TacticalDragon Posted June 16, 2014 Share Posted June 16, 2014 (edited) XNT- INTO DARKNESS V5.0 Inspiration Mod Based on "Way of Wolf" E. E. Knight WARNING: This mod is distributed under the license CC BY-NC-SA 4.0, If you want to use assets of this Expansion pack in your mod please ask developers for permission Developers in Alphabetical order: Sentelin Profile Selgald Profile Tactical Dragon Profile Theon Greyjoy Profile Community of players and Modders (See acknowledged below*) "I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion." Alexander the Great WELCOME TO THE WORLD OF XNT: ITD IF YOUR NOT FAMILIAR WITH THIS MOD PLEASE CLICK THIS BOTTOM TO KNOW OUR PROJECT OR FOLLOW THIS LINK REFERENCE LINK What is XNT - Into Darkness? This mod is nothing but hard work and compilation of multiple users, players Xenonauts community. At the same time fulfills the function of providing innovative and demonstrative elements of the scope of the game platform. What makes it different? XNT - Into Darkness is planned for players looking for a faster pace of play and active action GCs, mixing a kind of specific modifications that make the exciting diverse environment. The idea is to provide tools to the player from the beginning to take its own path in the struggle of the alien invasion. How to play First you must understand that there are various forms and parameters that allow you to start the way you want, however there are several alternatives or pattern to start playing: - Air Supremacy, the initial focus resources in powerful and destructive fleet of aircrafts at high economy cost. - Economy Factor, Prepare, designing and making multiple factories of mass production. (Beware based attacks are frequent). - Armor Rush, if you want to ensure your supremacy and survival of soldiers in combat, you need to focus your efforts on developing heavy and solid platforms vehicular warfare (tanks). - Technology Master, Prepares several research divisions ready to diagnose and take advantage of the alien technology, you always will have cutting edge technology in combat. - Imagine your own way, there are thousands of ways to address these elements and mix. Content in XNT - Into Darkness - Challenging and Unique AI programming. - New weapon sounds! - Complex and unique economy system. - Dynamic TUI system (more shots per turn) - Refined Damage and Wound system. - 20x New weapons, 5 for alien invaders and 15 available for research. - Advanced tech tree. - Amazing and fun air combat including: 2x new aircrafts, 11x new weapons and updates to the old ones. - 1x New armor "Coyote Armor". - New projectile animations. - 6x New aliens, Gargol: mindless abomination, The dreadful Vipers: Minor, Alpha, Delta, Spawns and Omega. Remake of zzz1010's The Creepers Mod (riginal No updated Link) - Kabill's Dynamic UFO Spawn incorporated and rebalanced for this version (ORIGINAL LINK) - Kabill's UFO Hull Breach compatible version (Warning: only extract maps and titles). (ORIGINAL LINK!) - Lt_Parsons's True Laser Beam incorporated. (ORIGINAL LINK) - Max_Paine's Lore Plus + artwork and xenopedia descriptions. (ORIGINAL LINK) - Text and UI fixes & upgrades that are not in vanilla version (Text Autoscalling, Soldiers Rank, Name, Research and descriptions can be up to 40 characters! - Lots and lots more features! PLATINUM DRAGON EDITION XNT - INTO DARKNESS V5.0 EXTENDED RULE 1 PLEASE TRY TO START A NEW GAME WITH THE PACK RULE 2 USE A CLEAN INSTALL OF XENONAUTS HOW TO INSTALL (UPDATE 17/06/14!) V5.1 EXTENDED XNT MAIN CORE PACK DOWNLOAD CORE PACK V5.1 (NEW!)OPTIONAL MUSIC PACK! DOWNLOAD MUSIC PACK RECOMMENDED MAP PACK KABILL RANDOM MAP PACK! 1. Copy Xenonauts folder to new location (Optional but recomended) 2. Extract XNT - Into Darkness CORE Pack in ASSETS folder 3. Go to the folder "assest/backgrounds/mainmenu" and delete manually "animations" folder. 4. Extract additional content, XNT - Into Darkness Add-On in ASSETS folder (If you want new music and few arts in game). 