The facility update or at least it might as well be. Now up to 0.70. Added several new base facilities most of which are available from the start. I am very interested to hear what people think of the Security Checkpoint since I worry it may very well break base defense. Not sure how to balance this really.
Also I changed the plasma conversion system a bit. I worry it may make things rather tedious, but I find the system very engaging and a lot more versatile than the previous 1 for 1 conversion system. Regardless I held back from fully integrating the system until I get some feedback from others. If others find it fun then I may expand this system greatly in the near future.
Added a late game alien with a terrorist unit. The new terror unit is rather dull in terms of spriting, but I may try to liven it up later. The main alien though is a full 100% original sprite and man was it hard to make. It's still not perfect, but it is at a point where I don't feel completely ashamed to release it. Also the new race is a late game foe, but I still worry it will either to be too hard or too easy. Mind you it isn't as bad as the “all your weapons are useless” lobstermen, but it is near impossible to kill if you don't have the right tools. My goal is to force the player to keep a diverse arsenal, but I am eager for balance feedback to avoid the rather dull grind that the lobstermen put the player through in TFTD.
Added another tier of weapons after lasers. They only have two kinds of ammo, one for laser damage and one for AP. They are rather expensive, but are comparable to plasma in performance. Like the new aliens, the sprites are 100% original for these new weapons.
And as always there are a whole bunch of minor tweaks and bug fixes. I am most proud of the new cursor. At any rate, please enjoy and let me know when you find new game breaking bugs.
https://www.openxcom.com/content/files/bb285195/XenoOperationsBetaV0.70.zip