Change Log (Piratez)

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Revision as of 04:24, 11 November 2015 by DracoGriffin (talk | contribs) (Prepping move)
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This page may be outdated. It is up-to-date for version 0.95C. The latest version is v.N1.



X-Piratez 0.95C

  • Fix: Research tree (those playing older versions... research a single leader and a single commander again...)
  • Fix: Tankfixing: tank secondary weapons back to unlimited ammo
  • Fix: Modified Rank pics now show on the base
  • Fix: Yet Another Doom Fix (might work, might not)
  • Update: Inventory screen recolor
  • Update: VooDoo Skill cap decreased to 40, Witch, Ghost & Seductress outfits buffed accordingly
  • Update: Star Gods inflict less damage, Cyclops inflict more but only 65% to Health
  • Update: Mint requires separate research
  • Update: Added Weight to Pedia weapon descriptions.
  • Update: Metal Armor has slight Reactions penalty (shiny!). Plate mail got bigger Reactions and Throwing penalties but extra Strength.
  • Update: Short Sword more geared for light melee fighters
  • New Techs
  • New Enemy: Reticulan Elder
  • New Ammo: Handcannon Arcane Rounds
  • Filled the missing Pedia entries for Dark Ones.
  • Govt hacking has more topics now
  • Weapon fine-tuning
  • MCD fix: rockets
  • Pedia updates
  • Text fixes, additions

X-Piratez 0.95B

  • Fixed Plasma Pistol crash
  • Fixed Hovertank crash
  • Fixed craft radar ranges
  • (Attempted) Dark Ones fix
  • Update: max starting Melee reduced from 100 to 90, Bravery from 80 to 70, Health min, max and cap all increased by 10
  • Update: Added (experimental) custom Ranks gfx
  • Update: Almost all Tanks now require ammunition that needs to be manufactured. No more freebies! Also, manufacture requires 2 wrecks/tank now
  • Update: Missile weapons require some parts taken from laser/gauss weapons to be manufactured
  • Update: Deployments: Bandit faction Pogroms, Shrine Ship
  • New Enemies: Highwayman, Church Exalt, Armored Car
  • New Enemy Vessels: Battleship, Breaker, Sentry, Corvette
  • New Vessel Weapon: Plasma Bomb Launcher
  • New Weapons: Space Rangers' set (Lawpistol, Jaeger Carbine, Shotgun), Ghost Dagger, Skorpion SMG
  • New Ammo: RCF Carbine Clip/EP, Flintlock Gas-Balls
  • New Equipment: Battle Flag, Battle Pipes
  • Added new Crackdown variants (with Breaker & Corvette)
  • Raider Ship recolor
  • Ethereal's death beam's deadliness nerfed by 1/8th, Cyclops beam improved by 10%
  • Mercenaries and Powered Armor have now some Melee Dodge
  • Other unit tweaks: Ghouls (+voodoo pwr, +armor), Blood Dog (+front armor)
  • Armor Updates: Ghost outfit, Seductress Outfit, Annihilator Armor
  • Ammo Update: SMG/API changed to Incendiary; LACC/I changed to LACC/WP; AC/I changed to AC/Gas
  • Weapon balancing: X-Bow, Commando Rifle, Smartpistol, Cutlass, Longsword, Poisoned Dagger, Tech Blade, Hammer, Plasma Shotgun, Precision Laser, Gauss Sniper, Smartrifle
  • Minor fixes, tweaks and updates

X-Piratez 0.95A

  • Update: Combat Stress mechanics revised; you only lose Morale when above Bravery, you gain Morale when below. The same mechanic affects enemies, civvies & auxilia now as well.
  • Update: VooDoo Rod is no longer a separate item; now appears only in conjunction with Witch Armor; VooDoo tech tree adjusted
  • Update: Seductress' attack now stuns but improves Morale. Adjusted outfit's bonuses.
  • New Armor/Research: Ghost
  • New Weapon/Research: Longbow
  • Star Gods de-armored, they're invisible & bleed-immune instead; their weapon is much less powerful but ignores most armor & destroys morale
  • Fun creatures removed from Cydonia base, now it's pure Star God bonanza
  • Slightly decreased ransoms on some basic enemies
  • Superhero Armor drains Energy
  • Fistycuffs are more lethal
  • Handle damage based on Bravery instead of Melee (potentially better damage), is less lethal and buffs victim's Morale.
  • Stun Grenade more effective vs. unarmored enemies, worse vs. armored ones
  • Research fixes
  • Text fixes

