Difference between revisions of "File:UFOLoader.zip"

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(uploaded a new version of "File:UFOLoader.zip": version 1.30)
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='''''[[UFOextender|Official UFO Extender Page]]'''''=
 
='''''[[UFOextender|Official UFO Extender Page]]'''''=
  
This is the loader that enhances the game. See the [[UFOextender|UFO Extender information page]] for details on each setting in the loader's INI.
+
This is the loader that enhances the game. See the [[UFOextender|UFO Extender information page]] for details on each setting in the loader's INI. Note: After 1.22 the INI file has been rearranged.
 
 
:'''After 1.22 the INI file has been rearranged.'''
 
  
 
'''Version 1.30''':
 
'''Version 1.30''':
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*'''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.
 
*'''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.
 
*'''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.
 
 
The beta file is available on the UFO Extender topic page at the Strategycore site  [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/].
 

Revision as of 10:54, 7 May 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. Note: 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 ( | older 10) (10 | 20 | 50 | 100 | 250 | 500)
Date/TimeDimensionsUserComment
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
(newest | oldest) View ( | older 10) (10 | 20 | 50 | 100 | 250 | 500)

The following 3 pages use this file: