Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.22)  (Read 42186 times)

Offline Nord

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[TFTD] [Expansion] TWoTS+ Release (v.2.22)
« on: July 07, 2017, 10:47:45 am »
World of (terrifying) silence.
Now with OXCE.
Goal: You ever wondered, where authors of TFTD took all these fancy supersonic submarines and underwater tanks? Yes, this is future (2040 year, if you forget) but not very far future. I mean, only 24 23 22 years left. And we have no such technology, as we dont has it 24 25 26 years before. Are we? Well, i tried to explain this a bit. And yes, game became slightly harder.

New content:Over  85 new weapons and items, new crafts and new craft armaments, a lot of new missions (LORE friendly) and 22+ new units (yours and enemies). Many USOPEDIA topics and some maps.

Included mods of other authors: "Extended facilities" by Blank. "Moray" by tyran_nick. "Carharodons" by Xops. OXCE+ missing streengs added.
Swapped small and very small USO maps, so you dont need to use external mod.
Included new_civilian's TFTD patch.

Available languages: US english and Russian.

Download and install: Link: Version 2.22 MediaFire

Changelog:
Spoiler:
V 2.22
 - added new rare item: handheld mc-shield;
 - improved routes of many normal maps, focused on floating units;
 - increased weight of explosives;
 - minor changes in enemy resistances;
 - fixed Usopedia order;
 - fixed small bugs in research;
 - minor bugfixes;
 - newest spellcheck from long6oarder included.
V 2.21
 - fixed hole in triton/poseidon;
 - fixed officer laser pistol accuracy;
 - fixed item categories;
 - fixed facility moving price;
 - fixed human corpses size;
 - increased weight of plasma cannon;
 - small fixes;
 - added two help articles in USOpedia about hotkeys;
 - new background in some mission briefings;
 - seaman now called fishfood. (by Meridian);
 - newest english text redaction. (by long6oarder).
V 2.20
 - fixed abandoned crypt map, terrain and text strings;
 - different directions for P8M deployement;
 - added a pair of ufopedia articles;
 - newest OXCE build used.
V 2.19
 - fixed shock mechanic;
 - fixed a pair of text strings;
 - minor fixes;
 - new Poseidon appearance, Triton sprites are also updated (minor fixes);
 - newest OXCE build used.
V 2.18
 - minor fixes;
 - naga sorceror fix;
 - decreased chances for alien biolab to spawn;
 - new english translation by long6oarder;
 - proudly present to you: new TRITON appearance, gratefully stolen from Carlos Cabrera (original art: https://img00.deviantart.net/2777/i/2010/060/d/4/xcom_fanart_by_artbycarlos.jpg)
V 2.17
 - fixed x-com base spawning nodes;
 - added new armor - carapace;
 - added new weapon - plasma gun;
 - added new manufacture projects - repair/decompose broken armors;
 - experimental - added large polyphs to jellymen base;
 - newest oxce+ build used, thanks to Meridian;
 - MC-armors now use special weapons.
- Also cyborg names now have 'CS' prefix.
V 2.16
 - nerfed polyph TU. Expect less reaction fire.
 - improved hellcrab resistances;
 - added shields to all Freaks;
 - implemented sniping mechanics;
 - implemented spray fire mechanics;
 - implemented ability to cease alien missions by shooting down uso;
 - implemented ability to regain lost country;
 - decreased infiltration chances even more;
 - all ion weapons now have 10% armor piercing;
 - added ufopedia articles about game mechanics;
 - mc-controller now lose aim due to range (maybe need to balance);
 - mc-focus lose power;
 - decreased zrbite portion per accelerator (to 20 units);
 - added missing thermalvision to armors;
 - fixed bug with T'leth third stage;
 - some options made unchangeable;
 - modified darts sprites to better type visibility;
 - minor bugfixing;
 - newest OXCE+ used.
V 2.15
  - fixed bug with needler movement;
  - fixed bug with hazmat suit torso;
  - fixed bug with final mission research;
  - fixed bug with ion rifle disassembly;
  - changed alien infiltrations. They will spawn rarely, use smaller crafts and finish faster. Please try and provide feedback. Remember: if last craft is landed, infiltration counts as succeded.