X-Piratez 0.95

  • Fix: Inventory costs bug
  • Fix: Energy recovery bug. Energy recovery not dependant on starting TUs anymore, it depends on Health now. According armor rebalance
  • Fix: Spectre has normal loftemps now, adjusted its resistances instead
  • Update: Piles of junk added to starting base *more starting resources; 25 storage added to Lab to rebalance
  • Update: redesign of the VooDoo tech tree (buildup for further expansion, easier to get the VooDoo School)
  • Update: Retal mission has 6 ships instead of 8, but 5 ship types instead of 3.
  • Update: most engine-less ships now carry small engines
  • Update: Freighters carry more stuff
  • Update: Fighters, Escorts, Gunships & Heavy Gunships 10-25% more hardcore
  • Update: Adjusted damage resistances for a host of enemies, notably Blood Hounds, Guildmaster (immune to fire), Sectopod (more resistant to fire, explosives)
  • Update: Sectopods are more resistant to fire & explosives
  • Update: Tac Suit & Tac Armor integrated into a single variable armor, do not need to be researched/manufactured separately
  • Update: Assault Railgun changed to XG Assault, new gfx and function, base for future XGauss line
  • New Mechanics: Combat Stress. Pirates now steadily lose Morale during a mission.
  • New Enemy: Ghoul
  • New Enemy Vessel: Destroyer
  • New facility/research: Study Room
  • New armor/research: Bikini, Seductress
  • New weapon/research: Hydra Laser, Blizzard Pocket MLRS, Acid Grenade
  • New ammo/research: Mortar got 3 new ammo types, including a poison gas shell
  • New ammo/research: UAC batteries and Reticulan Plasma Gun ammo are manufacturable now
  • VooDoo School construction cost hiked
  • Mint is cheaper to maintain, but you can't print from thin air anymore
  • Gauss Cannon buff, custom sound
  • Tanks harder to research
  • Guerrilla armor has weight of -3 instead of 3 now, to emphasise its 'shootiness' and 'practicality'
  • Shotgun scatter ammo buffed slightly
  • Energy Blast added to Plasma Destroyer, Heavy Plasma Pistol
  • Mortar accuracy buff, shells cheaper, Incendiary shells replaced with WP shells
  • All Rocket Launcher-type weapons are a bit less accurate now
  • Faster throw for Spikeball, Stick Grenade & Acid Flask
  • Grog net profitability slashed by 1/4 th
  • Research & spelling fixes

X-Piratez 0.94

  • Update: 32 Paperdoll Variants instead of 8
  • Update: Inventory Screen, now with a Quick Draw slot
  • Update: Much more varied Pogroms
  • Update: Major armor rebalancing
  • Fix: VooDoo School map
  • Fix: Shrine Ship map
  • Fix: Some Blueprints
  • New Craft Weapon/Research: Bulldog 50mm Cannon
  • New Armors/Research: Superhero, Swimsuit, Plate Mail (2 Variants)
  • New Weapons/Research: Reaper Rifle, Bayoneted Musket, Short Sword, Super Shooty Gun, Long Range Flamer, Rope, Bardiche
  • New Enemies: Humanist Instructor, Humanist Activist, Spectre Demon
  • New Merchandise/Support Research: Wine, Govt Hacking
  • Supply Ship now will self-destruct
  • Mercenaries & Cyclops bit more resistant to Fire
  • Reaper no longer immune to Smoke
  • Mint takes longer to build
  • Spy Zeppelin requires research now, Pigeon has more fuel and a better radar
  • Skyranger and Pigeon are cheaper to maintain
  • Hammermite accuracy reduced
  • Hammermite & Lancer harder to research
  • Prices decreased for some firearms, increased for flamethrowers
  • Rapier is no longer buyable, requires research
  • Hammer slight debuff
  • Rebalanced Throwing-based weapons, slight Fuso Knives buff
  • Sniper guns (and Officer's Pistol) have Firing Accuracy-based damage, but reduced Accuracy
  • Superheavy Rifle slight debuff
  • Flamethrowers have smaller clips, firing them costs more TUs
  • Heavy Flamer much more expensive in manufacturing, clip size increased to 2x2 tiles
  • Toxigun requires research to be used
  • WP grenades & GL/I grenades more expensive
  • Acid Flask Accuracy buff
  • Beer no longer heals, but can be used to recover Stun & Energy 3 times per battle
  • Apples can be eaten for Energy buff
  • Data Disc Decryption moved to a separate workshop category
  • Ore Smelting takes less time
  • Interrogation fixes & updates
  • Pedia fixes & updates
  • Research fixes
  • More names

