Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1993173 times)

Offline vadracas

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Re: The X-Com Files - 1.2: Masters of the Universe
« Reply #3360 on: March 29, 2020, 07:23:50 pm »
Oh, yeah. Killing things with smoke is something that I will sometimes do, but it is very difficult considering the fact that they can just leave the cloud. Keeping things stunned with smoke can work wonders.

Offline TheCurse

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Re: The X-Com Files - 1.2: Masters of the Universe
« Reply #3361 on: March 29, 2020, 10:10:43 pm »
Oh, yeah. Killing things with smoke is something that I will sometimes do, but it is very difficult considering the fact that they can just leave the cloud. Keeping things stunned with smoke can work wonders.
first time was a very very desperate attempt (did like 30 tries for a turn) to escape from a green dog thingy slaughtering half my crew... so since nothing else was left, just for the sake of it i pepper sprayed it. unexpected results... ^^

Offline Doc

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Re: The X-Com Files - 1.2: Masters of the Universe
« Reply #3362 on: March 30, 2020, 05:48:55 am »
The AI is pretty good about using sneaky spotter tactics and squadsight so that can give the impression smoke isn't doing its job. But even if you are taking return fire most of it is less accurate than it would be otherwise, and if you can aggressively take out the nearest enemies doing the spotting smoke grenades do a marvelous job in cutting down the volume of fire coming your way. Add to that the thermal vision of dogs and scouting drones and smoke grenades can let you attack with near impunity in the early game.

Offline the nomad

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Re: The X-Com Files - 1.2: Masters of the Universe
« Reply #3363 on: March 30, 2020, 12:08:57 pm »
Smoke grenades saved me a lot of times. You just have to explore and find out which enemies have thermal vision. You will be slaughtered if you used them again Red Dawn for example, as you have experienced. If they have Pioneers and higher ranking units then do not use it against them. Aliens too. But they work great against Black Lotus and some monsters.

Offline Solarius Scorch

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3364 on: March 30, 2020, 10:22:52 pm »
Version 1.3 has been released.

- Updated to the newest OXCE.
- Overhauled Readiness into Sanity.
- Updated globe (by Dioxine).
- New UFOs and their missions: Small Envoy Ship (by Finnik), ADVENT Fighter, ADVENT Lander.
- New mission: Alien Governance (by Finnik).
- X-Com Slander (Shared Alien Gardens).
- New terrain: Commercial (by Dioxine and Solarius Scorch), Chemical Plant in two variants (by Dioxine), Native Urban.
- New AI armors: Enforcer, Tank/Flamer, Hovertank/Flamer, Tank/Minirockets, Hovertank/Minirockets.
- New dog armors: Cybersuit Gear (graphics by Brain_322), Astral Werewolf (for Dreamlands).
- New unit: Ethereal Legate (by Finnik).
- New weapon: AKM.
- New ammo: Chem clips for all M.A.G.M.A. pulse weapons, Shotgun Baton Shells, Crossbow Tritanium Bolts, Heavy Crossbow Tritanium Bolts.
- Improved G11 graphics (by Alex D).
- New dog paperdolls (thanks to Perekrylo for the help).
- New Jarhead paperdoll (by Brain_322).
- Ethereal Keepers are now green.
- New graphics for the Scout Drone ammo.
- HWPs now require Tritanium and are a bit more oriented towards resisting energy weapons.
- Alien Key can no longer be acquired infinitely, but only requires Improved Lab (by Finnik).
- Alien Embassy now evolves over time, spawns less missions and has new mapblocks (by Finnik).
- Overhauled and rebalanced Alien Embassy deployments (by Finnik).
- Expanded Urban Low terrain (by Finnik & Solarius Scorch).
- Overhauled Postindustrial, Port and Forest Marsh terrains (by Dioxine and Solarius Scorch).
- Increased chances for slander missions.
- EXALT HQ is a little smaller (by Finnik).
- Improved CQC accuracy across the board.
- CQC defense costs 5 Energy.
- Reorganized Hybrid weapons to eliminate duplication of unarmed attack entries.
- Dog bark no longer causes stun.
- Shooting down UFOs on flyby missions should no longer generate retaliations.
- Craft beam slots can now also accept cannons.
- Whirlwind and Mauler are now also awarded for taking targets alive.
- Flashlight can now be turned on and off (courtesy of Waldo the Ranger).
- More M.A.G.M.A. weapons can now be found in boxes.
- More loot on cult bases.
- More chances for Zrbite from Marine Expeditions.
- Vampire Knight now has a special vampire attack.
- Buffed Red Ops shooting skills.
- New icons for shielded armors.
- Some New boots on the Bio-Exo Suit (by Nord).
- Improved Gilldog, Werewolf and Mongorn sprites (all by Nord).
- Fixed an issue with manufacturing Fuel Tank.
- Fixed some walking units floating a little over the ground.
- Fixed too many Alien Gardens from Hybrid Controllers.
- Fixed AI units not getting air combat experience.
- Fixed Gertrude Ellison Ambush not spawning.
- Fixed Data Reel available on the wrong mission.
- Fixed tank manufacturing times.
- Fixed X-Com Sectopod walking sound.
- Various fixes to terrains.
- Minor fixes.
« Last Edit: March 30, 2020, 10:54:50 pm by Solarius Scorch »

Offline TheCurse

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3365 on: March 30, 2020, 10:29:22 pm »
awesome :D

Offline the nomad

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3366 on: March 31, 2020, 12:02:23 am »
Sweet!

Offline Doc

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3367 on: March 31, 2020, 12:46:37 am »
Looks great! Maybe in 2-4 years I'll be finished with my current campaign and will check out the new stuff!  8)

Offline vadracas

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3368 on: March 31, 2020, 01:16:17 am »
Why not upgrade mid-campaign, it would only be slight save file editing for a version like this.

Offline X-Man

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3369 on: March 31, 2020, 09:32:44 am »
Quote
Craft beam slots can now also accept cannons

That's a generous gift, thanks! 8)

Offline Mathel

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3370 on: March 31, 2020, 01:53:18 pm »
Hooray.
Why not upgrade mid-campaign, it would only be slight save file editing for a version like this.
Are there any parts that actually require editing? I don't see any item being removed or merged.

Offline vadracas

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3371 on: March 31, 2020, 02:31:40 pm »
Hooray.Are there any parts that actually require editing? I don't see any item being removed or merged.

I'm not 100% sure and didn't want to give the wrong impression. However, you are correct that there doesn't appear to be any save editing necessary.

Offline Mathel

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3372 on: March 31, 2020, 07:34:32 pm »
I just stormed a Vampire Castle (in 1.3). The new turn caption is true. That place is evil.

Something I notice though. Even fully insane soldiers won't panic, so long as you keep killing enemies. I only had to retreat after the zombies stopped rushing at me. I don't know if there is no bug hunt in that mission, or if there were too many zombies remaining for it to start. I guess if it appears again, I should field a platoon of robots. They still go insane from the evilness of the castle, but it does not appear to affect them at all.

Offline TheCurse

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3373 on: March 31, 2020, 07:58:11 pm »
hm, never found that place...

but who taught the exalt guys in suits to hold a primed highEx in case they get killed from up close? that is evil...

Offline the nomad

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3374 on: March 31, 2020, 08:37:18 pm »
Sanity doesn't seem to work in my saves. There is the attribute in the game but the bar does not go down. Have I done something wrong in my update?