  - changed alien key research. Now you can produce new one, if the first one was lost;
 - some more unnamed bugfixes.
V 2.14
 - Fixed second stage map bug (excavation site and ancient dungeon);
 - Fixed/changed biodrone research;
 - Fixed missing music;
 - Now you can recycle alien ammunition for zrbite.
 - New armor: Ogre (2x2) with integrated weapons.
 - Replaced weapons between Ogre and Cyclop;
 - new image for advanced medikit;
 - shielded USO have modified interception pics;
 - minor fixes;
 - newest OXCE+ build used.
V 2.13
 - Another critical bug fixed. Now Freaks spawns properly.
 - MC battlearmor animation fixed.
 - Some other fixes.
 - Research and manufacture slightly changed due to balancing.
V 2.12
 - critical bug fixed, noe you can win the game. I hope...
 - many small bugs are fixed too, including advanced bio armor.
 - added two new USO, both with shields (for late game). Maps are stolen and then reworked. :)
 - reworked tech tree.
 - balancing
 - newest OXCE+ build.
V 2.11
 - Major bugfixing, including critical bugs.
 - added new weapon - vibro knife
 - Triscene now have fire weapon
 - research tree has been changed slightly, one major thing - you need to destroy one alien base or artifact site to build one transmission resolver.
 - added two buildings - Naval control center and transmission nexus.
 - minor rebalancing
 - rebalanced manufacturing costs.
 - newest OXCE+ used.
V 2.10
 - bugfixing.
 - added equipment - chemical neutralizer.
 - fixed new animation of static units.
 - newest spellcheck applied.
V 2.09
 - new item: biogel injector.
 - new facilities: medbay, regeneration bay.
 - finished sprites for hybrid armor and advanced bionic armor.
 - rebalancing.
 - more bug fixes.
V.2.08
 - Fixed crash in willage.
 - Fixed stun darts
 - Fixed corpse names and some other strings
 - Spellcheck by long6oarder
 - Minor bugs fixing
 - New armor - advanced biosuit, sprites of hybrid armor changed, ufopedia picture is in progress.
V.2.07
 - newest version of OXCE+, all praise Meridian!
 - Hunter-Killers will drown your subs, if you will be not cautious enough.
 - A whole new quest arc added: The Jellymen. With new missions, new units, new weapons and new USO. Easter eggs included.
 - Stingray can now land for small assaults (still 2 crew members)
 - many upgraded Ufopedia pics, some new pages too.
 - fixed bugs with upgraded aliens capture.
 - fixed some other bugs (may forget the list after two monts)
 - maybe something more was added, but i can not remember.
 - special thanks to ohartenstein23 for animated torso script.
V.2.06
 - Fixed broken routes in suken galleon map.
 - Fixed naga sorceror capture.
 - Fixed hazmat armor production.
 - Maybe fixed a bug in mutant maps, at least i hope so.
 - Angler craft renamed to Mako.
 - Fixed Mindworms usopedia articles.
V.2.05
++Fixed facilities building
++Improved English translation, thanks to long6oarder.
 - Archive contains full packgage. Just unrar and copy original TFTD files into "TFTD" folder.
 - Added 4 new races with new units and their own terror units.
 - Added 9 (or close to that) new weapons.
 - Added new armors, including shielded ones.
 - Some alien units also gain shields.
 - Added 5-6 types of missions, like alien floating barge and defense of military base with the help of soldiers.
 - Multiple rebalancing changes. Like lobsterman has more armor and less health.
 - Many ufopedia pics.
 - Many changes in research tree.
 - Multiple fixes.
 - Improved english translation, thanks to long6oarder.
 - Graphic updates: animated terrain, fixed "artifact site" groundblocks, etc. Also added previews for armor and SWS in craft equipment screen.
V.2.03
 - added hazmat armor;
 - added sonic sniper rifle;
 - added small barracks called outpost, for your interceptors pilots;
 - added craft weapon - Nuclear torpedo;
 - fixed facilities sprites;
 - fixed vanilla alien deployement in xcom base attack;
 - fixed melee weapons (error "no ammunition loaded");
 - behavior of some units changed to leeroy jenkins;
 - minor fixes.

