Just made a list of changes to mark off progress.
Countries
* Several countries had their areas redesigned to better fit their borders
Regions
* Several new cities have been added, with the possibility of adding more by uncommenting their entries on the ruleset
* North Atlantic, South Atlantic and Indian oceans can now be assigned alien missions at the beginning of the month (only Alien Research & Terror at the moment).
Terrains
* 15 new terrains added from the Terrain Pack.
Facilities
* Alien Containment requires Alien Biology research before it can be built
Items
* Clips added for all Laser Weapons
* Elerium Bomb and Stun Grenade added (require research)
* Improved Laser Weapons added (require research, unlimited ammo, improved power and aim)
* Sniper Rifle, LMG, Combat Knife and Incendiary Grenade added to starting XCom items.
* Uzi, AK47, RPG, Minigun, Snubnose Pistol, Multi-Launcher added to Cult's (new faction) items.
* MJ12 Pistol, Machine Pistol, Magnum, PDW, LMG, Rifle, Sniper Rifle, Laser Pistol, Laser Rifle, Heavy Laser, Grenade and Incendiary Grenade added to MJ12's (new faction) arsenal.
* Faction specific weapons can't be bought or manufactured, only sold.
* HandOb images to be added to grenades and other small items.
* Still haven't made my mind about adding Shotguns and SMGs, since the Shotgun is really no different from a rifle regarding game mechanics (except no Auto fire) and the SMG is also the same.
* Also considering Alloy ammo, but at the moment doesn't seem relevant since Alien Alloy research now isn't easily reachable (requires getting Alien Materials through capture) and the ballistic MJ12 weapons are all upgraded and can be used without research after being recovered.
Crafts
* Skyranger capacity reduced to 10 units & Avenger capacity reduced to 16. This was made for several reasons: maps work better with less units present, the Lightning gets more useful, usually the units at the back of the craft are only used as a reserve, and with less units you get more attached to your soldiers. Plus, you'll need to think twice whether to bring the HWP or not.
* There will be later adjustments to the number of aliens present during missions to compensate for the reduced squads.
* AWACS craft under consideration, along with other possible crafts.
UFOs
* Transport Plane added for human faction missions (a Skyranger that can be easily shot down if detected, but that carries a Cannon for self-defense)
* Overseer UFO added (variant of Battleship)
Armors
* Alien inventory images to be added
Units
* Muton Commander and Leader added
* Alien Scientists (Sectoid, Ethereal, Snakeman and Floater) added
* MJ12 Mercenary added, more ranks will be added later
AlienRaces
* Mixed crews can now appear on all types of alien missions. The first appearance of the alien species still follows the vanilla game's progression, with the exception of Celatids and Sillycoids which can be encountered from the beginning. It is still possible to get vanilla crews of a single crew
* Created 2 versions of each crew, so that you can see alien Commanders or Scientists during a mission but not both.
* An additional alien tier will be added, consisting of upgraded versions of the aliens, to appear on the late game.
* Additional aliens will be added later, but as their own faction.
AlienDeployments
* Added Alien Scientists to both the Abductor and Harvesters
* Removed Alien Commanders from Base Defense missions. Commanders can now only appear during Alien Base missions or the Overseer UFO.
* Added 3 'types' of MJ12 missions: one with their Skyranger, another on an urban setting and the 3rd one on a large building
* Cult missions to be added, with their own specific terrain.
* I haven't deliberately added any content from the MiB mod so that it can be used as a plug-in for this mod.
* The final Cydonia mission will be redesigned for a bigger battlescape (70x70 size) and the alien composition will be changed to make it more challenging
Research
* Alien Containment depends on Alien Biology.
* Any Alien Autopsy unlocks Alien Biology
* Medics automatically unlock Mind Probe, Small Launcher & Stun Bomb, plus give a random Autopsy/Species.
* Navigators automatically unlock Alien Origins, plus give a random mission or Alien Physics.
* Engineers automatically unlock Alien Origins, plus give a random UFO or one of: Alien Materials, Alien Engineering, Laser, Plasma or Fusion Weapons.
* Scientists automatically unlock Alien Origins, plus a random tech of of these: Alien Physics, Alien Materials, Alien Engineering, Laser, Plasma or Fusion Weapons. Sectoid Scientists can also randomly unlock Psionics.
* Psionics can still be automatically unlocked by any Ethereal or a Sectoid Leader/Commander.
* Leaders automatically unlock Alien Origins and Leader Plus, except Muton Leaders
* Commanders automatically unlock Alien Origins, Leader Plus and Alien Operations, except Ethereal ones, which only give Alien Origins and Leader Plus, and Muton ones, which only give Alien Origins. Non-Muton Commanders may also randomly give Plasma or Fusion Weapons.
* Overseer UFO depend on both Alien Operations and The Martian Solution.
* Commander Plus depend on both Alien Operations + Ethereal Commander Interrogation.
* Psi Lab depend on Psionics + Mind Probe
* Hyper-Wave Decoder depends on UFO Navigation and Alien Physics
* Blaster Launcher and Blaster Bomb depends on Fusion Weapons and Elerium.
* Alien Grenade depends on Elerium
* Elerium Bomb depends on Elerium, Fusion Weapons and Small Launcher
* Stun Grenade depends on Stun Bomb
* Plasma Pistol and Clip depend on Plasma Weapons. Plasma Rifle and Clip depend on Plasma Pistol and Clip. Heavy Plasma and Clip depend on Plasma Rifle and Clip. Plasma Cannon can depend on either Plasma Rifle or Heavy Plasma (as before)
* Laser Pistol depends on Laser Weapons, Laser Rifle on Laser Pistol, etc.
* Laser clips are automatically unlocked when you finish research on the weapon.
* Capturing a MJ12 Researcher can randomly unlock Alien Materials or Laser Weapons through interrogation
* Laser Weapons can also be unlocked by researching a captured MJ12 laser weapon.
* Improved Heavy Laser depends on both Heavy Laser and Elerium.
* Improved Laser Rifle depends on both Laser Rifle and Alien Alloys.
* Elerium-115 depend on Alien Physics.
* UFO Navigation and UFO Power Source depend on Alien Engineering.
* Alien Alloys depend on Alien Materials.
UFOPedia
* Faction weapons (MJ12, Cult) entries only appear on the UFOPedia after you've recovered those items.
AlienMissions
* Added human faction missions
* Overseer UFO mission to be added.
* Alien missions will be redesigned so that some species will appear later than in vanilla for balancing proposes.
ExtraStrings
* Rewriting existing strings to keep them consistent with the changes above.