Author Topic: Area 51 - General Feedback thread  (Read 157171 times)

Offline Dioxine

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Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« Reply #825 on: October 26, 2015, 10:41:32 pm »
These maps simply look awesome. Can't wait when you finish them :) (and I was planning to make a creepy cave map myself for tentacle monsters a new enemy race, but looks like I won't have to!)

Offline Hobbes

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Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« Reply #826 on: October 27, 2015, 05:37:05 pm »
There's going to be so many changes and new terrains that I've decided to bump version number to 0.8 since I think there will be compatibility issues with early saves. Meanwhile, here's a progress report for 0.8:
* Finish adding more civilian units - DONE
* Finish new mission type/terrain/maps for the Facility Attack & Special missions - IN PROGRESS
* Fix some Terrain Pack issues (grass inside UFOs for start) - DONE
* Fix the problems with Luke83's extra UFOs (where the inside of the UFO can be revealed from certain angles) - DONE (temporarily, at least)
* Rewrite some News Briefs
* Downscale the map size of some of the new missions: Facility Extraction, Liaison Base, Capture - DONE
* Keep adjusting balance and the difficulty curve - IN PROGRESS

Just for the record here's a list of the upcoming new terrains:
* Tundra Forest - DONE
* Tundra Forest Mountain - DONE
* Storm Mountain (regular and Jungle versions) - DONE
* Siberia - DONE
* Complex
* Alien Colony (regular and 4 additional versions of Desert, Forest, etc) - DONE
* Alien Hive - DONE
* Airfield - DONE
* Swamp (Grassland, Steppe, Taiga, Tundra and Savannah versions) - DONE
* Mountain Temple & Mountain Polar

After I finish all of these I'll be basically done with terrain design for a long time.

There are also 3 bugs people have reported that I can't fix by myself since they don't involve Redux but that I've already discussed with Warboy:
* Silacoid crashing game when trying to go upstairs (old bug that apparently was supposed to be solved)
* UFO Power Sources sometimes are not generated on landed UFOs (no one has any idea about the reason)
* Geoscape crash (Assertion Failed) when game tries to pick a target for missions and the target area is >0 (due to a floating point issue) - FIXED
« Last Edit: November 05, 2015, 05:53:42 pm by Hobbes »

Offline silencer_pl

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Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« Reply #827 on: October 27, 2015, 07:44:48 pm »
-1 for the compatibility issues  :'(

Offline davide

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Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« Reply #828 on: October 28, 2015, 12:09:15 am »
I run the serious risk of ending requests to you... :'(

 ;D ;D ;D ;D ;D

Offline hellrazor

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Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« Reply #829 on: October 29, 2015, 10:58:23 am »
Everyone catching subforums for free today :D

Offline Cristao

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Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« Reply #830 on: October 29, 2015, 12:13:33 pm »
Hurray for UFO redux!

Offline Dioxine

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Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« Reply #831 on: October 29, 2015, 03:01:51 pm »
Everyone catching subforums for free today :D

For "FREE", lol, if that's free... :) Although it was cheap for me, only 2 years of work while Hobbes gave at least 15 :)

Anyway... congratulations, Hobbes!

Offline Hobbes

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Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« Reply #832 on: October 29, 2015, 05:29:28 pm »
Hurray, hurray. :)

Offline davide

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Re: UFO Redux - General Feedback thread
« Reply #833 on: October 29, 2015, 07:00:10 pm »
Uhm ... is it unbalanced for the Mod ?
https://www.openxcom.com/mod/flamethrower
 ::)

Offline GrossorMD

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Re: UFO Redux - General Feedback thread
« Reply #834 on: October 29, 2015, 08:07:54 pm »
I have to say that while I had misgivings I like this mod a lot. Adds a whole frigging lot to the original.

I do add two extra "challenges" to my games, though: I apply the "all UFOs have 65 range" mod and nerf human psionics (while boosting ethereals and sectoids quite a bit)*

*I just think  that humans shouldn't be matched to (let alone better) at psionics  than races that can use those powers without crutches and have been doing it for millenia
« Last Edit: October 29, 2015, 08:10:28 pm by GrossorMD »

Offline Hobbes

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Re: UFO Redux - General Feedback thread
« Reply #835 on: October 29, 2015, 08:42:48 pm »
Uhm ... is it unbalanced for the Mod ?
https://www.openxcom.com/mod/flamethrower
 ::)

I tried an early version of that flamethrower and I was not impressed - it requires proper animation sprites and new coding to work as a flamethrower, currently it is simply another autocannon.

I have to say that while I had misgivings I like this mod a lot. Adds a whole frigging lot to the original.

I do add two extra "challenges" to my games, though: I apply the "all UFOs have 65 range" mod and nerf human psionics (while boosting ethereals and sectoids quite a bit)*

*I just think  that humans shouldn't be matched to (let alone better) at psionics  than races that can use those powers without crutches and have been doing it for millenia

Yeah, there are little tweaks that everyone can do to increase the challenge. I actually added quite a few of those on the beginning of this mod, but the way it has evolved I've been removing more and more of those to keep the expansion as closer to the original as possible and let the player decide which tweaks to use.

For 0.8 I've restored the Hyperwave Decoder's effectiveness to 100 and removed the changes to the Craft weapons. Getting closer to the end, I think the only changes to the original stats that I'll maintain are the +50% Psi Strength increase for non-psionic aliens and the Research/Manufacture time increases.

Offline hellrazor

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Re: UFO Redux - General Feedback thread
« Reply #836 on: November 01, 2015, 05:03:43 pm »
I do not want to spam a new topic for this.
We do now have customizeable Death sounds check it out here

Which also means adding the deathSound to all Civilians... just to mention it.

Offline Hobbes

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Re: UFO Redux - General Feedback thread
« Reply #837 on: November 01, 2015, 07:31:39 pm »
Public Announcement

Due to the latest changes (civilians death sounds and mission briefing custom background) Redux should not properly work with the latest nightlies. You'll need the older openxcom_git_master_2015_10_01_0503 to work, which can be downloaded here: https://dl.dropboxusercontent.com/u/18824603/openxcom_git_master_2015_10_01_0503.zip.

Thanks and just hold on a bit until I finish 0.8 :)

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Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« Reply #838 on: November 01, 2015, 11:59:07 pm »

Offline silencer_pl

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Re: UFO Redux - General Feedback thread
« Reply #839 on: November 03, 2015, 01:18:39 am »
Cannot download 0.7.8

Also I'm using nightly 10-10 and it works fine with Redux.