File talk:TFTDextender.zip

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Bug Fix Descriptions:

  • Music Change Freeze: try to prevent the freeze that happens ingame when the MIDI music changes (experimental) [Not enabled by default]
  • Base Disjoint: Remove the "base disjoint" bug which causes some base modules to be isolated during base defense missions [unnecessary].
  • Sensor Stacking: Fix the bug where having more than one sonar for each type is useless. When enabled, each standard sonar has a 10% probability
  • Base Facility Dismantle-Construction Crash: fix the crash that may happen after you delete a facility under construction.
  • Collectors Edition Blaster Bomb Bug: fix problems with setting vertical waypoints
  • Proximity Grenades: fix lost armed state when reloading a game
  • Proximity Grenades Experience: give experience to the thrower, not the victim...
  • Transfered Crafts Refueled: fix the "Fuel dump on transfer" bug
  • Zrbite-fueled Craft Bug: fix the bug which causes Zrbite fueled crafts to return to base when their fuel level is 50%
  • Door Jam: fix the opened sliding doors not closing after a reload
  • Personnel Overflow: fix the overflow that occurs when there are 256 engineers/scientists present in a base. Values are topped at 255 now
  • Funky Fire: only apply fire damage at the end of turn. Also doubles fire damage to compensate
  • Hostile Civilians: fix civilians becoming hostile after being mind controlled
  • Crash On First Move: fix the crash that sometimes happens when moving your first unit out of the craft[included but unnecessary.]
  • BioDrone Melee Attack Fix: Assigns a value to melee accuracy allowing the melee attack to be effective
  • FixSounds: Zombies sound like any other bipedal units when walking. The "pop" at the end of many sound effects has been eliminated.
  • No Underwater Weapons Fire on Land: prevents underwater-only weapons from making reaction shots or shooting when a soldier is bezerk.
  • Tech Tree Impasses Resolved: You won't need to have a sub_contruction item in inventory before completing research on the Transmission Resolver, nor a MC reader before finishing MC Lab. Both can be researched when one is found just like other artifacts.
  • Coelacanth/Gauss Ammo Fix:all ammo problems related to unequiping one from a craft or after combat are fixed. Its only prerequisite is Gauss Cannon (same as the laser tank in EU).
  • Hallucinoid Range Attack Fix: Gives the Hallucinoid a stunning ranged attack as per the Ufopaedia description.
  • P.W.T. Launcher Production Fix: P.W.T. launcher production will now correctly consume 1 plastic for the first item produced.
  • Better chance to get a Cargo Ship Terror Mission rather than only Cruise Liners.
  • Soldiers will not go MIA if they are MCed when mission ends successfully.
  • Deep One attack fixed and no longer resembles the Celatid Spit.
  • Bio-Drone no longer burns the ground like the Silacoid.
  • The Manufacturing Rate Limit now behaves exactly the same as in Enemy Unknown.
  • Displacer Sonic Cannon damage is set to 125 instead of 110.
  • Tentacult has its strength reduced
  • Lobsterman has its strength increased
  • Fire can not kill a unit with extremely low health if it is immune to fire damage.
  • Units with melee weapons can now use them.
  • Large Unit MC now controls all portions of the unit correctly.
  • Explosions only affect a large unit once.
  • Fixed crash when panic unit drops its weapon.
  • Aqua Plastic Armor now uses correct modifiers in battle. !Units are no longer immune to fire!
  • It is no longer possible to get permanent control of a tentacult by MCing a zombie first.
  • Tanks in base missions no longer get free ammo but get ammo available in base stores.
  • Large units with ranged weapons will not go bezerk and crash the game. They either flee or freeze.
  • Alien can now sucessfully attack base locations and not crash the game.

Previous Version Descriptions

1.061 patch file #2

  • Problem with 'Slow Geoscape Clock' mod causing alien missions to not be generated or updated correctly.
  • The player now specifes the amount of delay to slow Battlescape animations and functions to suit his system and preference. Add this line to your INI just below the Slow Battlescape Animation Speed and adjust the value as you like:
Battlescape Delay=22

[Note: Don't set the time less than 6ms or your game will lock on the first turn of combat.]

Version 1.061 patch file #1

  • Incompatibility between "Slow the Clock" and "Show Money" mods fixed.
  • Geoscape shortcuts to change time now work with "Slow the Clock".

