ADVICE:
Further testing revealed that all the changes made to the new planes rendered the update incompatible with ongoing campaigns. Unfortunately, this means you might need to start over again. I apologize for any inconvenience this may cause, but I needed to make these changes in order to address current issues with the Dragonfly and to enhance the Firefly in the upcoming patches.
I'm considering creating a temporary hotfix to revert the plane changes, allowing you to continue your playthrough without further issues.Hello everyone, I'd like to share the latest updates for the mod, which includes more restructuring of the mod's folders. This process is going smoothly, and I've successfully reorganized all the folders related to UnitSprites and WeaponSprites. Moreover, I've restructured and reordered all the relevant categories in the Rul files. This restructuring effort is already proving to be beneficial, as it has enabled me to implement some changes for weapon sprites that I've been eager to add for some time.
The only remaining task to complete this work is renaming the images to create a more coherent nomenclature. I initially planned to address this much later, but it appears that I can tackle it now.
Additionally, I've resolved several critical bugs, and I want to extend a special thanks to Scamps for bringing them to my attention. These fixes will result in considerably fewer CTDs, enhancing the overall stability of the mod.
Additionally, for those looking to update, i'll like to remind you to please follow these instructions:
1. ALWAYS Delete your previous XenoOperation FOLDER.
2. Replace it with the newer file from this post (or from the portal).
While simply unzipping and overwriting the old folder might work, it can lead to a bloated number of files, which is best avoided.
Thank you for your ongoing support and dedication to improving the mod. Your feedback and bug reports are invaluable in enhancing the XenoOperation experience. Stay tuned for more updates, and happy gaming!
Installation:
**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
**
BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.
- Download the file from the site
XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (the difference in size is irrelevant, its the same , just that i found a way to better compress it and evade the size limitation in the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).
Changelog:
Spoiler:
v.097.03 LE changelog:
Various Changes:
- Adjusted numerous references as result of the folder reorganization, such as renaming SOVEREIGNS from 'Overlord'.
- Replaced all 'Archangel' references with 'OVERLORD.'
- Renamed all references to roachers into Formics, which was relatively straightforward compared to the overlord case.
- Applied similar adjustments to 'Dragonfly.'
- Made equivalent changes to weapons and ammunition of Tier 1.
- Modified deployment in Cydonia to ensure there are no 'helmet-less' enemies, aligning better with the lore.
- Cydonia Elite Guards are now the most formidable foes.
- Muton Enforcers are now accompanied by Black Sectopods, even more dangerous than their common 'blue-ish' counterparts.
- Reordered the position of ships in lists and ufopaedia.
- Reorganized the soldier 'type' as follows:
* "Doggos"
* "Basic Soldiers"
* "The Other Types"
° This will help when reordering your troops by types in the base interface.
Enhanced Descriptions:
- Included additional descriptions related to the CODEX, like corrupted files.
- Corrected some commendation errors and improved spacing, with more in-depth revisions required.
Sprites Changes:
- Altered the avatar background of the Menu in the battlescape to match the rest of the interface.
- During combat, you can click the middle button for an enemy preview. This preview now includes sprite and held weapons and boasts a user-friendly interface, inspired by Neoworm's previous work. It also adheres to the same color palette as the rest of the menus.
- Slightly retouched the sprite of the SMG Hybrid, Uzi Hybrid, Hybrid Rifle, and PDW Hybrid in the magazine area to better resemble their respective cartridges.
- Slightly modified the Hybrid Rifle cartridge.
- Adjusted the position of the LMG Hybrid.
- Tweaked the SMG Rail position.
- Additionally, repositioned the Rail Rifle.
- Rearranged the Pistol Plasma position.
- Tweaked the Heavy Plasma Pistol position.
- Recolored the images in the ufopedia for Sectopods to match their sprites in battle.
- Modified the Rocket Launcher sprite to maintain consistency with the mod's general artwork. The base is taken from X-Files and was further refined.
- Tweaked the sprites for the Grenade Launcher, where ammunition is now depicted as grenades in a drum. The floor-ob is ready, while the hand-ob still needs refinement. All assets are also sourced from X-Files.
Tweaked:
- Hopefully this first sweep of the drop rate of materials will help aleviate somewhat the ammount of resources aviable until a more intricate balance is done
* Significantly increased the amount of materials produced by breakdown projects. Remember to interact with this feature, as each component can be reduced to more basic components. The next step is improving manufacturing projects to create ammo in bundles, this change will take some time.
* Additionally, more breakdown projects will be added for various items (e.g., mechanical cadavers for parts or alien weapons for materials). This comes with increased costs and time requirements to maintain balance.
* Reduced the cost of manufacturing and replicating A-Alloys.
Bugfixes:
- Finally resolved the issue of duplicated interrogations, thanks to Scamps for finding the solution.
- The problem with Personal Armor not being equipable has been fixed this time, I swear!
- The drone scanner sprite issue has been corrected, and it is now correctly centered.
- Fixed an issue where the Sectopod kill medal wasn't being awarded correctly.
- Addressed a problem with the background 7 not displaying correctly (i found the solution in another thread, thanks to Alex_D for commenting it).
- Darkened the tones of various backgrounds slightly to enhance visual appeal.
- 'Splish-splash, no more water crash', UFOs can not longer create crash sites on water, thanks Efrenespartano for the help.
- Corrected an incorrect reference to 'Firefly' in the ufopedia; it should mention 'DRAGONFLY.'