New OXCE v6.5 is up.2020-05-08
QoL: - QoL/Bugfix:
User option for palette flicker fix (in options.cfg only):
https://openxcom.org/forum/index.php/topic,8212.0.html - QoL/Bugfix: Don't flash weapon bigobs during autoshots:
https://openxcom.org/forum/index.php/topic,8080.0.html - QoL/Modding:
Ability to not follow projectiles (to prevent minigun seizures):
https://openxcom.org/forum/index.php/topic,8210.0.html - Daily Pilot Experience GUI:
https://openxcom.org/forum/index.php/topic,8209.0.html - Added vSyncForOpenGL to advanced user options:
https://openxcom.org/forum/index.php/topic,8208.0.html -
Personal equipment templates:
https://openxcom.org/forum/index.php/topic,8206.0.html - Improved scroll-allocation in Research/Manufacture GUIs:
https://openxcom.org/forum/index.php/topic,8207.0.html - Improved display and sorting in Psi/Martial Training GUIs:
https://openxcom.org/forum/index.php/topic,8205.0.html - Option to sort soldiers by "idle days"
- Added mission site despawn penalty indicator:
https://openxcom.org/forum/index.php/topic,8204.0.html - Added slacking indicator:
https://openxcom.org/forum/index.php/topic,8203.0.html - Show number of remaining getOneFrees in TechTreeViewer
- Don't show disabled research as not-yet-researched in TechTreeViewer
- Tiny QoL in manufacturing GUI (scroll from 1 to 10, not to 11)
- Added hotkeys for top-level basescape menu (by fbacall):
https://openxcom.org/forum/index.php/topic,8202.0.htmlModding: - EXPERIMENTAL: Global switch for reactions to melee attacks:
https://openxcom.org/forum/index.php/topic,8166.msg127065.html#msg127065 - Armor flag to allow 2 main weapons for xcom (autoequip, built-in weapons):
https://openxcom.org/forum/index.php/topic,8214.0.html -
BREAKING CHANGE: sanitized aim penalty for wounded hands:
https://openxcom.org/forum/index.php/topic,6459.0.html - Added custom facility upgrade/build time reduction scaling:
https://openxcom.org/forum/index.php/topic,5960.msg127568.html#msg127568 -
BREAKING CHANGE: Fixed rounding and scaling of build time reduction:
https://openxcom.org/forum/index.php/topic,5960.msg127568.html#msg127568 - Support for surface weapon vapor trail:
https://openxcom.org/forum/index.php/topic,11060.0.html -
BREAKING CHANGE: Soft/hard upper limit option for soldier transformations:
https://openxcom.org/forum/index.php/topic,6331.msg127435.html#msg127435 - Added unmanned UFO flag:
https://openxcom.org/forum/index.php/topic,8213.0.html - Added listOrder to soldier bonuses:
https://openxcom.org/forum/index.php/topic,7405.msg127418.html#msg127418 - Sight range/chance for base facilities:
https://openxcom.org/forum/index.php/topic,8119.msg127420.html#msg127420 -
Option for civilians to pick up weapons too ... this one is a lot of fun
https://openxcom.org/forum/index.php/topic,6882.msg127421.html#msg127421 - Option to inform players about important event gateways in TTV:
https://openxcom.org/forum/index.php/topic,7215.msg127424.html#msg127424 - Ability to filter regions and mission zones in geoscape debug mode
- Draw inventory grid labels using listOrder, not alphabetically
- Improved grid label rendering (first draw the grid lines, then the items, and grid labels as last)
- Changed how canBeBuiltOver and buildOverFacilities interact:
https://openxcom.org/forum/index.php/topic,8017.msg125175.html#msg125175 - Avoid rounding down contry funding change to zero
- Allow recovery of live aliens as items:
https://openxcom.org/forum/index.php/topic,6868.msg109164.html#msg109164 - Added new type of geoscape soldier recovery stat (existing: fatal wound recovery, mana recovery; new: health/HP recovery)
- Added facility triggers to Event, Arc and Mission Scripts:
https://openxcom.org/forum/index.php/topic,7096.msg127425.html#msg127425Hybrid modding (by Finnik): - Added "allowAlienBasesOnWrongTextures" global switch
- Support for fake underwater alien bases
- Support for locking fake underwater XCOM bases behind a research gate
-
BREAKING CHANGE: Support for UFO landing on fake water texture
- Support for UFO splashdown survival (over fake water texture)
Scripting (by Yankes and memmaker): - Add support for script tags in RuleMod (i.e. global tags)
- Added newTurnUnit and newTurnItem calls before the first player phase
- Ability to access ruleset objects by name (items, armors, soldiers, skills)
- Ability to change spawn unit
- Ability to access inventory items by item name, inventory slot name or both
- Added a unit reference to createItem script hook when the unit is known (aliens, hwps, fixed weapons)
- Psi attack formula now fully scriptable (added second hook handling psi weapon attributes)
- Ability to consider weapon, ammo, attack type and soldier skill in bonus formulas (e.g. bonus to accuracy, bonus to power, etc.)
Bugfixes: - Fixed wrong (abort) cutscene playing on forced mission loss
- Improved checks handling unpriming of grenades
- Fix sorting by stats for dead soldiers
- Don't show negative psi skill in transformations GUI
- Make sure the UFO HK attacks its primary target first!
- Fix UFO HK not able to outrun more than 1 interceptor
-
Re-added "missileAttraction" attribute (was removed by mistake during merge)
- Do not bind keyboard events to unrecognized keys
- Autoequip improvement (now considers allowed slots)
- Fixed inventory layout saving (it was not possible to remove saved armor type)
- Fixed road crossing glitch after reload
Download: https://openxcom.org/forum/index.php/topic,5258.0.htmlOpenXcom ruleset validator has been updated too:
https://openxcom.org/forum/index.php/topic,6552.0.htmlUpdated ruleset reference:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)I will be adding descriptions of individual features as separate forum posts over the weekend... come back on Monday Saturday 16.5.2020 to learn more!