X-Com: Terror From the Unknown (TFTU)
- Several new missions without UFO.
- 2 additional types of damage Gauss and sonic, with the corresponding technological branches.
- Locations and ships from TFTD ADDED, and do not supersede the original locations and ships.
- A huge number of aviation, aviation weapons modules, UFO and armored vehicles.
- Lots of new weapons, equipment and armor. Additional modules for bases.
- Different types of soldiers with different specializations, not titles and experience.
- All UFOs have energy shields. On missions, the Commanders and some of the terrorists - the same...
- The quantity and quality of enemies on missions greatly increased.
- Do not attack a large UFO with a single interceptor. A large UFO can and Avenger to destroy, not to mention a trifle.
- All aircraft require fuel. Regular - sale from the start.
- All ships and demand money for the contents, including Eleriums. The stronger the ship, the more expensive to maintain.
- Technology speed up production with the help of special modules.
- Transports with a capacity of fewer than 20 in fashion and never will be.
- Installed OXCE+.
- Added Hunter-Killer options. Some UFOs themselves are trying to attack transports and interceptors.
- Some UFOs have escorts.
- The most powerful explosive devices, depending on the accuracy of the Throwing of the soldier, both in accuracy and in damage.
- Сan shoot from a mortar only while sitting. Standing, getting into the goal is incredibly difficult.
- Increased bonus aliens for the level of difficulty.
- A lot of small changes aimed at complicating the game.
- Infiltration mission activated. Upon Infiltration, a special base will appear, which is different from the others. If it is destroyed, the country will be returned.
- There's a 50% chance to prevent the construction of alien bases and infiltration. We need to intercept a special ship-Builder of Bases.
- The action of psionic is very difficult. Distance is limited. All aliens have increased psionic defense.
- Fixed some game settings.
- Added additional modules for base. Maps-duplicates of existing modules.
- Changed the starting base. Reduced the amount of gold at the start.
- Added multiple studies for profit in the form of items (so that scientists can pay for themselves, and to stimulate the creation of a second base with laboratories).
- We need spaceships to attack the Infiltration Bases.
- Added 8 transports such as TRITON, thank you "Precentor Apollyon" for terrains.
- A new type of soldier - Tank operator. For them there is armor imitating 2x2 tanks.
- "Terrain Pack" is removed and is no longer used.
- Used "Hybrid Globe - Vanilla" from luke83, for which many thanks to him!
- For underwater (conditionally) missions, all TFTD territories are used. (Thanks to luke83 and Precentor Apollyon)
- Missions can be performed anywhere, both on land and in water, without restrictions on ships, weapons and ammunition. I do not consider it necessary to introduce these restrictions, so as not to confuse the player (and himself) with unnecessary management.
- Added landscape sounds.
- Mixed crews are now really mixed. "membersRandom" in all respects.
- Added mana, in the form of a new parameter "Concentration". The parameter is static, does not grow with experience and does not regenerate automatically. Concentration is consumed by all actions in battle, except for the use of hand-to-hand weapons. Some weapons deal damage to concentration. Some types of armor regenerate Concentration, but basically it is restored only at the base. There are chemicals too.
- Psi radar, in a mental shield and a large psi laboratory, can pinpoint alien bases at a short distance.
- Heavy low-tech armor requires 2 AP to rotation. Disk-shaped units and some terrorists do not spend AP on rotation.
- Personal shield generator.
- Some terrorists and alien sword got vampiric attack.
- A new type of ships - cargo ships. Needed for fast transportation of goods and personnel between bases.
- Base defense facility requires ammo.
- Added dependence of the starting base equipment on the difficulty level.
- Reconnaissance ships have auto patrol.
- More alien missions from the first month. RETALIATION missions - not earlier than the second month.
- Psi control is useless against mechanical creatures, zombies, Tentaculats and Ethereal.
- Added PORTCARGOSHIP, PORTLINERSHIP, RAILYARDURBAN, FORESTMOUNT, POLARMOUNT, DESERTMOUNT, POLARDESERT cards.
- Improved UCITY script. Now the building is not so dense.
- UFOs from TFTD land in the sea. Alien colonies are being built at sea.
- Full transition to "fakeUnderwater", with underwater suits, missions and some animation replacement.
- ammunition for armored vehicles is packed in clips, which are much less needed to fully weapons charges armored vehicles.
- Disabled highlighting for new themes. Disabled display of unnecessary characteristics in the inventory.
Additional music modifications -
https://disk.yandex.ru/d/m_arKJIySQ5dhgMod added only what I thought was appropriate. That is consistent with the logic and atmosphere of UFOs and TFTD. None of the paraphernalia of other games tried to add. Used a variety of mods to extract useful information. To list them will not undertake, because they do not remember where took. Because the authorship of build mods can be considered collective.
Language - Russian ru, English en-US (bad translation)
Because I speak English bad, I used machine translation translate.google. So the responsibility for grammar and English mistakes, I do not carry.