V.2.02
 - added missing strings for OXCE+;
 - fixed knife damage type;
 - fixed hook ufopedia;
 - fixed stun grenade sprite;
 - fixed russian translation.
V.2.01
 - small bugfixes in research tree and usopedia order;
 - mutants now armed with shotguns;
 - medikit requires SORESO database now.

Which help is needed: This mod still needs spellcheck. If anyone want to correct english texts - i will appreciate it.

And as with any mod, please report about bugs. Most bugs from previous version was fixed, but i maked more.  :)

Thanks: to openxcom authors for brilliant game; to Yankes for powerful OXCE and to Meridian for even more powerful OXCE+, to Solarius Scorch for priceless help, to long6oarder for spellcheck, to ohartenstein23 for script help, to artbycarlos for great triton fanart, to new_civilian and other modders, from whom I borrowed something.
« Last Edit: December 11, 2018, 05:59:36 am by Nord »

Offline Dr.Crowley

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #1 on: July 09, 2017, 10:19:07 am »
Yay, a new version! I see you moved to OXCE+ as well. Anyway, sorry for lack of help with spellchecking - I have very little spare time for literally anything.
BTW, "enemies", not "enemys"  ;D

Aaaaaaand I just saw some oddities right from the start:
Spoiler:


« Last Edit: July 10, 2017, 12:35:34 am by Dr.Crowley »

Offline Eddie

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #2 on: July 10, 2017, 12:46:20 pm »
@Dr.Crowley:
The paperdoll displays just fine for me. Maybe it's your installation? Also, I installed the OXCE+ extra strings because they are not yet in the mod. That solves the research menu missing text.

On the mod:
The first mission I got was polyps... managed to knife one, fired all my harpoon bolts at a second and barely got that one down. Then I was out of ammo and had to retreat. I'm playing on superhuman, which gives the polyp some armor boost of course.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #3 on: July 10, 2017, 03:31:24 pm »
@Dr.Crowley:
The paperdoll displays just fine for me. Maybe it's your installation? Also, I installed the OXCE+ extra strings because they are not yet in the mod. That solves the research menu missing text.
Exactly.  Shall i add "OXCE+ Missing strings" to this package? It is not hard.
About paperdolls... maybe other mod conflict?
On the mod:
The first mission I got was polyps... managed to knife one, fired all my harpoon bolts at a second and barely got that one down. Then I was out of ammo and had to retreat. I'm playing on superhuman, which gives the polyp some armor boost of course.
Bad luck, it happens. Polyphs was nerfed from the time of last release, but still you need something more than harpoons to beat them.  :) And their corpses give useful research.
Also, first bugfix almost ready. So you will not see stun grenades in your shop list from the beginning(ans some other small bugs).

Offline Dr.Crowley

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #4 on: July 11, 2017, 12:53:52 am »
That is strange... I installed Missing Strings mod later and still can see the same odd things with paperdolls and research topic names. And there is no any other mod activated. No idea what is the reason of all of this.
About polyps - yeah, tough creatures AFAIR. I can only advise to use something better than just harpoops against them. Torpedo launchers or simple grenade bombardment should work, I guess. If only I could use Needle Rifles or M.E.T. Launcher from my WIP mod against...  ;D

