Change Log (Piratez)

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Revision as of 20:10, 16 March 2016 by IvanDogovich (talk | contribs) (Updated for .98A)
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This page may be outdated. It is up-to-date for version 0.98A. The latest version is v.N1.



X-PirateZ 0.98A

  • Hideout overhaul - 5 levels now. Weaker walls.
  • New Contact: Ye Old Magic Shoppe
  • New Armor: Novice Robe
  • New weapons: Poison Gas Grenade, 3 Magic Wands, Vibro Sword
  • Doom creature updates
  • Hand recruitment cost increased to 20k (monthly salary stays at 5k)
  • Nerfhammer: Hunting Bow +30% armor effectivness; Fuso Knives +30% armor eff, more TU to use, stack size 6->5; Ninja Stars +15% armor eff., take more TUs to use; Longbow cost 40->45 TUs
  • Some heavy melee weapons now cause some armor damage (including Hammer, Power Mace, Claws)
  • Piercing, Plasma, Acid munitions and all Concussive explosions cause thrice as much secondary Stun damage;
  • All Acid weapons now cause extra armor damage (10% unless already higher); raw damage lowered accordingly;
  • All Acid weapons now cause extra morale damage
  • All Piercing & Plasma munitions of 60+ base power now cause extra armor damage (5%)
  • Shotgun Slugs +dmg, Golden Shells +dmg -pellets
  • Demonic weapons require Energy to use
  • Added custom icons for Aux units
  • Transfer durations updated for rare merchandise
  • Research updates
  • Text updates

X-PirateZ 0.98

  • Updated to new executable (OXCE 2.9+ by Yankes and Meridian)
  • Fix: Govt/Reticulan Files research crash
  • New UI Feature: Armor preview icons
  • New Terrain: War City
  • New Armor: Swiftsuit
  • New Weapon: UAC Carbine
  • New Ammo: Superconductive Cannonball
  • New Items: Fire Extinguisher, Pillow Book
  • Added "Avatar Display" mod by Meridian (displays portraits in Battlescape)
  • Update: Major gfx update. New pirate paperdolls (based on Bloax's design)
  • Update: Smugglers' flight patterns: harder to catch
  • Update: Craft weapons screen fixed, displays all weapons correctly
  • Update: Pachyderm and Mining Ship have a Heavy weapon instead of a Light one
  • Update: Refreactor increases Stamina, Melee Dodge now
  • Update: All Melee weapons which take 12 or less TUs to use train Reactions (while still training Melee as well)
  • Update: Melee Attacks: Hammer -2 TUs; Stun Baton -1 TU, damage is now 20+Reactions*0.2.
  • Update: Bows: slight accuracy debuff
  • Update: Boarding gun & co.: Aimed Shot acc. -10%
  • Update: WP incendiaries can cause Overkill now
  • Alliance Advisor more resilient to Smoke (like all Hybrids)
  • Jetbike acc bonus back to +10% (due to fixes)
  • Added Battlesprites for Bikini & Swimsuit
  • Noose is buffed
  • Vodka is consummable & manufactureable now, doesn't use interface
  • ship wall fixes by Hellrazor
  • lang fixes
  • other minor fixes

