche. It was ludicrous that humanity found a way to not only replicate but surpass alien plasma tech that took them centuries, even millennia, to perfect in mere months.
* Aside from upgrading their thematic personality, it makes alien weaponry more desirable (thus making the alien unlock tech more attractive).
° Plasma Compact Pistol can only snapshot, with its primary advantage being its size (1x1) and extreme lightness for its damage output (weighs almost the same as a grenade).
° Plasma Service Pistol lost its auto-shot and shares ammo with the Assaulter.
° Plasma Assaulter (SMG) lost its aimed shot and shares ammo with the Service Pistol.
° Plasma Handcannon (Heavy Pistol) lost its auto-shot and shares ammo with the Plasma Carbine.
° Plasma Carbine (PDW) lost its aimed shot ability and shares ammo with the Handcannon.
° Plasma Blaster (Shotgun) lost its aimed ability but gained auto-shot.
° Plasma Rifle lost its auto ability (to prevent the rifle from being the main workhorse of your squads and to open the "automatic niche" to other specialized arms).
° Plasma Caster (LMG) can't aim and auto-shot fires a 5-bullet burst.
° Plasma Sniper Rifle takes time to charge and fire safely, thus can only make Aimed Shots.
° Plasma Heavy Cannon, equivalent to a rocket launcher in this tier, can't perform auto-shots.
* The entire tier had weapons renamed, and the ammo is called "cells."
° "Plasma cells" are common, got their ammo count adjusted.
° "Overcharged cells" hit harder, ammo count and damage output tweaked
° "Antimatter cells" are exotic ammunition that explodes on contact, ammo count increased in most istances.
~ Their production costs and material requirements heavily incresed.
Improved Manufacturing:
- In response to previous weapon changes, the entire Manufacturing section recieved a revamp:
* Streamlined Project List removing redundant projects that were causing clutter in the Manufacture screen
* As QoL, the order of all weapon tiers and most projects were restructured. This now aligns with the equipment list and UFOPedia pages, making navigation more intuitive.
° Started some quality of life in this regard reordering and creating new tags that will improve sorting and granurlarity, will be finished for the next patch
° As part of ongoing enhancements, work begun on improving sorting and granularity. This includes reordering and introducing new tags to provide a smoother and more organized manufacturing process, making it easier for you to manage your resources and craft items effectively.
~ Expect the full implementation of these improvements in the upcoming patch, may appreciate any feedback on the current changes
- Laser Elerium Batteries Pricing Adjustment
* The cost of Laser Elerium Batteries has been significantly increased.
° These batteries now come at a price point and materials that's nearly on par with or even double that of their corresponding weapons. This adjustment is made to balance the gameplay, considering their unique feature of providing unlimited ammo.
- Plasma Antimatter cells pricing adjustment
* Adjusted parameters so they need a little bit more E-115 to be constructed.
Bugfixes:
- Corrected Hybrid rocket damagetype to CHEMICAL DAMAGE (it was incendiary before)
- Corrected Muton floorobs, handoobs, and inventory sprites to display their accurate colors.
- Corrected some autopsies pictures having wrong version of the nameplates, creating some uneaven appearence in some istances
- Added changes to Bahrain and Qatar that were unintentionally missed in the last patch.
- Adjusted the size of the plasma compact pistol to 1x1 in the inventory as intended.
- Replaced the letter "ė" in Lithuanian namesets with "é" to resolve inconsistencies caused by the missing character in the mod's alphabet.
- Reduced and cleaned up rules, particularly map-related ones, to reduce the occurrence of CTDs (Crash to Desktop).
- Fixed the pilot body floorob, which erroneously resembled medkits due to a sprite input error.
- Resolved an issue with the Serpentoid (old Snakeman) inventory sprite, which had the incorrect palette and caused CTDs. Thanks to Cristao for bringing this to our attention.
- Fixed missing helmet sprites in the XOPs tier, thanks to CheatForLife for reporting this.
- Corrected a wrong reference to personal armors that previously prevented equipping them. Thanks to Cristao and eleriumWard for reporting this issue.
- Fixed a bug that caused advanced tiers of doggo armors to CTD when inspected. Temporary measures have been taken until the next armor tiers are completed.
- Rectified an incorrect rank sprite for the pilot brigadier, which was mistakenly included.
- Rectified the USA's area of interest in Hawaii (it didn't cover the entire archipelago previously, but it is corrected now).
- Adjusted the position of Buenos Aires on the globe; previously, it was on the Uruguayan side of the River Plate, and it should be fixed now.
- Reordered all countries by name in both funding and graphs lists. I mistakenly loaded the wrong .RUL file before arranging them alphabetically.
- Fixed an instance where manufacturing Personal Armors made a reference to the blue version on the list, breaking the correlation with similar projects.
- Corrected all craft weapons and ammunition names.
- Removed overkill from AP Tanks (which mistakenly evaporated everything it killed, including weapons and items).