Difference between revisions of "File:TFTDextender.zip"

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(uploaded a new version of "File:TFTDextender.zip": patch file #2 for 1.061)
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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.  
 
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.  
  
'''Patch file #2'''
+
'''Version 1.07'''
 +
*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 crash that occured when panicked units dropped their items due to the 'Fix Clip Weight' code.
  
* Problem with 'Slow Geoscape Clock' mod causing alien missions to not be generated or updated correctly.
+
'''New fixes and changes to existing mods:'''
 +
*Clip Cursor now works in full screen mode.
 +
*The window dimensions a player specifies in the INI for the game are now the actual playable area.
 +
*Fixed problem with Personal Armor being assigned damage modifiers of a Power Suit.
 +
*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 Tentacult after MCing a zombie.
 +
*Fixed exploit that allowed tanks to get free ammo for base defense missions.
 +
*Tank/Harpoon Bolts and Tank/Gauss Cannon ammo use no space in base stores (similar to craft gas cannon ammo.)
 +
*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.
 +
*'Hot Grenades' mod now causes grenades to explode after they are thrown. Only the High Explosive has a timer and delay.
 +
*Alien tactical AI paramaters changed so aliens are more likely to use grenades on groups.
 +
*Alternate Colony Races changed to Alternate Site Races: Chance to get more varied set of races on the first stage of a colony mission and the race on the second stage matches the race of the supply ships.  Now, there is a chance to get different races on the stages of artifact sites as well.
 +
*'Know Thy Enemy' mod now only affects damage applied against a target's health points. Until XCOM gets proper data concerning a particular alien's psysiology, damage is reduced unless the soldier gets a lucky shot. Doesn't affect damage from fire, explosions, or stun.
  
*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:
+
'''New Additions:'''
  
:Battlescape Delay=22
+
*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.
 
+
*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.
[Note: Don't set the time less than 6ms or your game will lock on the first turn of combat.]
+
*Prep Base Defense: Players are taken to the base management screen before a base defense mission starts to allow transfers or selling stuff to manage what items are available in the eqip soldiers phase. All craft at base will be unloaded and will require manual reloading after the mission. However, the plane can be used to store things unwanted in the battle (you may have problems returning them to the base as it will be filled with all the new alien stuff.)
 
+
*Deep Colonies: Alien bases are always very deep.
'''Patch file #1'''
+
*Berzek Unit Crash Fix: Alien terrorist units with range attacks are prevented from going bezerk.
 
+
*Alien Melee Attack Fix: Aliens can now use the melee weapons they carry.
* Incompatibility between "Slow the Clock" and "Show Money" mods fixed.
+
*Fire Fix: Fixed a rare issue where an unit immune to fix could be killed if their health was extremely low and they were standing in fire.
* Geoscape shortcuts to change time now work with "Slow the Clock".
+
*Tentacult Fix: Tentacults have their strength lowered and won’t attack units that they cannot zombify.
 
+
*Lobsterman Strength Fix: Lobstermen have a higher strength instead of a very low score.
'''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 [http://www.strategycore.co.uk/files/tftd-extender/| StrategyCore Files Section]
 
Currently available at [http://www.strategycore.co.uk/files/tftd-extender/| StrategyCore Files Section]
  
 
The discussion section has the history of all previous releases.
 
The discussion section has the history of all previous releases.

Revision as of 12:39, 25 March 2013

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 1.07

  • 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 crash that occured when panicked units dropped their items due to the 'Fix Clip Weight' code.

New fixes and changes to existing mods:

  • Clip Cursor now works in full screen mode.
  • The window dimensions a player specifies in the INI for the game are now the actual playable area.
  • Fixed problem with Personal Armor being assigned damage modifiers of a Power Suit.
  • 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 Tentacult after MCing a zombie.
  • Fixed exploit that allowed tanks to get free ammo for base defense missions.
  • Tank/Harpoon Bolts and Tank/Gauss Cannon ammo use no space in base stores (similar to craft gas cannon ammo.)
  • 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.
  • 'Hot Grenades' mod now causes grenades to explode after they are thrown. Only the High Explosive has a timer and delay.
  • Alien tactical AI paramaters changed so aliens are more likely to use grenades on groups.
  • Alternate Colony Races changed to Alternate Site Races: Chance to get more varied set of races on the first stage of a colony mission and the race on the second stage matches the race of the supply ships. Now, there is a chance to get different races on the stages of artifact sites as well.
  • 'Know Thy Enemy' mod now only affects damage applied against a target's health points. Until XCOM gets proper data concerning a particular alien's psysiology, damage is reduced unless the soldier gets a lucky shot. Doesn't affect damage from fire, explosions, or stun.

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.
  • 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.
  • Prep Base Defense: Players are taken to the base management screen before a base defense mission starts to allow transfers or selling stuff to manage what items are available in the eqip soldiers phase. All craft at base will be unloaded and will require manual reloading after the mission. However, the plane can be used to store things unwanted in the battle (you may have problems returning them to the base as it will be filled with all the new alien stuff.)
  • Deep Colonies: Alien bases are always very deep.
  • Berzek Unit Crash Fix: Alien terrorist units with range attacks are prevented from going bezerk.
  • Alien Melee Attack Fix: Aliens can now use the melee weapons they carry.
  • Fire Fix: Fixed a rare issue where an unit immune to fix could be killed if their health was extremely low and they were standing in fire.
  • Tentacult Fix: Tentacults have their strength lowered and won’t attack units that they cannot zombify.
  • Lobsterman Strength Fix: Lobstermen have a higher strength instead of a very low score.

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 (newer 10 | ) (10 | 20 | 50 | 100 | 250 | 500)
Date/TimeDimensionsUserComment
current11:19, 3 January 2015 (62 KB)Morgan525 (talk | contribs)patch 1.07.2
15:03, 29 November 2014 (263 KB)Morgan525 (talk | contribs)1.07.1 full versuib
17:42, 9 March 2013 (91 KB)Morgan525 (talk | contribs)patch file #2 for 1.061
06:29, 20 December 2012 (91 KB)Morgan525 (talk | contribs)patch file #1 for 1.061
06:28, 20 December 2012 (194 KB)Morgan525 (talk | contribs)version 1.061
08:51, 15 December 2012 (193 KB)Morgan525 (talk | contribs)Version 1.06
10:57, 7 November 2012 (89 KB)Morgan525 (talk | contribs)Patch #4 for version 1.05 (includes all fixes from previous patches)
08:42, 1 November 2012 (89 KB)Morgan525 (talk | contribs)patch file 105p3.2 [replace 105p3.1]
11:19, 28 October 2012 (89 KB)Morgan525 (talk | contribs)patch 3.1 for version 1.05 [use instead of patch 3]
13:49, 27 October 2012 (89 KB)Morgan525 (talk | contribs)patch #3 for version 1.05
(newest | oldest) View (newer 10 | ) (10 | 20 | 50 | 100 | 250 | 500)

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