X-Piratez 0.93

  • Fix: Cooking By The Book/Dynamite research bug
  • Fix: Air Sailor/Govt Pilot research bug
  • Fix: Excavation Mission
  • Update: Throwing skill decreased across the board for all units, weapons and armor adjusted
  • Update: Inventory TU costs. Picking from ground & putting into backpack got major TU cost increases.
  • Update: Many weapons have increased reload cost, mainly shotguns and heavy weapons.
  • Update: Custom explosion sounds for special weapons (eg. flamethrowers)
  • Update: Custom sound on unsuccessful VooDoo attack
  • New Faction: Reticulans (6 units, 4 items, 3 ships, 1 mission)
  • New Weapon/Research: Spiced Mine, Double-Barreled Shotgun, Mini-Cougar SMG, Tear Gas Can, Bayoneted Rifle
  • New Armor/Research: Guardian
  • Slave AI, Ship Engine and HWD research broken up into several progressive steps to make it more transparent and reduce the number of super-expensive research traps
  • New Research: Elerium Explosives, allows to manufacture Elerium Grenades, some research preq swaps
  • Deleted Grog Barrel research as superfluous
  • Shrine Ship recolored
  • Some changes to Green tier armors, Warrior armor is lighter
  • Poisoned Dagger mechanics change
  • Longsword Bigob updated
  • Thrown knives +1 range
  • Death Blossom updated, easier to research
  • Spartan MG nerfed
  • Rail Driver fires faster
  • AGL TU costs decreased, Snap Accuracy improved
  • Shoulder Launcher has fast reloads
  • Proxy Grenade is lighter
  • Starting grenades/explosives are cheaper
  • Super Medikit requires just 1 Surgery Unit to manufacture but is more expensive
  • Added 10 Plastasteel to the starting base
  • Church high ranks are more powerful psionics
  • Cyclops are armed with Cyclops Gaze now (a fixed weapon) & are immune to Bleeding
  • Fixed weapon fixes
  • Pedia & manufacture fixes, additions

X-Piratez 0.92

  • (Attempted) Fix to enable diverse craft to perform attack runs on you Hideouts
  • New Facilities/Research: Power Station, Industrial Printer, Fusion Reactor, Surgery Room
  • New Armors/Research: Guerrila, Dragonfly
  • New Weapons: TK Projector, Spartan MG, Recoilless Rifle, Pickaxe, Gyro-Stabilised Autogun, Heavy Slugthrower
  • New Auxiliary unit: Alliance Advisor
  • New Shipping: Light Gunboat, Military Transport
  • New Enemy Faction: Spartans
  • New Enemy Mission: Military Supply
  • Development & Manufacture more dependent on facilities
  • HWD & Library are cheaper
  • Some armor suits have a decreased encumbrance
  • Stun weapons minor updates & some tweaks to make them a bit more dependable
  • Power Mace redesigned
  • Smartpistol fires a bit faster
  • SMG Clip/Incendiary changed to API, works a bit differently
  • Canister Launcher update, new clip: Incendiary
  • AP Rockets updated (50-150% damage on hit now)
  • Napalm Bomblets for Quad Launcher are more vicious
  • Data Discs now require Spring Cleaning, must be decrypted before researching
  • Soldier names fix for new Nightly compatibility
  • Gunship & Hv. Gunship map unit spawning fixes
  • WP Grenades added to Pogrom missions, Terror & Shrine ships
  • Merged Expanded Farm A & B
  • Placed Apples
  • Humanist Soldier gives Scrap Metal instead of Human Booty
  • Enslaving a Humanist Stormtrooper gives you a better slave, and 2 Armor Parts + 1 Electronics instead of 3 Armor Parts
  • Fixed handob for Mercenary Commando
  • Updates of Range 1-3 weapons (now they use proper skills, whatever little difference does it make)
  • All TU costs of 35% increased to 36% to avoid 2/3 shots inconsistency
  • Some enemy Research fixes (experimental)
  • Pedia updates, new articles & pictures
  • Pulled Zharkov's BatGlad