Version 1.061

  • Slow the Clock: Slow the passage of time in the Geoscape. The passage of time will match the option chosen in the right menu by the player but the clock will increment in smaller units at a faster rate. [Currently not compatible with the 'Show Money' mod.]
  • Know Thy Enemy: Damage will be capped until the aliens' vital points have been discovered via autopsies. There is a small chance of a "lucky shot" that will bypass the cap for each successful hit.
  • Smaller Maps for both random Alien sub missions and Alien colony's stage 2.
  • Increased variety of aliens that guard or populate an alien colony.
  • Improved detectors to help aquanauts find those pesky aliens hiding under the beds or in the closets.
  • Revised P.W.T. ammo production requirements to reflect a logical correlation to each platform's weapon damage.
  • The game executable can now be specified in the [loader] section of the game's INI file.
  • Craft Gauss Cannon's maximum ammo increased to 100 and base rearm rate increase to 50 rounds per hour.
  • Base rearm rate for Ajax torpedoes increased to 2 rounds per hour.
  • 'Craft Always Ready' mod changed to 'Craft Ready State' with two options: =1 Always ready, =2 Damaged craft are grounded.
  • Option to modify the weapon selections for Aquatoids. Replaces the sonic cannon with a sonic rifle or pistol, depending on rank.
  • Option to reduce the area of effect for thermal shok bombs.

Version 1.05 patch 4 (requires v1.05 and includes fixes from all previous patches)

  • Save Equipment now functions properly
  • Clip weight issues fixed: All clips loaded into weapons will have their weight assigned to the weapon's owner. When the weapon is thrown or dropped, the clip weight will be removed as well.
  • Fixed problem with items on sub floor disappearing when mission aborted.
  • Fixed problem where the Gauss Tank becomes a Gas Cannon when tank is removed from craft after a battle due to insufficient ammo.

version 1.05 patch 3.2 (requires v1.05)

  • fixed problem with inability to assign technicians to build Leviathan with the manufacturing limit rate fix enabled.
  • fixed problem with not being able to enable waypoints when firing the PWT launcher on land if using the mod that allow one to do so.
  • fixed issue with crash on second stage of artifact sites.
  • added options for localization of text used in the equipment screen. See description in Equipment section on Extender's main information page.

version 1.05 patch 2 (requires v1.05)

  • Extender now requires MS VC 2008 Redist. installed since it seems to run better under Windows 7.
  • Fixed problem where production materials where being removed from the wrong base due to Manufacturing Limit Fix.
  • Clips loaded into weapons that were dropped on the battlescape will not be incorrectly given to the player when a mission is aborted.
  • The mod for OBDATA.DAT now works correctly.
  • MCed units rendered unconscious will have the MCed effects reversed.
  • Displacer/Sonic turrent damage changed to 130 to keep it the same damage as per the in-game UFOpaedia.

version 1.05 patch 1.1 (requires v1.05p1)

  • Recompiled dll that requires MS VC 2008 Redist. installed. Seems to run better under Windows 7.

version 1.05 patch 1: (requires v1.05)

  • Aircraft will now automatically engage an airborne target when it reaches water. Barracuda will automatically follow and intercept a very deep USO once it reaches a shallower depth. The only time a player will receive the "Mission too deep" message is if they dispatch a Triton to a site in very deep water.
  • Unconscious units that die after their body is moved and later caught in an explosion, will have their corpse appear where the body was killed rather than where the unit initially when unconscious.
  • Particle Disturbance Detector animation has been slowed.
  • Fixed the music that plays on the mission summary screen, depending upon a good/bad outcome. Now it is the same as the DOS version.
  • Fixed an issue with save equipment that prevented some units from being reequipped.
  • Fixed an error that prevented access to the Leviathan research topic when playing with alternate tech level 3.
  • Fixed End Of Battle routine:
    • Aquanauts MCed when the last alien is killed will not become MIA.
    • For aborted missions, all units will be checked for MIA status solely based on their position on the map. Units MCed or unconscious in the Xcraft at the time of aborting, will not be MIA.
    • On multiple-stage missions:
      • Aquanauts that are unconscious when the last alien is killed will continue to the next stage.
      • All aquanauts will have their energy and morale restored to full and stun level reset.
      • Each aquanaut will receive a small amount of healing (up to a maximum of 10 points) and the severity of any active fatal wounds will be lowered (to a minimum of 1 for each location).
[The last two were already in-game but they only occurred on ship missions, I just expanded this sequence to include all multiple-stage missions.]


Version 1.05:

  • Fixes a problem with Liner and Cargo ship mission not handling the summary report correctly if the player aborts or loses the mission.
  • Fixes a problem where not all stats were being moved when swapping soldiers' positions in craft.
  • Fixes a minor problem with the decrease buttons on the manufacture screen when Autosell is enabled.
  • Manufacturing Rate Limit Bug is fixed. Same as in Enemy Unknown.
  • Improved function on cursor clipping. Two modes available: 1-battlescape only 2-constant.
  • Improved Gauss Tank: Armor is improved but requires research into Aqua Plastics and plastics are needed for production.


