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[X1.08 + X:CE 0.25HF] XNT Into Darkness Mod V5.3 "The Firebat"

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XNT- INTO DARKNESS V5.3

Inspiration Mod Based on "Way of Wolf" E. E. Knight

WARNING: This mod is distributed under CC BY-NC-SA 4.0 license , If you want to use assets of this Expansion pack in your mod please ask the developers for permission

Developers in Alphabetical order:

Sentelin (Coder and Creativity) Profile

Selgald (SFX, Creativity, Nerd work and Bulletproof Play testing) Profile

Tactical Dragon (XNT:ID Project Lead) Profile

Theon Greyjoy (Writer, Face Creator and Air Force Designer) Profile

XNT Official Tester: Gengis Den and Blackwolf (Gengis-Dhen and Blackwolf)

Community of players and Modders (See acknowledged below*)

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"War is the worst possible way of gathering knowledge about foreign civilizations."

Stanislaw Lem

WELCOME TO THE WORLD OF XNT: ITD

What is XNT - Into Darkness?

This mod is a compilation of hard work done by multiple users, players and the Xenonauts community. It implements innovative elements and mechanics thus altering the players experience.

What makes it different?

XNT - Into Darkness is designed for players looking for a faster pace of play and more action, it mixes in specific mechanisms and modifications that make for an exciting and diverse environment. The second important difference is decision making: the player has to choose wisely weather he prefers to focus on economy, air supremacy or rushing additional ground combat tools. The idea is to provide the player with more choices from the very beginning, so that the player can take his own unique path towards victory...or destruction. Be aware: XNT raises the difficulty level.

How to start?

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, focus your initial resources to build up a powerful and destructive fleet of aircrafts.

- Economy Factor, prepare multiple factories and sell your mass-produced equipment. (Beware based attacks are frequent).

- Armor Rush, if you want to ensure your supremacy and survival of soldiers in combat, you need to focus on developing heavy armed vehicle platforms (tanks).

- For Science!, designate several research divisions ready to diagnose and take advantage of the new and powerful alien devices. You will always have cutting edge technology in combat. If you can still afford to produce it.

- Imagine your own way, there are thousands of ways to address the issues you will encounter.

Content in XNT - Into Darkness

- Challenging and Unique AI programming.

- Deep strategy environment or Air and Ground combat

- Complex and unique economy system.

- Dynamic TUI system (more shots per turn)

- Refined Damage and Wound system.

- 22x New weapons, 6 for alien invaders and 16 available to humans.

- 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.

- New weapon sounds!

- Advanced tech tree.

- 95x extra soldier faces: 78 brand new ones + 17 unlocked from custom portraits. Featuring 3 new portrait categories: Indians, Arabs and Gurkhas.

- 6x New aliens, Gargol: mindless abomination, The dreadful Vipers: Minor, Alpha, Delta, Spawns and Omega. Remake of zzz1010's Creepers Mod (Original - no longer updated Link)

- Kabill's Dynamic UFO Spawn incorporated and rebalanced for this version (ORIGINAL LINK)

- Ogaburan's Extended Backgrounds (readjusted for XNT) (ORIGINAL LINK)

- Khall's Face pack (ORIGINAL LINK)

- Lt_Parsons's True Laser Beam incorporated. (ORIGINAL LINK)

- Max_Paine's Lore Plus + artwork and xenopedia descriptions. (ORIGINAL LINK)

- Solver's Community Edition ( ORIGINAL LINK!)

- Text and UI fixes & upgrades that are not in vanilla version (Text Autoscalling, Soldiers Rank, Research, Soldier Names can now be up to 40 characters!

- Lots and lots more!

HOW TO INSTALL

1. Use a clean Xenonauts build (no other mods) and make sure it's patched up to date.

2. Make a copy of your xenonauts folder (to prevent Steam auto-updates corrupting your files) (optional but recommended)

3. Download the XNT - CorePack

4. Extract XNT - Into Darkness CORE Pack in Xenonauts root folder folder

5. Go to the folder "assest/backgrounds/mainmenu" and delete "animations" folder.

Install instruction for additional content

WORKING ON NEW VERSION

RECOMMENDED MAP PACK

KABILL RANDOM MAP PACK!

RECOMMENDED COMPATIBLE MODS

Kabill's Fire in the Hole! (UFO Hull Breach) - ORIGINAL LINK!

Note:Read install notes for Fire in The Hole carefully

1)Download Fire in the Hole! without add-ons.