X-Piratez 0.91

  • Uses custom executable
  • (Extended Feature) Melee attack and throws with two-handed objects suffer Accuracy penalty if the other hand isn't empty
  • (Extended Feature) Reloading cost is increased by the TU cost of transferring an item to hand (so base 15 TU only if the item is in hand)
  • (Extended Feature) Stunned units take enviro damage from blasts, smoke and fire
  • Enemy craft have slower refire rates
  • Enemy craft carry lootable weapons & ammo
  • Major craft rebalance
  • Crafts can carry up to 4 weapons now (most do). Not every weapon fits every slot, though.
  • Craft weapons have been broken into three main types: 0: cannon, 1: heavy gun, 2: missile.
  • Craft weapons have slower refire rates, damage rebalanced
  • Extra info added to Pedia entries on crafts & craft weapons
  • Some craft can dodge attacks
  • Landing lights removed from craft not to interfere with the new system of night operations
  • Spike Rockets and 105mm rockets +5 km range
  • Charger laser -10% Acc
  • New Craft/Research: Baracuda, Predator
  • New Craft Weapons: Seagull Missiles, Gauss Cannon, Plasma Spitter
  • New Craft Equipment/Research: Multi-vectored Thruster, Hyperwave Targeter, Craft Shield Generator.
  • New Weapons/Research: Nuclear Demo Charge, Knockout Grenade, Clockwork Gun, Custom Shooty Gun
  • New Armor/Research: Night-Ops, Amazon Outfit, Gym Suit, Nurse Outfit
  • New Equipment/Research: First Aid Kit
  • New Facilities/Research: Still, Gym, Mint
  • New Research: Slaves
  • Still required to manufacture alcohol at the base
  • Pulled Zharkov's Mutant Cosplay Mod (Research: Porn, Superslave, Green Lighter)
  • Dogs recover more Stun Damage per turn
  • New, smaller clips for Boarding Gun & HMG
  • Tac armors are a bit lighter
  • Health stat buffs Stamina recovery when wearing light clothing
  • Melee & Primitive weapons overhaul, welcome to a more complex system
  • Incendiary weapons cause massive Morale damage (proportional to HP damage caused)
  • Primitive weapons (melee, bows, etc.) now use up Stamina on all attacks
  • Bows & Fuso Knives governed by Throwing skill for accuracy & damage
  • Many weapons like Blowpipe or Molotovs etc. use Throwing skill instead of Firing for accuracy
  • Throwing stuff uses up Stamina
  • Using of VooDoo rod costs Stamina and causes Stun damage. VooDoo Rod has a hard-capped range (13).
  • Demonic weapons cause some fun effects, are governed by VooDoo
  • Sawed-Off has faster reloads
  • LACC is more accurate
  • EP munitions cause increased Stun effects
  • Canister Gun and Acid Flask have less power but eat away armor even without a penetrating hit.
  • Assault Cannon tweak to make it more attractive.
  • WP Grenade no longer a proxy, causes a lot of damage now
  • The IED replaced with a much more affordable good ol' Landmine
  • Proxy Grenade more powerful, requires research
  • Baby Nuke & COV are much more spectacular with extra fire damage
  • Stun Grenade has a larger blast radius.
  • disposable-throwables TU cost increased
  • Molotovs -10% Accuracy
  • Panzerfaust & Satchel Charge bit cheaper
  • Beverages can be used on oneself (healing another has a priority, so just face away).
  • Apples
  • Demonic Essence hit anim/sound fix
  • Stun Grenade anim fix
  • Flamethrowers projectile fix
  • All demonic enemies are immune to Bleeding
  • Added melee dodge to Pirate & enemy armors (usually replacing most or all Melee Res)
  • Night Vision values depend on the type of armor/enemy now (most enemies can't see in the dark as well as UFO's aliens).
  • Floorobs for swords
  • Updated paperdoll gfx for Tac Suit
  • Updated Hobbes' Maps/Terrains to Map Pack v. 3.7
  • Updated SOLBAN Urban Terrain mapblocks
  • Added SOLFOREST maps by Solarius Scorch
  • Attempted fix for those who use Psi Str increase (should not increase above 60 now).
  • Replaced big font with Amiga one
  • Added inventory/pedia pic for Guild Hostess, Guild Air Sailor, Fatman

Note: Versions 0.90 and earlier do not use OpenXcom Extended and referred to as "Piratez".