Difference between revisions of "File:UFOLoader.zip"

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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. Note: After 1.22 the INI file has been rearranged.
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This is the loader originally created by Seb75 that enhances the game, X-COM:Enemy Unknown(1994). See the [[UFOextender|UFO Extender information page]] for details on each setting in the loader's INI.  
  
 
'''Version 1.30''':
 
'''Version 1.30''':

Revision as of 11:17, 14 July 2013

Official UFO Extender Page

This is the loader originally created by Seb75 that enhances the game, X-COM:Enemy Unknown(1994). See the UFO Extender information page for details on each setting in the loader's INI.

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

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Date/TimeDimensionsUserComment
current09:17, 19 February 2016 (149 bytes)Morgan525 (talk | contribs)a null file
23:47, 13 June 2015 (89 KB)Morgan525 (talk | contribs)Fix for the dual memory address error
09:42, 3 January 2015 (237 KB)Morgan525 (talk | contribs)Version 1.33 full
10:10, 29 November 2014 (227 KB)Morgan525 (talk | contribs)1.32.8a full version
10:09, 29 November 2014 (91 KB)Morgan525 (talk | contribs)1.32.8a patch
13:05, 30 July 2014 (78 KB)Morgan525 (talk | contribs)1.32.7 patch
13:04, 30 July 2014 (225 KB)Morgan525 (talk | contribs)version 1.32.4 full
06:23, 1 March 2014 (76 KB)Morgan525 (talk | contribs)patch 1.31.9
10:09, 6 December 2013 (220 KB)Morgan525 (talk | contribs)Version 1.31.5 with hotfix
10:08, 6 December 2013 (229 KB)Morgan525 (talk | contribs)Reverted to version as of 10:52, 7 May 2013
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