5. Enjoy the game! THANKS FOR PLAYING, WE HOPE YOU ENJOY OUR HARD WORK! Special Thanks for Max_Caine and Kabill for his cooperation and hardwork SPECIAL ACKNOWLEDGE - THANKS FO THEON GREYJOY FOR JOIN US TO DEVELOPERS TEAM! - All the contributors of XNT IntoDarkness community players, for feedback and playtesting Radek, Sentelin, Selgald , Selgald , Xiphoideus , jupilerke1967, Guyver, XenonaughtFox and Victor_Tadeu. You'r great guys! - THANKS TO THE ARTIST HENRY PONCIANO FOR DRAWING SUCH A WONDERFUL ILLUSTRATIONS FOR LORE+ - THANKS TO JSLEEZY FOR THE COYOTE ARMOR IMAGE, EXTRACTED FROM THE PACK Jsleezy Real Armor Pack "Are you prepared to deal with alien invasion Commander?" NEW COMPONENTS IN THE GAME AND CHANGELOG: CHANGE LOG Balance Fix PatchV5.00 - New aircraft weapons and aircombat dynamics added - 4x new aliens added - Alien invasion rebalance Tickery 0.02315 - Founding penalty increased in 8% - Bug and fix of the original version was added! - Viper AI has been readjusted. - New projectiles included. Balance Fix PatchV4.33 - Su-27 Flanker name has changed to Su27-T10 - The carry layout of Su27-T10 has been changed to 2x Autocannons and 2x Missiles making this unit a front liner at hand of skillful player. - Su-T10 Manufacture cost has been increased and his upkeep too. - Tickery has increased a bit - Founding penalty has been reduced similar to vanilla but with Dynamic UFO Engine 0.5 (Kabill's Courtesy) - Vipers fight more defensive and prepare ambush trying not to reveal his position to early. - Standard Reaper resistance has been increased and his behavior is to create a melee meat shield for other aliens. - Airsuperriority percentage is reduced to 40% - Cover modifier has reduced to 0.8 - Standard Alien Plasma rifle gain 3 armor mitigation. - Basic armor energy resistance has reduced to 20. This is the new changes of the version V4.3 - New aircraft added to fill the gap between Foxtrot and Corsair (Su-27 Flanker / The official Su-T10 Cheburashka) - Light Vortex projectors weapons has been rebalanced. - The UFO interior doors has portholes and work as a cover. - Living quarters spaces increased to 40, to improve bases diversity. - Kabill's Dynamic UFO system is implemented, this system makes less predictable the UFO encounters and react to the player performance, making amazing the interaction of alien invasion. - The Warhawk II and Peackeeper projectiles has been reassigned. - Sentinel armor are currently balanced to the game. - The UFO encounters has been randomized. - Veteran Gameplay is harder but if the player know how to play result in a great reward. - World Founding has been increased - Alien weapons and components selling value is increased in 10% - New Music Track has been added to day combat, and changes the night combat. - Now I add a small possibility to found a Delta Viper on a Scout. V4.21 Extended A1 - Alien Heavy Plasmas shots 2 pellets per shot - 1x Aircraft added (Apollo MRX2) - Commanders AI has been changed - Elite Aliens equipment has been changed - 2x New weapons Added (Keeper TSR-V1 and Warhawk II) - Random damage changed to 32% - Vortex Tech Tree has been updated - Aliens can open UFO doors even if you block it from outside - New Xenopedia entries - Balance Fix for Tier3- and Tier3+ V4.0 Extended A1 - Compatible version with V1.0 Xenonauts - Introductions of new animations - Exclusive AI for melee units "Brawler - New type of encounters (Alien composition has been heavy modified) - Alien Armor value has been a bit increased. - 2x New alien weapons (The vortex projector) - Balance minor fixes - Armor degradation is set to 5% - Unique type of attack For Delta Viper. V3.7 Extended A1 - Game alien advance has been reduce - 8x Games included in the game - Xenopedia entry for each weapon has included - Time between waves has been increased to 7800 - Alien Armor value has been modified a bit. - Alien Equipment and grenades has been improved - UFO Content has been balanced an reviewed - Tester Update included V3.7 - Zombies has been transformed in a new race - 2x Races was added to the game - Now Advanced ballistics are Manufacturables and you can keep economy from start with it - UFO Hull Breach item size reduced and Power-core explosion reduced to 40% - Internal UFO maps has been removed for balance issues. - Economy has been rebalanced again. - Now is harder reach the next Tier of weapons and armors. - Techtree has been modified. V3.5-6 - 3x Weapons Added - Advanced Ballistic Techtree has been developed - Maintenance of hangars and workshops has been reduced by 20% - Cost of Radar, Hangar and Workshop reduced by 20% - Cost and maintenance of laboratories increased by 10% - Pistol