Modding > Work In Progress

[WIP][MOD][OXCE] From the Apocalypse 0.28.3

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robin:
Download (v0.28.3): link

=======================================================================
READ OR DIE:
* Fixes and updates will come very slowly.
* Use latest OXCE nightly.
* Do not select "Ironman" when starting a new game, mod is WIP so you
  need to b able to save and load freely to dodge the bugs.
* No savegames compatibility until version 1.0.
* Set OXC language to "English (US)" or "English (UK)".
* Do not start translating things, all text is WIP.
* Expect incompatibility issues with any other mod.

=======================================================================
ART USE PERMISSION:
See "LICENSE.txt"

=======================================================================
COMMENT/FEATURES:
X-Com Apocalypse is my most special game. This mod is my personal
re-imagination of that game and at the same time a tribute to it.
Some designs have been ripped straight from Apocalypse, some are stolen
elsewhere, but some others --such as: plasma weapons, laser
weapons, and Auto-Cannon-- are made entirely by me.

=======================================================================
CREDITS:
See "credits.txt"

--- Code: ---Who.................What

SupSuper            OXC
Warboy1982          OXC
Yankes              OXCE
Meridian            OCXE
ohartenstein23      OXCE
..and all the rest of OCX and OXCE contributors

volutar             MCDEdit, OXC
dashivas            MapView
pmprog              MapView
kevL                MapView2
TheBigSot           MapView2
???                 PCKView
bohemond            HandOb maker https://openxcom.org/forum/index.php/topic,8160.0.html
Falko               OXC, author of the *vital* OXC-Mod-Tools
                    http://falkooxc2.pythonanywhere.com/
Buscher             Resurrecting Falko's tool that was offline.

Gifty               Buzzing sound fx
Hobbes              Terrain Pack, Area51, Tech-Com
Dioxine             Piratez, X-Piratez
Solarius Scorch     FMP, XcomFiles
XOps                Xeno Operations
Nord                TWoTS, Chronicles
Ryskeliini          Armored vest, and lots of great artworks
bulletdesigner      40K
Finnik              sonic weapon sound
--- End code ---
NOTE: I'm not necessarily using work from the listed modders,
in fact almost the entirety of this mod has been made by me. But
still, their work provided inspiration, help and desire to do
more and better.


=======================================================================
KNOWN BUGS:
* Mod is not harmful but: I DO NOT TAKE ANY RESPONSIBILITIES IF YOUR COMPUTER EXPLODES.
* Researching alien medics, engineers of vanilla races (Floater,
  Ethereal) will likely crash the game.
* Ufopaedia art incomplete.
* Civilian (police) Robosphere can be zombified (maybe not?).
* Human missions spawn retaliation with UFO, which is obviously wrong;
  need to switch to OXC-Extended to fix this (should be fixed).
* ALIEN GATE battlescape is bugged and crashes with TRANSPORTER CRAFT;... still true?
* ALIEN GATE battlescape, some corridors for the underground part are not generated;
* Cultist don't get zombiefied, very strange.
* Unsure if psi weapons work correctly.
* final missing cannot be completed by destroying MCD objective, so kill all the aliens.

=======================================================================
CHANGELOG:

0.28.3
* removed fixed CHRYSALIS from HQ terrain.
* removed fixed CHRYSALIS from APARTMENT terrain.
* few fixes and tweaks to APARTMENT terrain.
0.28.2
* refurbished and streamlined TEMPLE terrains and maps.
0.28.1
* don't remember but more tweaks.
0.28.0
* restored fake UFOextender accuracy, needed for cursor.
* overhauled economy and manufacturing.
* fixed all research costs.
0.27.1
* removed UFOextender accuracy stats, they weren't needed anyway
* UFOextender accuracy not enforced anymore.
0.27.0
* tweaked and rearrenged, constants adn difficutlty settings.
* deprecated startingTime_apoc.rul, settings copied to vars_apoc.rul.
0.26.1
* new HE explosion animation, take 2.
* fix: Cult units now recoverable as supposed to.
* added melee miss animation.
* added Stun Knuckles melee weapon.
* significantly reduced num of UFOs in alienMissions.
0.26.0
* tweaked OFFICE POLICE terrain.
* melee hit animation.
* stun net changed to normal explosion.
* slash hit animation.
* fix: some WASTELAND MCDs.
* fix: added INTERWIN_CRAFT_PEGASUS missing interwin.
0.25.7
* acid explosion animation.
* shock explosion animation.
0.25.6
* bullet hit animation.
* laser hit animation.
* added inventory paperdolls: ACUSTIC, LISKOID F+M, HYPERWORM, MEGAWORM, BEHEMOTH.
* added updated ru-RU translation by wolwerin. thanks!
* plasma hit animation.
* acid hit animation.
* fixed transparent corporate personal armor.
0.25.5
* toxic hit animation.
0.25.4
* redesigned FARMU terrain and maps.
0.25.3
* all interwin graphic.
* tweaked crafts, craft terrains.
0.25.2
* redesigned EXPLOR, AIRTAXI.
* Interwin for UFOs.
CHANGELOG:
0.25.1
* fixed missing counter for base mission (terror mission need it too).
0.25.0
* added updated ru-RU translation by wolwerin.
* ufopaedia art: MEGAWORM, VALKYR2, SPITTER_QUEEN, SPITTER_QUEEN_AUTOPSY, PROBE, PROBE_AUTOPSY
* ULAIR terrain a maps tweak.
* FINAL map, terrain, mission.
* new explosion anim for SMOKE and HE.
* icons for base and armors.
* fiddled with research tree.

jackstraw2323:
Great work. Really looking forward to your mod!

ThatDude:
Looks great! What is it really about, though?

MontyDrake:
This looks amazing... I'm without words.

volutar:
I think, robin, you should make some sort of master-class manual of making such an aesthetically and palette wise pictures for xcom. I can't name any style difference. It's the vanilla itself. Cheers.
(zombie picture can be used for the paperdoll, I guess).

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