Difference between revisions of "File:UFOLoader.zip"
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(→Official UFO Extender Page: added notations for 1.30) |
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:'''After 1.22 the INI file has been rearranged.''' | :'''After 1.22 the INI file has been rearranged.''' | ||
− | :''' | + | |
+ | '''Version 1.30''': | ||
+ | *MP3s now play through bass.dll to hopefully clear up all decoder related issues. Thanks to Niklata for the contribution! | ||
+ | *New video linear filter option availble which should make full screen mode just a little less jagged. Thanks to Tarvis for his help on this! | ||
+ | *Fixed problem with Geoscape clock mod not allowing alien missions to occur. | ||
+ | *Fixed crash that occured when panicked units dropped their items due to ' Fix Clip Weight' code. | ||
+ | |||
+ | <u>New fixes and changes to existing mods</u>: | ||
+ | *Added second option to 'Slow Geoscape Clock' to emulate Mok's version. | ||
+ | *Clip Cursor now works in full screen mode. | ||
+ | *Fixed problem with Personal Armor being assigned damage modifiers of a Power Suit. | ||
+ | *Fixed stats on Improved Laser Tank for in-game UFOpaedia. | ||
+ | *Fixed crash when an alien throws item and has no other weapon available. | ||
+ | *Fixed crash when an alien targets a base location during Base Defense missions. | ||
+ | *Fixed issue with MCing large units: all sections will be controlled when successful. | ||
+ | *Fixed issue with explosion and large units: they are only affected once by the same explosion. | ||
+ | *Fixed exploit that allows permanent control of a Chryssalid after MCing a zombie. | ||
+ | *Fixed exploit that allowed tanks to get free ammo for base defense missions. | ||
+ | *Tank/cannon ammo uses no space in base stores (similar to craft cannon ammo.) | ||
+ | *Soldiers will now drop the items they are holding at the time of zombification. | ||
+ | *Scout pilot and Abductor leaders have their weapon-loadout chart corrected. | ||
+ | *Changes to the 'Tactical Sounds Fix' now improve the quality of special movements' sounds. | ||
+ | *Changes to the 'Enhanced Chryssalid EFX' to improve the game experience. | ||
+ | *Added 'get' option to OBDATA mod to allow players to set the parameter that aliens use to decide if they will pick up an object. *See UFOpaedia wiki discussions on this topic for more information. | ||
+ | *Players can now choose the delay speed for slowing all Battlescape animations and functions. | ||
+ | *Advanced options to 'Range Base Accuracy': players can specify a distance for Aimed Shot and choose the amount of the penalty to apply for each option. See UFOpaedia page or INI reference for more details. {Thanks to Average Manatee @ rpgcodex for these additions!} | ||
+ | *'Hot Grenades' mod now causes grenades to explode after they are thrown. Only the High Explosive has a timer and delay. | ||
+ | *Fire damage for the 'Funky Fire' mod is applied at the end of both XCOM and alien turns instead of only at end of XCOM turns. | ||
+ | *'Know Thy Enemy' mod now only affects damage applied against a target's health points . | ||
+ | |||
+ | <u>New Additions</u>: | ||
+ | *'''Ablative Armor''': no changes to the rules for AP weapons but armor is more effective against Explosive, Laser, and Plasma damage although these attacks quickly eat away at the armor rating. | ||
+ | *'''Alt Weapon Loadouts''': Reduces the clips and ammo that aliens carry. | ||
+ | *'''Weak Sectoids''': Sectoids will only carry plasma pistols or rifles and only engineers will carry blaster launchers. | ||
+ | *'''EU2012 Items Rules''': Alien weapons have a high probability to self-destruct if their owner dies, aliens that die in explosions will have all their items destroyed, fire is highly destructive to high-tech items. Units that panic will not drop items they are holding. | ||
+ | *'''Zombies Will Hatch''': Zombies will automatically become Chryssalids after a set number of turns. The resulting 'mature' Chryssalid will have stats adjusted by the difficulty of the game. A zombie killed by non-fire damage will hatch but the Chryssalid will be 'immature'. Fire is still the only means to keep a zombie from becoming a Chryssalid. | ||
+ | |||
+ | : |
Revision as of 03:30, 23 February 2013
Official UFO Extender Page
This is the loader that enhances the game. See the UFO Extender information page for details on each setting in the loader's INI.
- After 1.22 the INI file has been rearranged.
Version 1.30:
- MP3s now play through bass.dll to hopefully clear up all decoder related issues. Thanks to Niklata for the contribution!
- New video linear filter option availble which should make full screen mode just a little less jagged. Thanks to Tarvis for his help on this!
- Fixed problem with Geoscape clock mod not allowing alien missions to occur.
