Author Topic: Area 51 - upcoming version 0.95  (Read 25465 times)

Offline Hobbes

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Area 51 - upcoming version 0.95
« on: June 11, 2016, 07:50:23 am »
After a ton of work and the precious assistance and collaboration of several people, specially Warboy1982, Area 51 version 0.9 has finally been released!

It requires Nightly openxcom_git_master_2017_04_23_1838 or more recent

It can be downloaded here: link

For more images of the new features, please check this album

List of Features:
* New monthly Council missions, can consist of 6 different objectives: Defense, Assault, Destroy, Capture, Recovery or Extraction
* New research topic: Bluebook Report, unlocks additional Council missions of Capture/Recovery/Extraction (to gain techs) and also gives tips on future mission locations and new alien species, plus background story
* Terror missions can now appear also as Escape variant, where you need to reach the exit area before a timer expires
* Redesigned Geoscape globe, with new textures, regions, cities and country zones
* Over 100 new terrains for the nearly all the vanilla missions (except Base Defense) and the new Escape/Council missions. Includes Alien Colony, Alien Hive, Area 51, Biolab, Cold Isle, Complex, Downtown, Pyramid, Slums, Siberia and Storm Mountain terrains
* In Escape and certain Council missions, XCom will use the Mudranger APC for deployment/exit instead of the transport craft
* Variable UFO waves, alternative UFO interior designs for the vanilla UFOs & 2 additional new UFOs (Lab Ship and Overseer)
* Alien crews are enlarged to 12 possible ranks and will appear mostly as mixed, although it is still possible to get single race crews
* 17 new aliens and 1 new rank of alien Scientist, 8 enemy humans, 15 allied humans and 73 civilian units
* In Terror and Council missions it is possible to encounter allied soldiers and police officers who will attack the aliens, but they carry only conventional weapons
* Captures of aliens are much more important to unlock research, specially for Cydonia or Bust (Ethereal Commander), Elerium-115 (any Scientist), UFO Power Source (any Engineer) and UFO Navigation (any Navigator). Some of those ranks can only be found in UFO or alien base missions
* New weapons: Shotgun, Sniper Rifle, Grenade Launcher, Multi-Launcher, Snubnose Pistol, Combat Knife, LMG, Machine Pistol, AK-47, RPG, Alloy Shotgun, Alloy Sword, Gauss Pistol, Gauss Rifle, Heavy Gauss, Laser Sniper Rifle, Laser Minigun, Plasma Blaster, Plasma Assault Cannon, Gauss Heavy Cannon and Gauss Autocannon, as well as Alloy (upgraded AP) and more varieties of ammo/grenades/rockets
* New armors: Alloy Vest and Combat Armor
* New HWPs: Gauss Tank and Alloy versions of all HWPs
* New craft: Darkstar (airborne radar), Thunderstorm and Stormrider (interceptors) and Blackbird (transport), also 2 new craft weapons - Stormhawk Missiles and Gauss Cannon
* Research and Manufacturing redesigned/enlarged to include new features

Gameplay Tips
* For Escape and Council missions, don't start the battle with items on the ground. On the majority of missions you won't start in a craft and/or you'll have to move elsewhere to complete the mission
* Terror/Escape/Council missions can be particularly hard because of the new terrains, unless you have seen them already on other major mods
* The key initial research is Elerium-115, otherwise you might not the last weapon tier by the time the late aliens start appearing
* It is advisable to be able to deployed 2 squads simultaneously because once you start researching Bluebook Project, you might get 2 Council missions on the same day

Please leave any feedback regarding version 0.9 on this thread, and a big thank you to everyone who has contributed/helped me so far :)
« Last Edit: June 16, 2017, 07:51:56 pm by Hobbes »

Offline begri

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Re: Area 51 Version 0.9 released!
« Reply #1 on: June 11, 2016, 10:44:35 am »
Download link not working.

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Offline Meridian

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Re: Area 51 Version 0.9 released!
« Reply #2 on: June 11, 2016, 10:49:46 am »
Works for me...

Offline Solarius Scorch

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Re: Area 51 Version 0.9 released!
« Reply #3 on: June 11, 2016, 10:58:42 am »
Works for me too.

Offline begri

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Re: Area 51 Version 0.9 released!
« Reply #4 on: June 11, 2016, 12:09:49 pm »
 Oh you need to be registered there. Can you upload on mega please?

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Offline hellrazor

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Re: Area 51 Version 0.9 released!
« Reply #5 on: June 11, 2016, 12:18:21 pm »
Oh you need to be registered there. Can you upload on mega please?

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It works without being registered.

Offline begri

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Re: Area 51 Version 0.9 released!
« Reply #6 on: June 11, 2016, 12:59:01 pm »
Lol I have 404 error if I klick on the link...

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Offline begri

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Re: Area 51 Version 0.9 released!
« Reply #7 on: June 11, 2016, 01:31:57 pm »
Can you upload somewhere else as well?

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Offline Hobbes

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Re: Area 51 Version 0.9 released!
« Reply #8 on: June 11, 2016, 02:26:46 pm »
Can you upload somewhere else as well?

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I don't use any other hosting services, sorry :(

You need to check your internet/browser settings because that's the 1st time I heard someone not being able to download from Dropbox

Offline begri

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Re: Area 51 Version 0.9 released!
« Reply #9 on: June 11, 2016, 05:05:23 pm »
Somebody else can put it somewhere else? :( comooooon

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Offline GrossorMD

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Re: Area 51 Version 0.9 released!
« Reply #10 on: June 11, 2016, 07:30:51 pm »
EDIT: Nvm. Installed it wrong :p

Offline Blank

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Re: Area 51 Version 0.9 released!
« Reply #11 on: June 11, 2016, 11:15:55 pm »
I'm so glad I could contribute back to this. Installed the mod and checked its working, looking forward to making time to play it properly.

Offline davide

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Re: Area 51 Version 0.9 released!
« Reply #12 on: June 12, 2016, 01:39:45 am »
The link works for me too.

Offline aknazer

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Re: Area 51 Version 0.9 released!
« Reply #13 on: June 12, 2016, 11:40:20 pm »
Ohh I'll have to try this out tonight!  Quick question for when I test the shotgun.  How many pellets roughly should it take to kill an enemy?

Offline Hobbes

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Re: Area 51 Version 0.9 released!
« Reply #14 on: June 13, 2016, 12:02:24 am »
Ohh I'll have to try this out tonight!  Quick question for when I test the shotgun.  How many pellets roughly should it take to kill an enemy?

On average? Half the pellets of the shot?