Author Topic: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'  (Read 359133 times)

Offline Eddie

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Re: Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2475 on: May 10, 2019, 05:27:44 am »
What's the purpose of the flashlight? I don't recall what it actually does beyond an electroflare.

Electroflares have a ligth radius of 9, while the flashlight has a light radius of 15. So the flashlight iluuminates a bigger area.

Offline Solarius Scorch

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Re: Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2476 on: May 10, 2019, 10:37:17 am »
Two questions:

Will it be worth starting a new save for that new update? I'm only half a year into my current save, so it wouldn't be too big a loss for me.

It won't be necessary, the upcoming release isn't that focused on early game. But there are many nonetheless, like for example some weapon stats.

What's the purpose of the flashlight? I don't recall what it actually does beyond an electroflare.

It's:
- stronger
- not enabled by throwing
- a blunt weapon

Offline krautbernd

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2477 on: May 10, 2019, 05:29:25 pm »
...btw, do you have any plans of making the flashlight sprite actually look like a flashlight?

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2478 on: May 11, 2019, 10:05:46 pm »
...btw, do you have any plans of making the flashlight sprite actually look like a flashlight?

Hmm, doesn't it?

EDIT:
Version 0.9.9 has been released!~

0.9.9:
- Updated to the latest OXCE.
- New units: Alien Brain, Ethereal Keeper, Hybrid Scientist, Hybrid Diplomat, ADVENT Agent, ADVENT Soldier, Natasha Morozova, Mongorn King (all by Finnik), Pontiff of Apocalypse, Imp.
- New missions: Hybrid Hideout, Suspicious Clinic, Sinister Clinic, Alien Embassy, Hybrid Medium Convoy - Alien Embassy variant, Cyberweb Heist, Natasha Morozova's Hideout, The Gathering of Mongorns (all by Finnik), Barn of Gore, Tower of Apocalypse, Lair of Apocalypse, Robot Rampage.
- New weapons: Sonic Shotgun, Sonic Heavy Cannon, Photonic Spear, Natasha's Custom VSS (all by Finnik), Kukri (by Alex D), Golf Stick, Elerium Mine.
- New facility: Large Workshop (by Krautbernd).
- New craft equipment: Radar Extender, Radar Res Processor, Targeter.
- New Catacomb maps (by Dioxine).
- New battle music for some new missions.
- New Ufopaedia articles.
- New hybrid and dog names.
- New Ufopaedia images for Giant Spider variants (by Krautbernd).
- New paperdolls for dogs (by Kato Guardian) and the Cyberweb Robosphere (by Voidavatar).
- New icon for the overstun (by Augur).
- New floorobs for the Shadowbat (by Alex D) and the VSS (by Finnik).
- Countries lost to an alien pact can now be won back.
- Added Expeditions (land and sea).
- Enabled statistical bullet conservation.
- Enabled enforced storage limits and briefing music during equipment.
- Better Pedia pages on non-weapon craft systems.
- Improved some special palettes.
- Mars has (almost) daylight now.
- American deserts no longer have Arab civilians.
- Alien bases built during infiltration are placed close to the infiltrated country.
- AI can now pilot stuff.
- New attack animation for photonic melee weapons (by Finnik).
- Improvement graphics of hostile Hybrids.
- Deep Ones and Aquatoids now have something to say.
- Removed Chtonite Commanders from the minibases.
- Added a Bloodhound to the Syndicate Monster Lab.
- Mind Probe can now be researched more easily.
- EMP Grenade is now partially stopped by armor.
- All rifles have better aimed and snap shots, and better snap range.
- Sniper rifles have better snap range.
- Sonic weapons are now manufacturable, and heavier.
- Producing Mrrshan Rifle and its ammo no longer depends on Pulse Weapons.
- Fusion Torch now deals 50-200% damage.
- Some SMGs have multi-bullet snaps now.
- Rebalanced the pitchfork.
- Muckstar's discharge no longer causes wounds.
- Rebalanced early medical items.
- Rebalanced some cult loot.
- Flying Suit no longer has backpack space (replaced with a jetpack).
- Brainer now has less armor but also has a force shield.
- David Vincent is now player controlled.
- "Trouble in Ski Resort" now starts in a house.
- In Mansion Defense, your agents no longer start on the roof.
- "The Root of All Evil" music is quieter now, because you people can't handle good bass drop.
- Expanded Osiron loot.
- Fixed the Aquatoid Office building.
- Hive terrain fixes.
- Cave terrain fixes (by Dioxine).
- Sewers terrain fixes (by Dioxine).
- Fixed alt text color.
- Fixed the Dimension X Wreck mission (wrong enemies).
- Fixed Into The Dark dependencies.
- Hit animation palette fixes.
- Fixed the Chryssalid Hives tileset.
- Fixed some Cyberweb Manufacturing stairs.
- Fixed M42's legs.
- Minor fixes.

Offline banelinq

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2479 on: May 11, 2019, 10:21:02 pm »
First of all I would like to thank you and all who work work on this HUGE project.
Big fan of original UFO and XCOM, this is pure gold for me.

I have one question. Can you add more music to the game? For example from Apocalypse, UFO Afteramth etc.
Or is there problem with licence? If so, is there way to add music by people? I found SOUND folder, but Im not sure if or when will music play.

Thx

Offline Cynus_X

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2480 on: May 11, 2019, 11:25:06 pm »
Quote
Enabled enforced storage limits
If I open a savegame with a base which has its storage capacity already exceeded, will it automatically delete items?

I have one question. Can you add more music to the game? For example from Apocalypse, UFO Afteramth etc.
Or is there problem with licence? If so, is there way to add music by people? I found SOUND folder, but Im not sure if or when will music play.
Thx

As far as I know, without changing any codes, you can just add mp3 to the Sound folder, and change the musicfilename to the corresponding file. If you want to add music to Geoscape, you still have slot GMGEO4 till GMGEO9 open.

