Difference between revisions of "File:TFTDextender.zip"

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New in this version :
 
New in this version :
  
*'''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. '''
+
*'''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.
 
* 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.
 
* Smaller Maps for both random Alien sub missions and Alien colony's stage 2.

Revision as of 06:12, 20 December 2012

It would not be possible without the prior work done by Xusalik and Kyrub. It is a conversion of UFOextender but not all mods have been converted to TFTD.

Version 1.061

New in this version :

  • 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.

Currently available at StrategyCore Files Section

The discussion section has the history of all previous releases.

File history

Click on a date/time to view the file as it appeared at that time.

(newest | oldest) View ( | older 10) (10 | 20 | 50 | 100 | 250 | 500)
Date/TimeDimensionsUserComment
18:55, 31 July 2012 (50 KB)Morgan525 (talk | contribs)patch 1.03p9
21:04, 26 July 2012 (50 KB)Morgan525 (talk | contribs)patch 1.03p8
13:46, 19 July 2012 (49 KB)Morgan525 (talk | contribs)patch version 1.03p701
06:34, 16 July 2012 (89 KB)Morgan525 (talk | contribs)patch version 1.03p6
03:14, 16 July 2012 (89 KB)Morgan525 (talk | contribs)patch version 1.03p5
17:36, 15 July 2012 (89 KB)Morgan525 (talk | contribs)patch 1.03p4
14:43, 9 July 2012 (49 KB)Morgan525 (talk | contribs)patch 1.03p3
12:11, 8 July 2012 (49 KB)Morgan525 (talk | contribs)patch for version 1.03
07:22, 30 June 2012 (130 KB)Morgan525 (talk | contribs)version 1.03
01:33, 24 June 2012 (128 KB)Morgan525 (talk | contribs)1.02 - fixed: shortcuts, alternate base layout, D3D issues. Background land mission sound has been removed. Assign All Personnel and Autosell features included as alpha code.
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