X-PirateZ 0.97D

  • Updated to new engine version by Meridian
  • Fix: Conqueror manufacture crash
  • Fix: Raider Gunship crash-landing-crash (thx to Meridian)
  • Fix: Saviour Armor
  • Fix: Hydra Laser (now fires 4-round bursts like it was supposed to)
  • Fix: Skin/Hair colors for the last 8 avatars
  • New Facilities: Summoning Circle, Luxury Spa, Luxury Barracks
  • New Aux: Flash Banger
  • New Weapon: Plasma Subrifle
  • New Misc: Super Maids
  • Update: Reworked City, Winter City and City Landing maps, added Expanded Urban mapblocks by Hellrazor & Luke83
  • Update: Reworked Island, Port maps (added animated water by Hellrazor)
  • Update: Indestructible Industrial terrain is now destructible
  • Update: Lesser factions have a less dangerous loadout when assaulting Pirate Hideouts and flying assault-capable warships.
  • Update: Ghouls have more Health but aren't immune to Fatal Wounds anymore.
  • Update: (almost) every prisoner can be robbed of their possessions and ransomed for 1/2 price now, but less enemies can be enslaved
  • Update: Hideouts ligting more intimate
  • Update: Facilities: Access Lift has a ladder to the top level now; Prison capacity and cost both reduced by 1/4th; Fusion Reactor cost hiked
  • Update: Refund costs added to facilities (dismantling gets you 50% * 70% money back)
  • Update: superslaves inventory, stats
  • Update: hired Mercenaries no longer have that OP stun attack
  • Update: Avatar M1 Head gfx
  • Update: Synmuscle Suit gfx replaced by a new one (design by Bloax)
  • Update: Armors which are supposed to have smaller inventories now do. Artificially added weight removed from Gym Suit etc.
  • Update: Immunity to bleeding removed from Bio-Suit
  • Update: Overkill feature enabled for: all acid weapons, all HE 60+ dmg, Plasma 70+ dmg, Gauss, heaviest lasers; you might end up completely vaporizing an enemy!
  • Update: Weapons train proper skills now
  • Update: Some weapons (bows, rocket launchers, hmgs) cannot be fired if the other hand is occupied now
  • Update: Sniper rifles are now very hard to use for poor marksmen
  • Update: missiles partially ignore armor: DP: -20%; AT: -35%; Mines and Tank Shells also ignore 20% of armor
  • Update: Some healing items are now supposed to be expended on use (Bandages, Beer, Crack, Smokes); experimental, will be fully implemented later
  • Plasma Pistol easier to research
  • Disc'o'Death harder to manufacture
  • Baby Nuke +20 dmg; Battlecannon -10 dmg
  • Hellblade can now shoot blastwaves, rebelanced
  • Harbinger can be dissassembled now
  • "Naughty" mod added. Use at your own risk ;)
  • RMP & terrain fixes (thx to Hellrazor, Hobbes)
  • Research fixes
  • More lore
  • lang fixes

X-PirateZ 0.97C

  • Fix: Apple crash (just in the mod, not irl)
  • Fix: End month crashes
  • Fix: Silacoid research crash
  • Exec update: Custom OXCE fork by Meridian
  • 16 New faces
  • Stat updates: Throwing Skill cap reduced from 100 to 90, starting minimum raised from 20 to 30. Melee starting range changed from 50-90 to 30-100.
  • New Global: Ability to stop the Pogroms
  • New Shipping: Raider Fighter, Rebel Fighter
  • New Facilities: Corridor, Fire Pit, Gas Chamber
  • New Craft: Battle Tank, M-Wing
  • New Armors: Saviour, Sniper, Brainer, Defender (damaged)
  • New Weapons: Blackops Shotgun, Blackmarch Pistol, Ninja Stars
  • New Items: Buddha-X Smokes, First Aid Kit (the old one renamed to Small Stimpack), Light Cannon (replaces Heavy Cannon)
  • RMP updates for Pirate ships. Expect to be boarded now.
  • Additional inventory & pedia gfx (thx to Bloax & Ivan Dogovich & Yrizoud)
  • Updated enemy aggression, voodoo power
  • HWD maint cost raised, radar prices changed
  • Jetbike cost raised, acc bonus reduced to +5%, dodge to 75%
  • Kraken and Hydra now have the proper amount of Shields
  • Craft laser cannons' range +5/10 km
  • Slight armor stat tweaking (mostly plasma & fire res, manufacture); Bio Suit gets major stat debuffs due how indestructible it is
  • Defender & Guardian armor now leave Defender (damaged) armor after the wearer is killed; it can be repaired back to Defender status
  • Fuso knives & similar weapons accuracy formula changed
  • Advanced Launcher aimed shot +10 acc
  • Alcohol & drugs updates (added custom sounds, only healing items bring up the UI)
  • Crack is buyable & useable now
  • Research/Manufacture updates/fixes
  • More vessel map fixes
  • Language fixes
  • Cleaned up useless items on crew equip
  • gfx optimization
  • Sound updates
  • Map udpates (thx to Hobbes, Hellrazor, Solarius)
  • Kneel button support added