balancing for shot modes and types. - Wound system changed to each 5 damage 70% and 2 persistent damage (Reduce bleeding effect but difficult to cure). - Now you can manufacture from beginning of the game (Each Tier has his money maker and the game has a secret money source of resources) - Stun grenades, stun baton and gas damage is increased by 20%. V3.4 - 3x Weapons Added - 4x Research paths added - Projectile's speed has been increased to 2000 - Alien Weapons has been modified - Building Unkeep has been reduced -15% - New Alien AI, "Boss" for the leader commanders. - Weapon damage (Increased) and Wounds (Less %) has been modified - Manufacture of Jackal armors is reduced. - Complete restructure of Alien Stats. V3.2 - 2x Weapons Added - 2x Research paths added - Balanced weapons testing - Lore+ Remastered V3.1 - Rank cost reduced by 15% - Difficulty values is readjusted, aliens stats and accuracy for "Normal" and "Veteran" reduced in 10% and 8% for each one. - Music is removed due to possible Copyright issues (We'r requesting non-profit free use permission). - Alien trickery is reduced for Normal and Easy difficulties by 5%. - Alien Alloy, Plasma Pistol and Plasma Rifle research time is reduced to 80, 73 and 86 for each one. - Ufocontent has been modified for Alien Attack, the mixture of scripts put some aliens suited for "Hit and run" long ranged attacks, other ones for "assault" and other team like "commander". - The funding value of countries has been increased by 5% due to increase profit of defending earth. GENERAL AND GEOSPACE - New music for Day and different for Night combat. - New Background and Hidden turn images. - Air Superiority of alien invasion is dramatically increased. - Alien Terror Missions chance is reduced due to his HARD difficulty in the mod (Is considered like Boss Fight) - Base Attack Frequency is increased to force the player put defenses in their stations. - Each alien as unique behavior and stats. - Starting money is increased but Month founding is heavily reduced. - Alien invasion progression has been increased. - Refuel, Repair and Reload of aircraft has been increased. - Manufacture cost of Wolf and Predator has been heavily increased (Considered Premium AAA valuable items) - Laser and Jackal armors selling value has set and balanced, you can set profitable economy at hard cost in space and infrastructure. - Research tree has been changed (Tips: For heavy armors you need to develop plating for tanks and then extrapolate it to personal armors) - Starting Soldiers Stats has been increased in range. - Starting soldiers is reduced to 6, but this soldiers represent the best of humanity. - Relation cost of alien attacks has been increased. GROUND COMBAT - TU consumption of alien Scripts in changed (Behavior.xml) - Alien Stats has been modified. - Alien Armor defense is set for each race and ranks. - Unique AI modifications and new scripts added to the game. - Clip Size and Ammo for some weapon has increased. - Armor absorption value is increased. - Heavy Weapon penalty is changed to 70% of the original accuracy. - Speed of bullets has increased by 50%. - Area of Effect and range of explosives has been increased. - Area of Effect and Range for Flares has been increased, making it more useful in night combat. - Random damage range for all weapons is changed to 28% instead 50%. - Kneeling Accuracy boost is increased to 25% instead 20%. - Armor degradation is reduced to 10%. - All items in environment as reduced durability by 20% of their original score. - Explosives makes more damage against structures (7x damage value). - Short range accuracy bonus is increased to 13% - Base range of throwing weapons is increased by 0.5 - Range of Burst reaction fire is increased to 20 tiles. - LOS range for all units has been increased by 20%. - Weapon ranges is increased in 37% (Not for snipers). - Wounds deal 5 points of damage and has 50% change to appear by each 5 input damage. - Damage, Aim parameters and effects has been modified, in this mod shots without cover is HIGHLY possible. - Cover value of objects has been increased by 25% but weapons accuracy is dramatically increased. - Tanks and weapon plataforms has been increased in power and protection. Edited June 18, 2014 by TacticalDragon Quote Link to comment Share on other sites More sharing options...
