Difference between revisions of "File:TFTDextender.zip"

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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.  
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This conversion would not be possible without the prior work done by Xusalik and Kyrub.  TFTD Extender is a port of UFO Extender with most of the same fixes and mods, as well as, ones specific to this game.
  
version 1.05 patch 3.2 (requires v1.05)
+
=DOWNLOAD ANY VERSION OR PATCH FROM THE LIST AT THE BOTTOM OF THIS PAGE=
 +
'''Patch 1.07.2'''
  
* fixed problem with inability to assign technicians to build Leviathan with the manufacturing limit rate fix enabled.
+
Fixed in this patch:
* fixed problem with not being able to enable waypoints when firing the PWT launcher on land if using the mod that allow one to do so.
+
*Crash when a battle finishes but not enough ammo is available to rearm a Coelacanth/Gauss
* fixed issue with crash on second stage of artifact sites.
+
*Problem  between 'Show Money' and 'Slow Geoscape Clock' mods.
* added options for localization of text used in the equipment screen. See description in Equipment section on Extender's main information page.
+
*Crash when 'No Freebies for Tanks' is enabled
 +
*Crash when 'Deep Colonies' mod enabled and starting a USO crash mission.
 +
*Crash when 'Improved Detector' mod enabled and one tries to use the advanced features.
  
version 1.05 patch 2 (requires v1.05)
+
'''Version 1.07'''
* Extender now requires MS VC 2008 Redist. installed since it seems to run better under Windows 7.
+
*MP3s now play through bass.dll to hopefully clear up all decoder related issues. Thanks to Niklata for the contribution!
* Fixed problem where production materials where being removed from the wrong base due to Manufacturing Limit Fix.
+
*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!
* Clips loaded into weapons that were dropped on the battlescape will not be incorrectly given to the player when a mission is aborted.
+
*Fixed crash that occured when panicked units dropped their items due to the 'Fix Clip Weight' code.
* The mod for OBDATA.DAT now works correctly.
 
* MCed units rendered unconscious will have the MCed effects reversed. 
 
* Displacer/Sonic turrent damage changed to 130 to keep it the same damage as per the in-game UFOpaedia.
 
  
version 1.05 patch 1.1 (requires v1.05p1)
+
'''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.
  
* Recompiled dll that requires MS VC 2008 Redist. installed. Seems to run better under Windows 7.
+
'''New Additions:'''
 
 
version 1.05 patch 1: (requires v1.05)
 
* Aircraft will now automatically engage an airborne target when it reaches water. Barracuda will automatically follow and intercept a very deep USO once it reaches a shallower depth.  The only time a player will receive the "Mission too deep" message is if they dispatch a Triton to a site in very deep water.
 
* Unconscious units that die after their body is moved and later caught in an explosion, will have their corpse appear where the body was killed rather than where the unit initially when unconscious.
 
* Particle Disturbance Detector animation has been slowed.
 
* Fixed the music that plays on the mission summary screen, depending upon a good/bad outcome. Now it is the same as the DOS version.
 
* Fixed an issue with save equipment that prevented some units from being reequipped.
 
* Fixed an error that prevented access to the Leviathan research topic when playing with alternate tech level 3.
 
* Fixed End Of Battle routine:
 
**Aquanauts MCed when the last alien is killed will not become MIA.
 
**For aborted missions, all units will be checked for MIA status solely based on their position on the map.  Units MCed or unconscious in the Xcraft at the time of aborting, will not be MIA.
 
**On multiple-stage missions:
 
***Aquanauts that are unconscious when the last alien is killed will continue to the next stage.
 
***All aquanauts will have their energy and morale restored to full and stun level reset. 
 
***Each aquanaut will receive a small amount of healing (up to a maximum of 10 points) and the severity of any active fatal wounds will be lowered (to a minimum of 1 for each location).
 
::[''The last two were already in-game but they only occurred on ship missions, I just expanded this sequence to include all multiple-stage missions''.] 
 
 
 
 
 
Version 1.05:
 
* Fixes a problem with Liner and Cargo ship mission not handling the summary report correctly if the player aborts or loses the mission.
 
* Fixes a problem where not all stats were being moved when swapping soldiers' positions in craft.
 
* Fixes a minor problem with the decrease buttons on the manufacture screen when Autosell is enabled.
 
* [[Known_Bugs_(TFTD)#Manufacturing_Rate_Limit_Bug.28TFTD.29 | Manufacturing Rate Limit Bug]] is fixed. Same as in ''Enemy Unknown''.
 
* Improved function on cursor clipping. Two modes available: 1-battlescape only 2-constant.
 
* Improved Gauss Tank: Armor is improved but requires research into Aqua Plastics and plastics are needed for production.
 
* Displacer's sonic cannon damage is corrected and now matches the Sonic Oscillator.
 
  
 +
*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.
  
 
The discussion section has the history of all previous releases.
 
The discussion section has the history of all previous releases.

Latest revision as of 09:57, 15 January 2015

This conversion would not be possible without the prior work done by Xusalik and Kyrub. TFTD Extender is a port of UFO Extender with most of the same fixes and mods, as well as, ones specific to this game.

DOWNLOAD ANY VERSION OR PATCH FROM THE LIST AT THE BOTTOM OF THIS PAGE

Patch 1.07.2

Fixed in this patch:

  • Crash when a battle finishes but not enough ammo is available to rearm a Coelacanth/Gauss
  • Problem between 'Show Money' and 'Slow Geoscape Clock' mods.
  • Crash when 'No Freebies for Tanks' is enabled
  • Crash when 'Deep Colonies' mod enabled and starting a USO crash mission.
  • Crash when 'Improved Detector' mod enabled and one tries to use the advanced features.

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.

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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