New version for X-Division - 0.99.42 .
Notes:
X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.
You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
The .41 to .42 version is savegame compatible
As a basic rule never patch during Ground Combat
Installation:
The Base for this patch has to be version 0.99.4 or higher. This update is not available for versions lower than 0.99.4
Download the X-Division 0.99.42 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09941/ ( MD5: 68c413101f06689fea41006df005c081 )
Follow the instruction of the installer
After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy .
DAY 443 Version 0.99.42 "Terror from the Sky"
Revised and readjusted the ufocontents for Terror Battleship, Dreadnaught and Mothership UFOs. Their Terror Crashsite, Terror Site and Base Assault was missing the level 1 GC element of making your way to the UFO. Now all 3 type of assaults, Crashsite, Terror Site and Base attacks, now have a unique design:
1. Terror Crashsites have the highest number of aliens on them and should prove to be the most difficult ones, but still see passive AI on the map.
2. Terror Sites get defensive AI removed and slightly less alien. The defensive numbers are put into the aggressive ones. Still passive AI behaviour present.
3. Base Assault removes passive and defensive AI behaviour and puts all numbers into aggressive behaviour. They have the same number of aliens as Terror Sites, but no vehicles.
alien and human interceptors were made far more agile and are harder to hit now and need to get closer to, to effectively combat them
Increased multi-torpedo launchers torpedos turn rate from to 2 to 20 degree per second, they should now lock on much better
Decreased the time Phase 2 and 3 lasts by 25% each
@trueman11 found some aim options errors in the weapons_gc. Fixed
Increase range for short range aircombat weapons by around +50%
Cyclone can now evade
Revised the manufacture requirements for aircraft and aircraftweapons
Increased Caesan and Sebillity main armour by around +15 to +20 and side armour from +7 to +13
Decreased Lock on time for the FOCUSLENSE, FOCUSBLAST and SHORTCURCUIT aircraft cannons to 1 second, while increasing the firing arc from 30 to up to 210 degree
Greatly increased numbers for all alien bases, including small and medium ones
Replaced Easy Airgame with No Airgame, updated description
23 new droppod submaps for the valkyrie
Increased empress damage from 75 to 120
Reduced sight range for aliens from 60 to 40
Reduced aircraft MAGSTORM ammo capacity from 960 to 768 total damage
Increased aircraft BATTLECRUISERSPEARCANNON total damage output from 800 to 990
Decreased aircraft RAILCANNON damage from 115 to 90, total damage from 1725 to 1350
Revised the aquired alien aircraft beams to have more total damage than their human autocannon counterpart in their respective phase
Upped the weapon loadout for the mothership. You may find it more interesting now