X-PirateZ 0.97B

  • Fix: Shotgun Rubber Shells crash
  • Fix (again): Crashed plane map
  • Fix: see-through walls
  • Fix: Merc and Star Gods deployments on Crackdown ships
  • Updates: Incendiary Weapons! More fire than ever!
  • Update: Amount of Nuclear Fuel looted is halved now, re-sale value increased; more Plastasteel looted
  • New Feature: Dynamic Global Activity - change what is happening on the planet through your policies!
  • New Enemies: Guild Security (sic), Silacoid (sic), Raider Firebat, Human Commando, Guard Dog, Mercenary Shock Trooper
  • New (Potential) Enemies: Mutant Rebels (same sprites as mutant civilians), Govt Siren
  • New Shipping: Raider Gunship, Rebel Freighter, Hotrod, Govt Fusion Cruiser
  • New Craft Weapon: Meteor Missiles
  • New Weapons: Ol' Carbine, Firebomb, Nova Fusion Rifle, Omega Rifle, Plasma Scorcher, Stun Baton
  • Cyclops' Gaze more accurate (as befits a gaze weapon)
  • Interrogation costs lowered
  • Long-range radar has its range reduced, but has 100% detect chance and can be used to shoot at landing craft
  • Surgery Room & Mint are more expensive
  • Nightmare +50 HP, Sabre +10 Shields, Dragon -250 Speed
  • Plate Mail -5 Throwing
  • Short Sword +5% Acc
  • Chainsaws & co.: faster attacks
  • Miniguns damage armor now
  • Nuclear Lasers no longer require Elerium to manufacture
  • TK Projector overhauled, should be more useful
  • gfx updates
  • sound updates
  • research fixes & updates
  • lore updates, renaming of 'booty'

X-PirateZ 0.97A

  • Fix: negative score from ignored Distress-type Pogroms
  • Fix: corpses/live capture bugs
  • Fix: difficult landing sites are back
  • Fix: Crashed Planes no longer made of explodium
  • New Craft: Shark Jetbike
  • Update: Raider ship map, alternate maps added
  • Update: Enemy Bravery normalized (many enemies -10)
  • Update: Deep Ones tweaks
  • Update: SAM Site & Flak Cannon now house 10 crew each
  • Update: Crafts and Craft Equipment
  • Update: All Melee weapons which were using Melee/4 + 75 as the skill now use Melee/3 + 65
  • Update: Replaced Juggernaut Sprite with Arthanor's Alternate Juggernaut Sprite
  • Updated Rope, Bayonets, Bag Pipes
  • Updated basic SMG and Mini-Cougar to fire 4 bursts/round
  • Updated incendiary ammo for GL and Blizzard
  • Military Shotgun +3 Wt
  • research fixes
  • craft fixes
  • sound fixes & updates


