Update 1.0.7 is out! There are no sweeping changes, but a few things have received significant overhauls.
edit: Hotfix 1.0.7.1 has been released on Github. I mistakenly only fixed the AE prox mine. This update also fixes the basic prox mine.https://github.com/Inventorum-Development-Team/Reaver-Harmony-Megamod/commit/273c1b6d3d2496c8823c2006c3a14b48ac340725Let me know if you need help installing from github.NIGHT VISION AND NIGHT OPERATIONSNighttime ops armors now provide both more vision as well as better camouflage. Several alien races have had their night vision range reduced. The aliens still see a lot better than your soldiers initially, but the night ops armors are a lot more functional now. You no longer have to be highly skilled just to make them marginally functional. I encourage you all to give these armors a try! Nighttime combat might not be so scary after all!
Tanks also have been given some ability to see through smoke. It can still easily block their vision, but they should be able to spot most enemies before those enemies see the tank. Night ops tanks have an especially strong ability to see through smoke. And in case you weren't aware previously, some alien units are also able to see through smoke. Most of them are about just as blinded by it as your soldiers are, however. Tanks also have had their light radius increased. This will enable them to see further into the darkness, but be careful that it does not highlight your camouflaged soldiers during night ops missions!
NEW STATSTRINGSSoldiers will now receive tags alongside their names, based on certain attributes. Some of the most important tags:
GOOD TAGS: - b or B for breacher, indicates high or very high reactions, respectively
- r or R for ranger, indicates high or very high time units and stamina, respectively
- s or S for sniper, indicates high or very high firing accuracy, respectively
- h or H for heavy, indicates high or very high strength, respectively
WARNING TAGS: - ! = this soldier is psionically vulnerable and has poor psi growth potential (low psi strength)
- C = coward, low bravery and prone to panic, psionic or otherwise
- k = klutz, low firing accuracy, prone to friendly fire
- w = weak, low strength, may not be able to carry enough equipment or ideal weaponry
A completely maxed out soldier will display: ψSuper
However, a soldier displaying ψSuper is not necessarily maxed out. It just means that they have a top score in all of the most important attributes!
Here is the full list of tags, which you can also find in the statstrings.rul file inside the mod:
# ! - Psionically vulnerable
# ^/&/* - Good/Great/Excellent psionic potential (only psiborgs can exceed "good")
# γ/β/α/ς - Psionic rank indicator (C, B, A, and S, from lowest to greatest)
# ψ - Psionic Master (ς-Rank psion who's realized their excellent potential)
# Raid - Raider (Breacher/Ranger)
# Wrdn - Warden (Breacher/Sniper)
# Strm - Stormer (Breacher/Heavy)
# Hntr - Hunter (Ranger/Sniper)
# Tank - Tank (Ranger/Heavy)
# Rckt - Rocketeer (Sniper/Heavy)
# Vet - Veteran (Excelling in 3 classes, this soldier has been through hell and back!)
# Ace - Excels in all 4 classes
# Ace+ - Excels in all 4 classes with some superhuman capabilities
# Super - Excels in all 4 classes to a superhuman extent
# b/B - Breacher (Reactions)
# r/R - Ranger (TUs and Stamina)
# s/S - Sniper (Firing)
# h/H - Heavy (Strength)
# k - Klutz (Low firing accuracy)
# w - Weak (Low strength)
# C - Coward (Low bravery)
The full list of changes, which you can also find in the metadata.yml file inside the mod:
# 1.0.7: Night operations armors have received a buff to their stealth and night vision.
# - The buff is strongest on the ones which were previously weak, and negligible on the top ones.
# * Tanks have had their light radius increased, and are now less blinded by smoke.
# * The night vision of some alien races has been reduced, but it is still a lot more than your soldiers.
# - Having longer night vision range than certain alien types is now more achievable than before.
# * Fixed a bug with proximity grenades acting like regular grenades.
# * Fixed bug in which security station facility was not properly being destroyed during base defense.
# * Doors on security stations no longer block turret fire.
# * You can now build two infirmaries in one base.
# * Updated Base Facility list order into a more sensible ordering.
# * New and improved stat strings are now active, thanks to Meatstuff!
# * Heavy Armor buffed on higher difficulties.
# * Reduced requirements for unlocking Hyper Wave Decoder research.
# * Sectoid Armor shows up more gradually, less abruptly.
# * Weapons now show their optimal range per shot type in the UFOPedia.
# * Laser Pulse Rifle sprite updated (again).
# * Added a scope to Plasma Rifle.
# * Tractor beams shield drain rate doubled.
# * The lifts which appear on some X-Com spacecraft will now block line of sight and line of fire.
# * Added several more entries to Research Project Information.
# * Slightly reduced battlescape size for mediums, larges, and Battleship.
# * Added space suits for non-power armor when going to Cydonia.
# * Cydonia has lower gravity, so your soldiers are now stronger on Cydonia.
# * Improved alien and civilian spawning on vanilla outdoor terrains.
# * Fixed bug with Snakeman Queen text.
# * Fixed sound bug at Snakeman Queen's lair.
# * Made a few tiny balance adjustments involving aircraft research and tanks.
# * Fixed other minor text, sound, and graphical bugs.