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #5 on: July 11, 2017, 06:34:36 am »
That is strange... I installed Missing Strings mod later and still can see the same odd things with paperdolls and research topic names. And there is no any other mod activated. No idea what is the reason of all of this.
What language do you use?
And that black box over the paperdoll - it is drawed after, not missing sprite.. Odd.
Torpedo launchers or simple grenade bombardment should work, I guess.
Bad advice. As you can read in their corpse examination, they are high resistiveant to explosions.
« Last Edit: July 12, 2017, 06:33:54 am by Nord »

Offline tollworkout

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #6 on: July 11, 2017, 12:07:51 pm »
I tried testing the battle got a crash Mutants not identified alien race

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #7 on: July 11, 2017, 03:27:34 pm »
Yes, not all alien races can be used to all battle maps. Nevet thinked of it like bug... I think they must not.

Upd.: Version 2.01 is up. Nothing added, just bugfixes.
Changelog:
 - small bugfixes in research tree and usopedia order;
 - mutants now armed with shotguns;
 - medikit requires SORESO database now.
« Last Edit: July 11, 2017, 04:49:53 pm by Nord »

Offline Dr.Crowley

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #8 on: July 12, 2017, 12:25:16 am »
What language do you use?
EN-US
Bad advice. As you can read in their corpse examination, they are high resistive to explosions.
Ooops. So - kill it with a fire phosphor! :D BTW "resistant", not "resistive".
Yes, not all alien races can be used to all battle maps. Nevet thinked of it like bug... I think they must not.
Well, I am afraid that such crashes will keep taking place if the Mutants will be just a sort of single unit which does not associated with any race.
- mutants now armed with shotguns;
Uh-oh.
« Last Edit: July 12, 2017, 12:27:17 am by Dr.Crowley »

Offline tollworkout

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #9 on: July 12, 2017, 12:43:42 am »
Yes, not all alien races can be used to all battle maps. Nevet thinked of it like bug... I think they must not.

Upd.: Version 2.01 is up. Nothing added, just bugfixes.
Changelog:
 - small bugfixes in research tree and usopedia order;
 - mutants now armed with shotguns;
 - medikit requires SORESO database now.

Ah gotcha so the Mutants are WIP. I thought was a bug.

So I would never meet Mutants in the actual game right? 

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #10 on: July 12, 2017, 06:17:05 am »
 No, they are campaign-only race. It is because in TFTD each race must consist of two - surface and underwater. And in case of mutants they are only surface race now. In game you can not meet them in sea.
 But if you want, i can make them battle-usable.
 In fact, i was thinking about mutant base, but can not imagine what can be a prize for that mission.
EN-US
Odd. And no warnings/errors in log file?
Quote
BTW "resistant", not "resistive".
Thanks.
« Last Edit: July 12, 2017, 06:32:44 am by Nord »

Offline tollworkout

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #11 on: July 12, 2017, 07:42:15 am »
No, they are campaign-only race. It is because in TFTD each race must consist of two - surface and underwater. And in case of mutants they are only surface race now. In game you can not meet them in sea.
 But if you want, i can make them battle-usable.
 In fact, i was thinking about mutant base, but can not imagine what can be a prize for that mission.Odd. And no warnings/errors in log file?Thanks.

Thanks for the explanations. I don't care about battle usability but only campaign :)  As long as they work in regular game is all good. I only use battle feature when doing my own modding for testing purposes pretty much it.

Offline niculinux

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #12 on: July 12, 2017, 12:12:49 pm »
Excuse me, this mod, likewise all TTD mods, may/must be used with new_civilian's combo patch?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #13 on: July 12, 2017, 12:40:27 pm »
Excuse me, this mod, likewise all TTD mods, may/must be used with new_civilian's combo patch?
Yes, indeed, this mod can be used with new_civilian's great work.
Maybe i should integrate this patch?

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #14 on: July 12, 2017, 02:33:55 pm »
Yes, indeed, this mod can be used with new_civilian's great work.
Maybe i should integrate this patch?

If you think it should be used along yours, then yeah, definitely.