X-PirateZ 0.97

  • Updated to OXCE 2.5B / September OXC Nightly
  • Fix: Star God Novice crash
  • Fix: Tank/Battlecannon crash
  • Fix: Lab r-click problem
  • Fix: Enemy Hideout generation crash
  • Fix: Raider ship tileset
  • Fix: SMG/Inc crash
  • Fix: Thrusters and Targeters now work as intended
  • Fix: Bayonets now use stats
  • Fix: Radius of Battle Flag-type items
  • Fixed: Landings (or re-broken, as you will), Commercial map spawns & map bugs
  • Update: Starting Base. Ventura gets second Spike Launcher, Vaults replaced by Armored Vaults.
  • Update: Maps. Added variant maps to Runabout and Cutter
  • Update: Missions. More shipping, especially early on, a bit less retals later on.
  • Update: Black Market. More trashy weapons now buyable, some lore and research added
  • Update: Armors (Pirate Clothing +1 Wt, Night Ops gets heavier Reactions penalty but boosts Firing by +5)
  • Update: Melee Balancing (mostly for Bladed weapons: dmg+, but worse against armor), SMG re-balancing, Drawn/thrown weapons balancing
  • Update: Sounds (walking sounds, some interception sounds, Celatid death sound - taken from Daedalus HQ sound pack)
  • Update: Fire immunity removed from all units, replaced with high resistance
  • New Feature: Gun Butt attacks (Musket, DB Shotgun, Heavy Shotgun, Combat Shotgun, Tommyguns, Assault Rifle, Battle Rifle, Smartrifle, XG-Assault, Hunting/Scoper/Reaper Rifles, Hunting Laser, Autoguns, Machinegun, Spitfire, LACC)
  • New Terrains: Neo-Jungle, Forest of Steel, Pink Sands, Evil Jungle
  • New Enemies: Ratman Mob Lieutnant, Church Matron, Church Maiden, Church Priest
  • New Facility: Armored Vaults
  • New Craft: Swordfish
  • New Weapons: Spiked Mace, Hunting Bow, Linux SMG, Javelins, Scoped Carbine
  • New Ammo: Explosive Cannonball
  • New Lore
  • Starting base updated
  • Fixes for Escort, Sentry maps
  • Kraken has 8 crew spaces now, and +250 Speed
  • Skyranger is cheaper & back to original deployment size
  • Charger Laser has triple the range and +10% accuracy, but a bit smaller capacity
  • 25mm Cannon has a bigger magazine & double reload speed
  • Cattle Prod easier to use for low-melee gals, but overall acc reduced
  • Hammer & Pickaxe take more TUs to use
  • Power Mace takes more TUs, but has an alternate Stun option
  • Fuso Knives have a Snap Shot now (worse than Aimed)
  • Slight gun rebalancing, Combat Shotgun buff
  • Incendiary Rocket & FAE grenade buffs
  • Acid Flask, Tear Gas buffed
  • Seduction now causes armor damage instead of stun
  • Battle Flag now gives TU boost on top of its Morale effect
  • Craft manufacture time upped
  • Research fixes
  • Interceptor gfx fix
  • Inventory costs fix
  • Text fixes
  • gfx updates

X-PirateZ 0.96

  • Fix: Spectre-related crashes
  • Fix: Bomb Launcher research/manufacture
  • Fix: UAC Plasmagun & BFG batteries repair
  • Fix: Bonus Psi defence from armor suits doesn't remove your normal Psi def anymore
  • Fix: lowercased 'mods' directory for linux users, deleted useless old exec to save space
  • Update/Fix: terrains and maps (courtesy of Hobbes)
  • Update: reskinned enemy ships
  • Update: more loot from Engineers
  • Update: Ratmen got haircuts,
  • Update: Ghouls & Explorers no longer fire-immune
  • Update: Military Supply & Smuggling missions more profitable
  • Update: Pogroms (Merc and Star Gods appearances)
  • Update: rebalanced Defensive Facilities
  • Update: mechanical units have buffed Psi Def now
  • Update: tanks take much longer to build
  • Update: inventory grid slightly brighter
  • Update: Armors: Runt & Pirate Outfits no longer buyable. Runt is in unlimited supply, Pirate has to be manufactured. Loader +10 carrying cap. Night Ops rebalanced.
  • Update: Weapon stats: Kruger, HF Rifle/MAG, Mortar, Recoilles Rifle, all Rocket Launchers, S-heavy weapons, Miniguns, Lascannon, Stingy, Boom Gun, CoV
  • Update: Pedia entries for weapon parts
  • New Feature: Newspapers
  • New Mission: Reticulan Outpost
  • New Pogrom maps (courtesy of Hobbes): Refinery Complex, Island Community, Winter City, The Slum
  • New battle maps (courtesy of Hobbes): Crashed Plane (Desert, Polar, Tundra), Swamp (Grassland, Savanna, Steppe, Taiga), Tundra (Forest, Forest Hills, Swamp)
  • New Enemies: Star God Novice, Waspite
  • New Facilities: SAM Site, Computer Core
  • New Auxilia: Converted Cyclops
  • New Armor: Bio Suit
  • New Weapons: Master Plasma Pistol, Kustom Blunderbuss, Flechette Multicannon
  • New lore & pinups
  • gfx updates
  • texts & listorders updates
  • pedia & research fixes

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".