Based upon the two above quotes I'm looking forward to version 0.92 and I assume that "Mechtoids" will be compatible with this version and whichever nightly 0.92 will work with as Sectoids, discounting leaders, commanders and of course cyberdiscs, aren't a major challenge at the minute. But keep up the good work!
Jeah, well depends, with normal equipment (i know you use gauss mod) they can be quite hard, especially on Terrormissions.
I wish you good luck when Snakeman appear, and of course Mutons. Mutons will field one if the new Terrorunits, which is pretty resistant and hard to kill.
I finished rechecking the vanilla UFO variant Maps and corrected some Minor stuff in them, their Routes are ok but i do not like the Route/Node Importences, so i will probably overwork them at some point, they are bugfree, but not ambushy enough for my taste.
I also found some minor issues on some Excavator and Labship Routes, which i also fixed.
Then there are the Maps/Routes from "Lukes Expanded Terror", which still have some minor Maps issues and the Routes..., i have to redo all of them since they are in some cases not correctly connected and Aliens probably get stuck somewhere.
Also the "Chryssalid Spitter" will enter the Game, for the time being it will only show up on "Mars - The Final Assault" Mission as a replacement for normal Chryssalids and later maybe on a Specialmission.
I also have to overpolish the Expanded Ubase Maps, since i noticed that you actually need to destroy all UFO Navigation type tiles, to destroy the Alien Base Control, and they appear on a couple of Map Tiles.
Also some Minor Sprites issues and some missing HandOb's.
I played a little bit around with Chryssalids and with "aggression: 2" reactionfire is less likely to stop them from approaching you.
I have not wrapped my head about the Special Missions in details, but most of them will actually be fought against a Human Faction.