Author Topic: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)  (Read 33049 times)

Offline Tchey

  • Sergeant
  • **
  • Posts: 32
    • View Profile
Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
« Reply #150 on: February 11, 2023, 02:59:55 pm »
Hello !

Is this mod compatible with the current last 2.8 version of OXF ?

Thanks

Online Niewiem

  • Captain
  • ***
  • Posts: 89
    • View Profile
    • Email
Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
« Reply #151 on: February 12, 2023, 03:31:13 am »
I am using it with this mod - there are some string mismatches sometimes but I did not encounter anything gamebreaking

Offline Xylon666Darkstar

  • Sergeant
  • **
  • Posts: 42
  • "With Doom, We Come."
    • View Profile
Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
« Reply #152 on: February 12, 2023, 04:19:36 am »
I'm also still using it and as stated above me, no real major issues otherwise encountered.

Offline 8mono

  • Colonel
  • ****
  • Posts: 133
    • View Profile
Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
« Reply #153 on: February 21, 2023, 05:13:18 pm »
I tried 2.8 and I completed a few missions with no problems. Unless Solarius changes the way mission logic works or reworks major already existing parts you will get problems, otherwise mod should run fine. There WILL be bugs at some point and I am aware that he's made some of my weapons redundant (We do balance the guns differently so there's also that, they won't be the same BUT they will be the same weapon conceptually). I will be changing the version number but I have not done any further testing.

About the (possibly) last update
I've rarely got time as of late but I CAN fix specific issues if you guys point them out, but no new content will be coming out soon There's still a big zombie/chryssalid themed content I want to release but its unfinished:

The main content is a second choice for the end of one of the story arcs that culminates in a mini boss battle:
SPOILERS AHEAD FOR THE SYNDICATE ARC (I guess?)
Spoiler:
- The syndicate/Mutant plotline gets resolved in an alternate way by... not resolving it in exchange of letting a certain group of scientists see how far they can take mutants and zombies, the council will HATE you but you get new tools for dispatching them plus new ways of dealing with chryssalids

- It goes awry (or maybe that was the plan all along !) and now theres even stronger variants of zombie running amok (This changes EVERY single mission with zombies to have a higher chance if not always a chance for these things to spawn, theyre not just buffed zombies they have different specializations like runners, radioactive goo zombies, SUPER infectors, gas zombie and more...

- Later on you have another choice when you detect an abandoned space station filled with strange crimson chryssalids that lead to you teaming up briefly with MIB and MAGMA to erradicate a small outbreak of these extremely dangerous creatures. (They're BIG, they shoot ACID, some lay eggs! LOTS OF THEM!) If you helped the mad scientists earlier, your newly acquired tools will help you fight these ferocious creatures

- The final mission of this story arc has you fighting both of the new "Tempered" zombies and the crimson chryssalid variants in a space lab installation with MIB/MAGMA troops providing support

- The new chryssalids and some of the zombies share this semi regeneration feature that can only be stopped with fire, they cannot suffer fatal wounds unless you're using tracite or its next tier equivalent promethium (infernite, idk what it'll be called)

-Incendiary weaponry will do extra damage, but not stop the regeneration completely
-Tracite and better weaponry will do extra damage, stop the regeneration and also stop some of their special abilities from working (The Brood Mother's egg laying ability for example, as this will sterilize her)


I have the scripting portion done, and most of the assets are actually done as well its just writing the story, lore, and missions themselves, most of the enemies have some unique scripted abilities that were not previously possible so thats fun too!
If anyone gets sick of waiting I will just release all the art assets and everything I have if they wish  to finish or even make the missions themselves, the aliens and maps are already done I believe I will finish this fight myself, my will to work has returned  8)
« Last Edit: March 04, 2023, 05:15:25 pm by 8mono »

Offline Moth_Of_Decay

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
« Reply #154 on: April 03, 2023, 10:38:04 pm »
Heyo mono - you probably already know this, but I figured I'd post anyhow. I happened to grab the master branch from your github the other day, and noticed the nanorifle and haunted hotel mission are both missing some important tags. Notably proper descriptions, but also the nanorifle needs to have it's research dependencies fixed. Currently it shows up as STR_Nanorifle (along with it's ammunition) in the buy menu at the very start of a new campaign. I got confused bumbling around thinking the haunted hotel was something from the ghost-themed 2.7 XCF update, and spent like two hours trying to figure out why it was showing up as STR_HAUNTED_HOTEL (etc) a few months into my new 2.8 run.

Offline 8mono

  • Colonel
  • ****
  • Posts: 133
    • View Profile
Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
« Reply #155 on: April 03, 2023, 11:57:39 pm »
Heyo mono - you probably already know this, but I figured I'd post anyhow. I happened to grab the master branch from your github the other day, and noticed the nanorifle and haunted hotel mission are both missing some important tags. Notably proper descriptions, but also the nanorifle needs to have it's research dependencies fixed. Currently it shows up as STR_Nanorifle (along with it's ammunition) in the buy menu at the very start of a new campaign. I got confused bumbling around thinking the haunted hotel was something from the ghost-themed 2.7 XCF update, and spent like two hours trying to figure out why it was showing up as STR_HAUNTED_HOTEL (etc) a few months into my new 2.8 run.

I forgot to take down that version, it's not meant to  be out for "normal" use it's more of a testing version, a proper one is being worked on so you'll have to stick with the one on mod.io, I need to polish some things for the new update I'll be pushing out soon so I can sync it with the one on github