- Fixed crash that occured when panicked units dropped their items due to ' Fix Clip Weight' code.
New fixes and changes to existing mods:
- Added second option to 'Slow Geoscape Clock' to emulate Mok's version.
- Clip Cursor now works in full screen mode.
- Fixed problem with Personal Armor being assigned damage modifiers of a Power Suit.
- Fixed stats on Improved Laser Tank for in-game UFOpaedia.
- Fixed crash when an alien throws item and has no other weapon available.
- Fixed crash when an alien targets a base location during Base Defense missions.
- Fixed issue with MCing large units: all sections will be controlled when successful.
- Fixed issue with explosion and large units: they are only affected once by the same explosion.
- Fixed exploit that allows permanent control of a Chryssalid after MCing a zombie.
- Fixed exploit that allowed tanks to get free ammo for base defense missions.
- Tank/cannon ammo uses no space in base stores (similar to craft cannon ammo.)
- Soldiers will now drop the items they are holding at the time of zombification.
- Scout pilot and Abductor leaders have their weapon-loadout chart corrected.
- Changes to the 'Tactical Sounds Fix' now improve the quality of special movements' sounds.
- Changes to the 'Enhanced Chryssalid EFX' to improve the game experience.
- Added 'get' option to OBDATA mod to allow players to set the parameter that aliens use to decide if they will pick up an object. *See UFOpaedia wiki discussions on this topic for more information.
- Players can now choose the delay speed for slowing all Battlescape animations and functions.
- Advanced options to 'Range Base Accuracy': players can specify a distance for Aimed Shot and choose the amount of the penalty to apply for each option. See UFOpaedia page or INI reference for more details. {Thanks to Average Manatee @ rpgcodex for these additions!}
- 'Hot Grenades' mod now causes grenades to explode after they are thrown. Only the High Explosive has a timer and delay.
- Fire damage for the 'Funky Fire' mod is applied at the end of both XCOM and alien turns instead of only at end of XCOM turns.
- 'Know Thy Enemy' mod now only affects damage applied against a target's health points .
New Additions:
- Ablative Armor: no changes to the rules for AP weapons but armor is more effective against Explosive, Laser, and Plasma damage although these attacks quickly eat away at the armor rating.
- Alt Weapon Loadouts: Reduces the clips and ammo that aliens carry.
- Weak Sectoids: Sectoids will only carry plasma pistols or rifles and only engineers will carry blaster launchers.
- EU2012 Items Rules: Alien weapons have a high probability to self-destruct if their owner dies, aliens that die in explosions will have all their items destroyed, fire is highly destructive to high-tech items. Units that panic will not drop items they are holding.
- Zombies Will Hatch: Zombies will automatically become Chryssalids after a set number of turns. The resulting 'mature' Chryssalid will have stats adjusted by the difficulty of the game. A zombie killed by non-fire damage will hatch but the Chryssalid will be 'immature'. Fire is still the only means to keep a zombie from becoming a Chryssalid.
File history
Click on a date/time to view the file as it appeared at that time.
(newest | oldest) View (newer 10 | older 10) (10 | 20 | 50 | 100 | 250 | 500)Date/Time | Dimensions | User | Comment | |
---|---|---|---|---|
22:36, 22 July 2008 | (13 KB) | Seb76 (talk | contribs) | Fix for the "Base Facility Dismantle-Construction Crash" | |
14:05, 19 July 2008 | (11 KB) | Seb76 (talk | contribs) | Fix for base disjoint bug | |
23:35, 18 July 2008 | (9 KB) | Seb76 (talk | contribs) | -skippable intro -rank icon in inventory | |
14:42, 13 July 2008 | (10 KB) | Seb76 (talk | contribs) | Changelog: -TU reserve mode saving between turns -Use alien weapons without reasearch -Alien retaliation after ground assault -Wreck analysis | |
21:41, 10 July 2008 | (9 KB) | Seb76 (talk | contribs) | More Hacks. See ini file for details. | |
20:53, 10 July 2008 | (9 KB) | Seb76 (talk | contribs) | Fixes for the phantom radar and pay for dirt bugs. Hack to prevent game over when score is terrible. | |
22:41, 9 July 2008 | (9 KB) | Seb76 (talk | contribs) | Fix tactical scrolling too fast | |
20:59, 9 July 2008 | (9 KB) | Seb76 (talk | contribs) | Fix interception/win music | |
19:22, 9 July 2008 | (9 KB) | Seb76 (talk | contribs) | Changelog: -Support for PSX CD music -Added configuration file | |
20:39, 7 July 2008 | (7 KB) | Seb76 (talk | contribs) | Loader that enhances the equipment screen |
You cannot overwrite this file.
File usage
The following 3 pages use this file: