Mod 2.0a - Wolfram Solution is 80% done.
This is the one closest to the current version. I still have to make all the new ammo views and code, new armors (easy) and the new interceptor code and view. Also will need to push out other changes already in the code to be modularized: you can chose if you want to balance the laser and plasma weapons against the new weapons, even without the other mods.
Wolfram Solution: Version 1.8 - Sept 2014
- modify weapon damage down towards standard
- this includes explosive damages
- add another step into alloys research tree: Alloy Manufacturing (Dependency: Alloys)
- Alloy research allows for Alloy Reinforced Armor
- add alloy ammo types for powder weapons, adjusting normal ammo's damage down towards standard, and current values will be for the alloy rounds (Requires: Alloy manufacturing + Any autopsy unlocks Alloy rounds)
- This includes explosive weapons
- add another step for research: Alloy Armor
- add/replace body armors
- Improved Light Armor: P: 24 AP: 65% HE: 75% PL: 95% (Dependency: Alloy manufacturing - Consumes 1 light armor and 2 alloys )
- Improved Tactical Armor P: 28 AP: 55% HE: 60% PL: 90% (Dependency: Alloy manufacturing - Consumes 1 tactical armor and 3 alloys)
- adjust game armors
- Personal Armour (Original Stats P: 50) P: 34 PL: 80% HE: 60% AP: 55%
- Heavy Personal Armor: P: 46 AP:50% PL:75% Requires 6 alloys
- Alloy Manufacturing allows for creation of alloy crafted interceptor
- allows for creation of short range heavy damage missile
- allows for creation of longer range medium damage missile
- create option ruleset for other adjusted weapons
- this means adjusted damage and such, but no new weapons
- create option ruleset for other small changes
Mod 2.0b - Coherency is 60% done.
I just finished up the BigObs views of all the new laser weapons, I just need to make floorobs and handobs and put together Ufopedia views of the two new cannons for interceptors. Need to set up modularization so that you can chose if you want to balance the gunpowder and plasma weapons against the new weapons, even without the other mods.
Coherency: Version 1.8 - Sept 2014
- add another step into alloys research tree: Alloy Manufacturing (Dependency: Alloys)
- alloy manufacturing is required for laser research
- add new laser weapons
- shift laser pistol lose autofire and gain damage
- remove and replace heavy laser with sniper laser
- add laser magnum
- add laser smg
- add laser dmr
- add laser lmg
- add laser blaster (short range, lower damage, high hit rate)
- add laser cannon (medium range, higher damage, low rate of fire, lower hit rate)
- option ruleset shift laser research to start with tank heavy cannons and branches back, laser smg last.
- create option ruleset for other adjusted weapons
- this means adjusted damage and such, but no new weapons
- create option ruleset for other small changes
- this includes the changed research tree
Fourth State and Retaliation have no work done on them yet.