If you are still open for music suggestions, I have 2 from Frank Klepacki:
C&C - "Rain in the Night"
C&C Tiberiun Sun - "Dusk hour"

These are sound tracks that really work well with this genre IMHO.

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2481 on: May 11, 2019, 11:42:31 pm »
First of all I would like to thank you and all who work work on this HUGE project.
Big fan of original UFO and XCOM, this is pure gold for me.

What can I say - thank you!

I have one question. Can you add more music to the game? For example from Apocalypse, UFO Afteramth etc.
Or is there problem with licence? If so, is there way to add music by people? I found SOUND folder, but Im not sure if or when will music play.

Thx

Sure, but more music means much more MBs (music is easily the heaviest part of the mod), so I need to be careful. I do plan to add some Geoscape tracks, though.

If I open a savegame with a base which has its storage capacity already exceeded, will it automatically delete items?

No, but you will have to sell some.

And thanks for the suggestions!

Offline HumanTraitor

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2482 on: May 11, 2019, 11:51:27 pm »
That was released faster than expected. Yay! Gave it a quick spin, it seems there's lot of new stuff, including many more shielded enemies... While your guys are still short of that. Shame.

Also, is it a bug, or is it intentional that the Debug Mode in Battlescape doesn't automatically regenerate your TU and Energy?

Offline Meridian

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2483 on: May 11, 2019, 11:53:47 pm »
Also, is it a bug, or is it intentional that the Debug Mode in Battlescape doesn't automatically regenerate your TU and Energy?

Intentional.

Offline banelinq

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2484 on: May 12, 2019, 02:23:54 pm »
Sound/music could be additional "pack" to this mod downloadable separately.

I would suggest:
Xenonauts - Main menu
Xenonauts - Ground Combat 2(night)

Gorky 17 - start menu theme
Gorky 17 - port

X-COM Apocalypse - Alien Cry (almos whole soundtrack is great)

UFO Aftermath - Geoscape 3

Offline Thunderwing280

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2485 on: May 12, 2019, 04:18:52 pm »
Can flashbangs knockout a enemy completely or only reduce reaction fire?

Offline krautbernd

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2486 on: May 12, 2019, 10:15:00 pm »
@Solarius
Haven't tried out the new version (yet), but holy cow, that's some changelog. Appreciate the work you're putting into this :D

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2487 on: May 12, 2019, 10:20:23 pm »
Can flashbangs knockout a enemy completely or only reduce reaction fire?

No, they don't cause actual stun damage.

@Solarius
Haven't tried out the new version (yet), but holy cow, that's some changelog. Appreciate the work you're putting into this :D

Thanks! We were working hard. :)
(Bugfix version soon...  :P)

Offline BoToJu

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Re: The X-Com Files - 0.9.9: They Live!
« Reply #2488 on: May 13, 2019, 02:34:25 am »
Well, Mr. Solarius Scorch ... i did start playing your Mod some days ago. Everything went like expected. I handled every step and mission with my long year X-Com experience.  Then, on this one day, i've been driving with a private car to this one mission.

And it changed my view of X-Com completely ... this game can be in fact ... HILARIOUS  ;D. What mission i'm talking about? Well, it's the 'Haunted Mansion' and especially its background song! I should have really recorded myself, especially in the first seconds. Let me recap:
Mission starts, FRO_SPY.ogg plays.
Me: What the heck?! Did some tab open in the background? Stupid adds! But wait, Firefox isn't even open! And hello, adblock? No ... maybe my daughter is listening ... no she's not even in da house! It is ... the game?!
Finished the equipment, seeing the Battlescape: Uuuuhm ... it's the game, actually (In this moment i wish i could have made a picture of myself. I think it's my personal new record of pulling up one of my eyebrows)
Then i'm hearing "You're crazy in the coconut!". Well, am i? Or the developer? Is this just a 'mistake', a 'missplaced' private song? I am fighting ghosts! That's not funny! How can one destroy the seriousness and excitement of such a mission?
Me, running around with two agents equipped with just electric clubs. Still feeling overrun by ... i don't even know where to start. After just some couple of minutes: Waaaaaait ... those ghosts can't hurt or seriously injure me? Great! Let's "bzzzzzrp" them down!. Well, me - precisely 2 (two!) agents - vs. one dozen ghosts. You guessed it: What! Conscious again?! I'll get you!. After shouting this out after some turns and hearing "criminally insane" in this song, i realized that i never had such a hilarious or any near kind of mission in X-Com and my laugh flash began :D.

In the end, just want to say, that the idea of the 'Haunted Mansion' and its 'art/style' was just genius and an absolute refreshing variety :).

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.9a: They Live!
« Reply #2489 on: May 13, 2019, 11:06:03 pm »
Glad you enjoyed it! ;D
This mission was admittedly a bit of a stretch, but turned out fine. It's surprisingly popular with players.

EDIT:
Uploading 0.9.9a. Mostly bugfixes, so no special number or anything, but here is the full list of changes:

- Enabled Robosphere + Robosphere Autopsy Ufopaedia pictures (by Voidavatar).
- Rebalanced shotgun ranges.
- Rebalanced some sniper rifles.
- Suit recovers a bit more Energy.
- Shields give better Melee dodge.
- Improved Dodge values for armored vests and the like.
- Zombie Implant Investigation requires also Zombie Trooper Autopsy.
- Fixed MiB Base deployment.
- Fixed Werewolf weapon sound.
- Terrain fixes.
- Name fixes.

The file should be on the server in 30 minutes or so.