File talk:UFOLoader.zip

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Patch 1.31.9:

requires full version
  • Can ALT-TAB from full-screen mode or minimize a windowed game.
  • Harvest and infiltration missions can now occur in Russia [new games only].
  • Hull points on "base-buster" lowered and determined by the game's difficulty level.
  • Fusion ball defenses each use 6 blaster bombs on superhuman difficulty or 4 on genius.
  • Fixed issues related to the retaliation battleships or the base-busters attempting to attack a base that was manually removed by the player after the base was detected.
  • The "Alternate Laser Tech" mod will correctly unlock the Laser Pistol when research completes on the Laser Rifle. All laser tech times have been balanced: a shorter time is needed to research the heavy laser but longer to research laser pistol.
  • "Wreck Analysis" mod will only provide information on UFO missions. Information provided based on a chance for each intact navigation module recovered.
  • Hyperwave information is blocked only for the "base-buster".

Version 1.31.5

  • Crash when a unit takes damage from fire when the "Zombies Will Hatch" mod enabled fixed.
  • Crash when setting a manufacturing job with the "Alternate Research Tree" mod enabled fixed.
  • The chance for a weapon to remain after the alien is killed has been reduced with the "EU2012 Item Rules" mod.
  • Fixes a crash on Base Defense missions and problem with unit spawning when the aliens attack any base other than the initial one.
  • Fixes incorrect production requirements for the laser cannon, tank/laser, and motion scanner as part of the alternate research tree mod.
  • Lowered the delay for the slower time rates on the Geoscape Clock mod. People reported too much mouse lag with the initial settings. These changes do make the clock run faster at those settings.
  • In the Alterernate Research Tree mod: added a synergy effect from several technologies in relation to Sectoids that will allow the soldiers' Psi Strength to be known without the need for a Psi Lab.
  • Set the proper sound for the Mind Probe when it is used.
  • Fixed an issue with the Alien Base Exploit fix: The penalty to your score for an alien base now increases the longer the base is operational.
  • The aspect ratio now works correctly and made easier to set: Just use common ratio terminology (16:10, 16:9, 4:3, etc.)
  • Problems with information mismatches between the Roswell mod and the Craft Ready mod have been resolved.
  • Hotfix to correct a problem in fullscreen mode where the scale mouse mod prevented access to some areas while mouse clipping is enabled.

Version 1.31:

  • Fixed the crash when researching a medic
  • Players will be taken to the base editor screen before the equip phase to manage what items are available for the soldiers in base defence missions.
  • Appropriate walls now block fire and smoke for both propagation and explosion effects. This also fixes the problem with a blaster bomb's explosion extending past the north and west walls of a UFO as well.
  • Terror mission scoring focuses on civilians: Each civilian is worth [1008 / (num of civilians spawned)].
  • The penalty for alien bases increases the longer the base is active.
  • Fixed the problem of throwing items indoors and under overhangs with high strength characters.
  • Changes to UFO attacking bases and Base Defense missions:
    • The type of ship making a base attack depends on game time.
    • UFOs counterattack base defenses.
    • Fusion Defense requires Blaster Bombs to be available in base stores. Missile Defense will spend money. Laser and Plasma Defenses unchanged.
    • Ability to bypass base defenses by right-clicking on the mouse.
  • Aliens use grenades more. Some alien’s behavior in Terror missions adjusted slightly.
  • "Heavy Laser" mod special attacks impart a different "recharge time" before either of them can be used again.
  • New addition to "Know Thy Enemy":
    • =1 affects how damage is applied to an alien’s health.
    • =2 Damage range for weapons is altered: until an alien engineer can provide data on UFO weaknesses, the damage range is (0-100%). After an alien engineer provides X-com with data, the damage range for that UFO goes to 25~125%
  • Human Limits: Scientiests and engineers only work in twelve hours shifts. The assignment screen will assign two people per mouse click but only one space will be needed between them.
  • Alternate Research Tree:
=1
  • Laser cannon requires research into E-115 and UFO power to produce and E-115 is a production material.
  • Plasma weapons and Blaster Bombs require "help" from various alien engineers to obtain the knowledge to produce.
  • Hyperwave may require multiple species navigators to be interrogated in order to be finally unlocked. (depending on game difficulty)
  • Only a Etheral can give the required technology to unlock Psionics.
  • Sectoids provide other options.
=2 Alternate progression for laser weapons
  • The first breakthrough allows the production of Heavy Lasers but damage is minimal.
  • Each new level researched allows a new item to be made and increases the damage for the prevous stage(s) items.

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.

Version 1.29:

  • Slow Geoscape Clock: Slows the clock and game to be closer to the selected rate per 1 second of real time.
  • Battlescape Speed: Alters the base game speed, scroll rate, and animations. [=1:very slow...=5:very fast]. Fine tune with speed settings in options menu.
  • Fix for random crash in the battlescape after an alien throws an object.
  • Clip Cursor should work with dual monitor systems in full screen mode.

Version 1.28.x:

  • Updated ClipCursor function: It should now work with with new versions of Windows and handle various window dimensions and locations on the screen. Dual monitor configurations has not been tested.
  • Changed default video settings to windowed D3D since many new users are playing on new systems which seem to need D3D. Veteran users of Extender are familiar with altering the INI to their needs.

Version 1.27:

  • Fixed issues with D3D windowed.
  • Fixed issue with save equipment and second stage of Cydonia mission.

Version 1.26:

  • Reverted the Aggressive stance distance back to 8km.

Version 1.25:

  • Reorganized INI file. Mods are now listed first with features organized by impact on gameplay.
The mods with many details are listed last.
  • Many bug features or enhancements that do not affect overall gameplay are enabled by default.
Video fix is enabled. Max FPS is initially set to help with speed issues on most computers. This can be changed.
  • Enhanced Tactical AI (Thanks to Kyrub)
Aliens are less indecisive and more aggessive. User can choose ranges for aliens to decide on aimed, snap, or auto-fire.
  • New Interdiction Routines
    • UFO Responds to Interception: Aliens will close to weapons range when attacked. GAME difficulty affects how UFO resonds.
    • Difficulty Level of Interception: Setting independent of game's difficulty. Aliens craft become harder to hit and their accuracy increases slightly as well. [1=Beginner...5=Superhuman] UFO damage _potentional_ fixed{1}. Setting this to 1 makes interception accuracy as original code but UFO's damage potential will change.
    • Manual Interception Fire Mode: craft do not fall back when a weapon runs out of ammo nor when damage is taken.
    • True Cautious Mode: craft only fires one weapon until ammo exhausted before switching to the other and the stance impart a penalty to UFO accuracy. Aggressive stance distance set to shortest weapons range.

Version 1.24:

  • Craft & UFO UFOpaedia fixes: In-game UFOpaedia stats for UFOs are now listed in kilometers and text formatted better. X-COM weapons now list the correct accuracy and the reload time is pulled from the correct dataset. Flavor text added.
  • Tactical Sounds Fixes: Certain sounds in the battlescape where incorrect. Zombie movement, stun rod use, etc.
  • Enhanced Chryssalid EFX: victims groan when turned into a zombie. Newly emerged chryssalids howl.
  • Start With All Missiles: Cannons and ammo on the Interceptors are sold and Avalanche launchers and missiles are purchased prior to game start. Interceptors loadouts are configured to use Avalanches instead. As if the player did so without the wasted time.