Version 0.9.4 is up, and it contains many changes!
- Finally coded the Alien Electronics component, necessary for building Sectopods and Stormtrooper Armours (and possibly more in the future) and only available by disassembling alien robots.
- Made Auto Cannon, Heavy Cannon and Proximity Mine researchable (at a small cost).
- Added Tactical Sniper Rifle (sprite by Dioxine).
- Added Landmine (available to buy).
- Added new Stormtrooper Armour (sprites by XOps).
- Added Multi-Launcher (sprite provided by RSS Wizard).
- Added Advanced Rocket launcher (sprite ripped from Shadow Warrior, converted by Dioxine) that fires Large Rocket, Elerium Rocket (ripped from Xenonauts, converted by Dioxine) and Mind Guided Rocket (by Clownagent, formerly launched from Rocket Launcher).
- Added special sprites for Sectoid Commander (made by XOps), Muton Engineer (made by Dioxine) and Floater Commander.
- Added new Muton ranks: Praetorian and Guard (sprites by XOps).
- Added a machete (for hybrids and other rabble).
- Salamandron can bite now (beta feature, we'll see if it works properly).
- Shorter arrival time for craft cannon rounds.
- Alloy Sword takes more storage space.
- Made the Elerium Mace a bit more accurate, but requires Alien Subjugation.
- Removed two faulty UFO maps.
- Tank/Laser Cannon is a separate (cheap) research now, because of new coding possibilities with the latest nightly that will soon be used.
- Updated Hobbes' Mission/Terrain Pack mod.
- Fixed a bug with drone smoke launcher.
- Fixed new UFO maps, by Grzegorzj.
- More English fixes by Jayden.
As always, get it here:
https://www.openxcom.com/mod/final-mod-pack. But before installing,
please download the latest nightly, or you may experience some bad mojo!
Recoloured the snakeman's cloak to black\grey. Now test it in-game how it looks like.
https://www.mediafire.com/download/gyqq2xfticpilmt/AltoidCrabmanDuo.zip
These are my "things" I mentioned earlier. Maybe Altoid could be the Sectoid commander, but they looks much different (Altoids are recolour but have sense instead of Aquatoids on dry land).
My current idea to Sectoid commander is to keep the armour, just recolour the purple parts and give them a green cloak, or black cloak with green edges instead of golden. The reworked sprites in Paint looks promising so far.
I actually like the Altoids concept, though they should be a bit more different visually from their Sectoid brethren. And as I said before, I'm unwilling to add more TFTD races, because they'll be clashing with a possible hybrid game, so I don't really want the Crab Men.
Having said that, Paint and .bmp is not suitable for sprites. At all. If I wanted to use them now, i wouldn't know where to start; processing them to a stage where they could be used would be a lot of work.
Why don't you make a mod yourself, and see how it works out? You have the sprites, all that is needed is the ruleset. Take Robin's gazer race, for example, and modify it.
And speaking of space-faring alien races, you know what we could have? The Aerials. You know, those from X-Com Interceptor (not the SOAD song).
Two minor things that I've noticed:
1) In the alien bases, it's possible to walk diagonally through at the pictured area without opening either door.
Yeah, I noticed that too. I'll have a look at this map at some point, but I'm not sure if it's a bug.
2) This one is a bit nit-picky, but the "Alloy Skyranger" name tends to slightly overflow the text space at several areas.
Any ideas on how to name the craft? Airstraker? Stormranger?
I just realized that FMP is the Long War mod for OXC
And ever getting longer.
Thanks for the praise, guys. I promise to keep providing more.
EDIT:
The new Tactical Sniper Rifle is positioned incorrectly. It's a small glitch though which most people probably won't even notice, so I won't be releasing a new version just to fix this. Anyone who cares can fix it by modifying this part:
- type: STR_HEAVY_SNIPER_RIFLE
size: 0.3
costSell: 11000
weight: 14
bigSprite: 193
floorSprite: 174
handSprite: 136
bulletSprite: 14
fireSound: 62
compatibleAmmo:
- STR_HEAVY_SNIPER_RIFLE_CLIP
- STR_HEAVY_SNIPER_RIFLE_HE_CLIP
- STR_HEAVY_SNIPER_RIFLE_AA_CLIP
accuracyAimed: 150
tuAimed: 80
battleType: 1
twoHanded: true
invWidth: 2
invHeight: 3
armor: 20
listOrder: 2215
Change invWidth: 2 to invWidth: 1 to fix the weapon.