1.04p2 [includes previous patches]

Fixed a problem with Liner and Cargo ship mission not handling the summary report correctly if the player aborts or loses the mission.

1.04p1

Fixed a problem where not all stats were being moved when swapping soldiers' positions in craft.

Version 1.04:

  • All battlescape animations can be slowed down.
  • All underwater items can now be used on land (e.g. fly with Magnetic Ion armor).
  • Better chance to get a Cargo Ship Terror Mission rather than only Cruise Liners.
  • Soldiers will not go MIA if they are MCed when mission ends successfully.
  • Deep One attack fixed and no longer resembles the Celatid Spit.
  • Bio-Drone no longer burns the ground like the Silacoid.
  • Single Stage Ship Missions.
  • Auto-equip problems with multiple stage missions fixed.
  • Executable should now be stand alone and not require MS VC++ Redistrutable (in theory).


  • 1.03p9 [Includes all fixes from previous patches]
    • fixes a problem that did not allow Ion Armor to become available for research.
  • 1.03p8 [Includes all fixes from previous patches]
    • fix for save equipment. (works on initial screen of normal missions...untested with 2nd part of two stage missions.)
      • (problems with multiple stage missions. All items removed from soldiers.)
  • 1.03p701: [Includes all fixes from previous patches]
    • fix for a problem with the "no underwater weapons..." mod that made NO weapons usable for reaction fire.
    • fix for DoubleClick movement.
    • fix for D3D and HQ4X allowing them to work together.
    • fix for some problems related to researching aqua plastics.
    • fix for an error with the "Underwater Weapons In Air" mod.
  • version 1.03:
    • Underwater weapons will not fire on land due to reaction fire or units going beserk.
    • Technical research impasses have been removed: Sub construction and MC reader can now be researched as soon as they are found.
    • More fixes for some D3D issues.
    • Hallucinoid range attack added.
    • Single-stage ship missions should now apply ONLY to ships.
    • P.W.T. launcher production requirements now correct in database.
    • Auto sell feature fixed and manufacture main screen description changed.
    • Coelacanth/Gauss ammo issues fixed. Prerequisites are now the same as Tank/Laser in EU.
    • 3 levels of changes to apply to research when you start a NEW game.
      • Level 1 removes the need for a live Deep One to research Ion Armor.
      • Level 2 the vibroblade can be research when found and a calcinite autopsy is required for thermic lance.
      • Level 3 The prerequisites for armors have been reordered. Aqua plastics can be researched when found. The prerequisite for Ion Armor has been changed and is now more logical. (Hint:You won't need a live Deep One and you'll never look at Ion and Mag Ion armor the same way again.)
      • Each level stacks upon or replaces the previous set of changes.
      • [Note: Some changes will be stored in the game's saved files and cannot be altered again except by editing these files directly.]
      • [there could be some strange behavior in the availability of research paths if one starts at a more advance level and reduces it later.]


Assign All Personnel is removed.


  • version 1.02:
    • Fixed problems with shortcuts, alternate base layout, and some D3D issues.
    • Option to disable Background land missions' sound instead of changing the sound played.
    • Assign All Personnel and Autosell features added (alpha code).
  • version 1.01:
    • Zombie sound effect and sound pops corrected.
    • Added option to allow the aliens to respond to interception attacks, reactions depend on game difficulty.
    • Cautious mode in interceptions now only fires one weapon until ammo exhausted before switching to an identical second weapon.
    • Most bug fixes are enabled by default and not listed in the INI. There is a section in case you want to disable a fix. Refer to TFTDbugReference.txt and copy the appropriate line to the [Bug Fix] section of the INI.
    • Option to disable the notifications for interceptions over land and sub that are very deep. If you choose this, the xcraft will continue pursuit but will not automatically engage once the USO reaches a valid interception area. Be careful when adjusting the time frame as your craft can quickly run out of fuel and not engage the enemy.


  • version 1.00:
    • introduced by Kyrub.
    • Base Disjoint, Sensor Stacking, Base Facility Dismantle-Construction Crash, Collectors Edition Blaster Bomb Bug, Proximity Grenades, Proximity Grenades Experience, Transfered Crafts Refueled, Exotic-fueled Craft Bug, Door Jam, Personnel Overflow, Funky Fire, Hostile Civilians, Crash On First Move, BioDrone Melee Attack Fix, and Video Pitch.

Questions answered elsewhere

If you have a question about the Extender or want to report a bug, post them to the discussion section of the main TFTD Extender wikipage.