SaintSC05 Posted June 16, 2014 Share Posted June 16, 2014 Those xenomorph look-a-like aliens are pretty much immune to all basic weaponry. I would understand this is they came later in the invasion, but I believe I encountered them at the third or so crash site. Is this intentional? Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 16, 2014 Share Posted June 16, 2014 (edited) Ehmm..You meant on Gargols or Vipers ?In either case you deal with them in two ways. -First forget what you learn in vanilla,you are just going to get your crew slaughter -Give every soldier at least two grenades,don't waste ammo on aim shoots if you shoot at Vipers from large distance,always reserve TU for reaction shoots,have at least one guy that carries shotgun and make good use of Sniper Rifle because Sniper Rifle,LMG,Grenades and Rocket launcher are your best friends early in the game before you unlock advanced ballistic weapons.Vipers are vulnerable to burst fire and they are afraid of it so they will try to flank your soldiers if they have enough TU for reaction shoots.Assault rifle is only effective at close distance and in burst mode against them.Shotgun is good way to deliver high amount of damage at close distance also it's highly effective both against Vipers and Gargols.Gargols are mindless and they don't care about fire,reaction fire.. (you can use to your advantage that),they are just mindless brutes but have high HP and can become serious problem if you ignore them (they have much more HP unlike vipers which are fragile once you break their resistance ). Now about Two ways: 1)First is obvious make use of explosives,LMG and Sniper. 2)Buy a vehicle early on.Scout is exterminator for them because they can't damage it and it can kill them in two rounds or so. Edit:And yes they are meant to be resistant to early ballistic weapon (vipers are,Gargols are resistant to energy weapons).Also note that this is just beginning and they pretty much weakest of new Aliens in the mod,so If you think they are OP or too hard then you may reconsider playing this mod. Edited June 16, 2014 by Sentelin Quote Link to comment Share on other sites More sharing options...
SaintSC05 Posted June 16, 2014 Share Posted June 16, 2014 Yeah, grenades weren't necessary in vanilla at all. I'll have to update my play style. Anyways great mod. I burned through vanilla multiple ties. Any word when V5 will be available? What does "Uploading Pack" mean? Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 16, 2014 Share Posted June 16, 2014 Well mod is now 450 MB so it need some time to get uploaded that's what "uploading pack" means and TD got his Dropbox account blocked (because of high traffic ) so he had to move to other host.It will be available for hour or two maybe more I don't know exactly. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 17, 2014 Author Share Posted June 17, 2014 (edited) Yeah, grenades weren't necessary in vanilla at all. I'll have to update my play style. Anyways great mod. I burned through vanilla multiple ties. Any word when V5 will be available? What does "Uploading Pack" mean? Hello and thanks for your post! Explosives in this version of the game is exclusive necessary but not overpowered. You need to understand this following tips for explosives use: - Learn to use Kamikaze C4 private - Learn to put a C4 explosive - Explosives can cut significant the amount of resources and money recovered in GC. - This weapons can lead you to risky situations or accidents. I'll have the mod fully uploaded soon Note: Sentelin is completely right you need to learn how to play the mod, first try play 3 or 2 times and restart the game, only for test. Edited June 17, 2014 by TacticalDragon Quote Link to comment Share on other sites More sharing options...
SaintSC05 Posted June 17, 2014 Share Posted June 17, 2014 Kamikaze C4 private? That's freaking genius! Quote Link to comment Share on other sites More sharing options...
dpelectric Posted June 17, 2014 Share Posted June 17, 2014 Kamikaze C4 private? That's freaking genius! Makes me think of the original Serious Sam, with the headless guys that scream and run at you with bombs in both hands Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 17, 2014 Author Share Posted June 17, 2014 Kamikaze C4 private? That's freaking genius! There is a point in the game when you match some Landing Ship (Specially Caesan and Andron), your veteran are too skillfull to be injured taken a heavy defended command center or ... actually they are seriusly injured already. You need to carry some privates... with the most powerfull armors you can, the most resistant shield that you have and throw it with a pair of C4 activated... Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 17, 2014 Author Share Posted June 17, 2014 Makes me think of the original Serious Sam, with the headless guys that scream and run at you with bombs in both hands LOL Yes Maybe you can rename your veteran commander as "Serious Sam". The Text autoscale prepared for this mod let you put name of 40 characters. Quote Link to comment Share on other sites More sharing options...
Theon Greyjoy Posted June 17, 2014 Share Posted June 17, 2014 (edited) Yeah, grenades weren't necessary in vanilla at all You should forget vanilla altogether Here there are no easy solutions, you will have to find your own way.. remember about taking a flexible arsenal to your missions, heavy machine guns, in the right hands, can fire quite more than 1-2 times a turn. Shotguns can be used to incapacitate an alien, even pistols have their unique uses. If you are playing for the first time try and read what the Head Scientist has to say...he might give you some useful stategy tips. As the new aircraft weapons and tactics are not yet covered in the xenopedia.. Tomorrow, I'll teach you nuggets how to fly. For now you can enjoy this sassy Su taking down a Scout: [video=youtube;YAAx7UTvCZs]https://www.youtube.com/watch?v=YAAx7UTvCZs Edited June 17, 2014 by Theon Greyjoy Quote Link to comment Share on other sites More sharing options...
