New UFOs have been brought up to 14 total (not counting layout variations). The new UFOs pass the first test, it's fun to play since most UFO assaults are brutal and short. I've given up and added some more scout class crafts, but there should be enough variety to keep ground assaults interesting. I am pretty much done with those now though I might add more layout variations later.
My current task is the alien base. That's almost done. Just need to make the command center and a few more large rooms. Needs playtesting to make sure the map isn't too big or hard to clear. I don't think it should be. I've tried to avoid alien closets like TFTD.
I have regrouped with the tech tree. The new version is still really messy and needs a lot of pacing balance, but so far I think it works better than the last one. It's very different from what any other mod has currently, though its not a completely new idea by itself. The new tech tree is very resource intensive. It's divided into distinct independent tiers and each tier gives the player random techs. The random nature does take away some player agency, but the player also gains the ability exchange resources to tech up. Still needs a lot of balance, but I find the system encourages the player to attack larger intact UFOs.
For some other odds and ins, I've added a new alien. Nothing special, just a TFTD recolor with a few extra bits. They are an early game foe showing up one or two months into the game. Their armor makes for some interesting tactic changes since it's reverse of how most armors work in the game. Also their ranks are different and their highest rank is really tough compared to the others.
I've also finally added that third tier of ballistic weapons. They bridge the power gap between second tier ballistics and lasers. Hopefully these should let the player take on snakemen and mutons until lasers.
Also, I think I may have some plasma weapon sprites to replace the human plasma weapons. I was saving them for TFTD (Yes I have stuff ready for TFTD, fear me Devs!), but I think they work well for human plasma weapons.
Still needs a few more sprites for a complete weapon set and I may try recoloring them.
Finally, I have readjusted the number of scientists and engineers as well as the living quarters capacity. I have reduced the basic living quarters capacity to twenty. Labs have a capacity of 20 and workshops 25. Large labs and living quarters now have 100 capacity. Naturally, the costs of scientists and engineers have been increased. Soldiers remained unchanged. Also all lab and engineering projects have been adjusted as well to account for the reduction in personnel. I find that overall, this cuts down slightly on micro management since there are less people to manage.
I should be done with the Alien base soon. I guess I should go ahead and try to iron out the crafting system next since that is the other big bug bear.
TLDR; I'm still working on this mod. Here are some pretty pictures of a battle in the alien clone lab at their base.
Starting Area
Ground level of the clone lab.
Level 1
Level 2