Greetings everyone, I am incredibly excited to introduce my project, X-Com: From the Ashes, to the community!
It is a global conversion to OpenXcom. During the alien invasion, X-COM's initiative failed, alien agents infiltrated the ranks of most major governments, and within a few months, they were placed in a puppet regime. The true motives of the aliens remain obscure. Their hostile activities are skillfully hidden from the public. There is no support from the Council of Funding Nations, and Council members loyal to X-COM are scattered and remain concealed. The player will need to learn how to survive in the new circumstances, conduct an undercover struggle against alien forces, and cooperate with global organizations involved in the conflict.
This project is more than just a mod for OpenXcom, as it uses its own version of the game engine. There are many entirely new mechanics in the game - diplomacy, covert operations, new tactical mission objectives, loyalty, and much, much more. You can see the full list of engine features here:
https://github.com/723Studio/OpenXcom_FTA/wikiDownload installer for Windows from Mod.io:
https://openxcom.mod.io/from-the-ashes?preview=17bd8b77fdab4b426a1e766383a7e38bThe process is similar to the OpenXcom installation. However, if you have problems with the installation, visit this page for a detailed description of the manual installation process:
https://openxcom.org/forum/index.php/topic,10498.0.htmlThe campaign begins with the player having to defend the X-Com base from an assault of the Men in Black. Then you will need to assess the situation and learn how to use the new opportunities. Many aspects of game mechanics and balance have been changed, giving a fresh experience. However, the gameplay and visual design remain in the spirit of the classic 1994 game.
The game is in development, the current version is the initial release, in a sense it is a "vertical slice" of the game experience. The campaign is limited in time with the first 8 months, after which it will end automatically. While most of the mechanics have already been implemented and a significant amount of content related to the early game has been added to the game, much more is yet to come. Nevertheless, the release is necessary in order to gather feedback and get more ideas and inspiration to keep working.
I would be very grateful for any feedback, bug reports and suggestions. You can share it here or by joining or Discord server:
https://discord.gg/aecJUvV4pAEspecially valuable to me is gameplay video, so if you stream your playthrough, it would be great if you could send me the link to it. The Discord server has a special channel for streaming your games, don't be shy, drop by there.
You can follow the development progress on the Twitch channel:
https://www.twitch.tv/finnik723studioCurrent version is well-balanced for 2ed ("Experienced") difficulty level. You might face some troubles on higher difficulty levels because you will have to learn a lot of new mechanics and discover your own META first. "Superhuman" difficulty now works not how I want it to be, as I want to form an extra challenge here. This would require a lot of effort, and I want to finish general development first.
You might notice some loose ends in story arcs, because it is still WIP.
Also, more engine features coming. We have a new hacking system almost done, and there is a solid concept for negotiation system. Future releases will also include soldier secondary stats, additional battlescape tactical objectives and many more interesting ideas are yet to be developed.
As for content part - I'm planning to focus myself on increasing mission variety for 4-8 month, supporting coming engine features with content and balancing difficulties.
The next big milestone is midgame, where I will introduce another 2 factions and encounters with aliens. I'm planning to finish the most major engine work before this. Currently, engine C++ coding takes like 70% of my time, so I lack of strengths to make huge amount of content I would like to see in the game.
The project would have been unthinkable without the tremendous work that the OpenXcom and OpenXcom Extended developers accomplished before me. In addition, I have borrowed some free content from other authors. The detailed list of credits can be found here:
https://github.com/723Studio/X-Com-From-the-Ashes/blob/master/LICENSE.md#creditsMost of the game's content is non-compilation code distributed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0). You are free to share and adapt the materials only for non-commercial purposes and when providing appropriate attribution.
However, some assets were developed by professional artists for a fee specifically for FtA, and I have full rights to it. So if you wish to use the assets in your project, please read the license terms:
https://github.com/723Studio/X-Com-From-the-Ashes/blob/master/LICENSE.md#licensing