Chefsbrian Posted June 17, 2014 Share Posted June 17, 2014 That flight was beautiful. I have just made another Xenonaut copy folder, to explore this mod. I look forward to appropriately high casualties. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 17, 2014 Author Share Posted June 17, 2014 That flight was beautiful. I have just made another Xenonaut copy folder, to explore this mod. I look forward to appropriately high casualties. And you didnt see the Apollo Light Scout Fighter..... I love to use this aircraft .... you ever imagine. Quote Link to comment Share on other sites More sharing options...
Gray Carlyle Posted June 17, 2014 Share Posted June 17, 2014 I´ve got a first problem with this build. Fresh download from steam copied over to a different location. steam integrity check is ok. Quote Link to comment Share on other sites More sharing options...
Gray Carlyle Posted June 17, 2014 Share Posted June 17, 2014 Thanks for the quick reply, that helped. By the way, when I opened the page this part of the install guide was not there.^^ But now the game crashes. I start a new game. It playes fine sometime, but after a while it crashes. Mostly happening on the soldier equip screen ( two times) and the xenopedia screen (one time). Tested the unmodded steam version sometime and this version of the game seems to run fine. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 17, 2014 Author Share Posted June 17, 2014 Thanks for the quick reply, that helped. By the way, when I opened the page this part of the install guide was not there.^^But now the game crashes. I start a new game. It playes fine sometime, but after a while it crashes. Mostly happening on the soldier equip screen ( two times) and the xenopedia screen (one time). Tested the unmodded steam version sometime and this version of the game seems to run fine. Thank you Gray Carlyle, We manage lot of files, your report help us to know that there is a file that is not validated. Its related to AirCombat, we'r looking for the incoherence. I hope you comprehend that we work with lot of versions and files, sometimes is a mess up. I appreciate your report, keep on touch, your will see that wait have a great reward. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 17, 2014 Author Share Posted June 17, 2014 NEW CONTENT VIDEO TEST VIPER RANK OMEGA NO.38 PART 1 [video=youtube;LVG_CD5J19k] Watch on HD! Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 17, 2014 Author Share Posted June 17, 2014 NEW CONTENT VIDEO TEST VIPER RANK OMEGA NO.39 PART 2 [video=youtube;ojdso3A_uS4] Watch on HD! Quote Link to comment Share on other sites More sharing options...
Gray Carlyle Posted June 17, 2014 Share Posted June 17, 2014 Hey, no problem my friend. I played the 4.2 version and you guys made a great mod. I know that there can be problems, I only want to help. PS: Is there any workaround? Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 17, 2014 Author Share Posted June 17, 2014 (edited) Ok I found a little problem, Gray can you help me testing this? https://mega.co.nz/#!NURXEBrC!8itVRcpvxu1JG-HtLhy03_s7wG8jmmP1hDjTK3UaZv8 https://mega.co.nz/#!9dpCzR7S!cCtxF7nP7s07InnPbrjXmmgsWQ8bngLXR8sdQNiHxg0 I forgot that we add 7 tracks of music fro ground combat on Programming version. I miss remove this ones. EDIT: Did you use the music pack? Edited June 17, 2014 by TacticalDragon Quote Link to comment Share on other sites More sharing options...
Gray Carlyle Posted June 17, 2014 Share Posted June 17, 2014 First install yes, second install, no. but same problem. Quote Link to comment Share on other sites More sharing options...
mitrida Posted June 17, 2014 Share Posted June 17, 2014 (edited) i dont find the download link... where is? thanks edit:ok i saw now, " under validation" Edited June 17, 2014 by mitrida Quote Link to comment Share on other sites More sharing options...
Gray Carlyle Posted June 17, 2014 Share Posted June 17, 2014 So far, the updated files run without crashes, even on the obvious equipment screen. Quote Link to comment Share on other sites More sharing options...
gunnyfreak Posted June 17, 2014 Share Posted June 17, 2014 hi, fwiw i was getting CTD's when entering air combat, something to do with that incoherent file? Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 17, 2014 Share Posted June 17, 2014 (edited) UNDER VALIDATION - PLEASE WAIT UNTIL WE REVIEW THE PACK CONTENT It's temporary removed because some files were causing CTD after you spend some time in the game we will fix it soon. Edited June 17, 2014 by Sentelin Quote Link to comment Share on other sites More sharing options...
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