2)Extract only tiles and maps

THANKS FOR PLAYING, WE HOPE YOU ENJOY OUR HARD WORK!

Special Thanks for Max_Caine,Kabill and Solver for their cooperation and hardwork

SPECIAL ACKNOWLEDGE

- All the contributors of XNT IntoDarkness community players, for feedback and playtesting Radek, Xiphoideus , jupilerke1967, Guyver, XenonaughtFox and Victor_Tadeu. You'r great guys!

- THANKS FOR TECHICAL SUPPORT OF FLAMER Mikhail Ragulin

- THANKS TO THE ARTIST HENRY PONCIANO FOR DRAWING SUCH WONDERFUL ILLUSTRATIONS FOR LORE+

- THANKS TO Ogaburan and Khrall FOR HIS AMAIZING WORK ON XTENDED BACKGROUNDS AND FACES!.

- THANKS TO JSLEEZY FOR THE COYOTE ARMOR IMAGE, EXTRACTED FROM THE PACK

Jsleezy Real Armor Pack

- THANKS TO NEURO_WAVE_DAMAGE http://neurowavedamage.deviantart.com/ for his xenopedia Gargol-art contribution.

"Are you prepared to deal with the alien invasion Commander?"

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SCREENSHOTS

CHANGE LOG

CHANGELOG 5.31

- Add +3% Burst fire/+5 Snap shot accuracy for Rifles

- +5% Accuracy to machine guns

- Accuracy of heavy weapons on the move 40%

- Alien weapons damage rebalanced

- Alien accuracy refixed for different set of difficulties Easy 80% / Normal 90% / Veteran 100% / Insane 120%

- Damage of Phaser alien weapon set to 7 and suppression set to 120.

- Light Vortex weapon set with 27 stun damage and 15 damage.

- Damage of grenades increased by 5.

- Alpha Viper Teleport is removed

- Bleeding set to 7 Damage with 60% generating 5 Bleeding points.

- Reduced 1 point of range to all alien weapons.

- Reaction modifier added to Vipers melee attack.

- Base attacks set at 80 Trickery Value.

- Basic armor +3 against Kinetic and energy weapons.

V5.3 update

- Xtended Backgrounds Mod Integrated

- Special encounters added to the game! (Heroes or Foes? A mystery for now)

- AI for Alien Aircombat inorporated

- New "Hall of Fallen Heroes"

- New weapon Annihilation Phaser added.

- Alien Scouts can perform Base Attacks or Intercept Xenonauts carriers ships.

- Flamethrower is redesigned and enable for this version (Thanks Mikhail Ragulin for the demostration and explanation of his UNIQUE system!)

- New Faces added (Khall's, Ogaburan's and Theon's work)

- Random damage set to 35%

- Armor mitigation set to 5%

- Wounds Dynamics change, only critical hits can cause bleeding.

- Armor Stats Boost improved.

- 4 Sounds added to the game

- The range of all weapons reduced by 10%

- Rebalanced Accuracy of Pistols and Shotguns.

- Dynamics of close range weapon were changed.

- Art of some vanilla weapons was changed

- Vortex weapons have been changed, reduced AoE, more stun, normal damage and bleeding ratios.

- Maximun stats for soldiers reduced to 100, but can surpass the maximun thanks to the armor capabilities.

- Health points of vehicles were doubled, reduced LoS to 20 and reduced armor value by 15%.

- Hunter Scout Car TU units increased.

- Machine gun for vehicles rebalanced.

- Suppression has increased to ballistics by 20%, energy weapons by 10%.

- Research tree has been branched a bit. For now.

- Disassembling protocols fixed

- Alien Fighters rebalanced.

- Dynamics of wounds changed.

- The "once per wave" value for all missions unlocked; enables aliens to execute multiple Aerial Terror missions, Base Attacks and Air-superiority missions.

- Arts, Lore and researches for new aliens were added.

- Composition of Carrier/Landing/Crusier command room changed.

- Damage of C4 and Heavy Plasma Explosive increased, area of effect increased by 2.

- Flashbangs and Smoke grenades can't trigger heavy explosives any more(C4 type).

- AI reaction balanced specially for commander and UFO defenders.

- Alien artifact selling value reduced by 20%.

- Interior portholes re-fixed.

- Disable short range bonus of machineguns.

This are the new changes from the 5.22 version hofix

- Wolf/Buzzard armor protect against limited amount of Minor Psychic Attacks

- Sentinel and Predator can protect against limited amount of Major Psychic Attacks

- Landing ship dissembling is repaired

- Time between waves is increased to 7600

- Random damage reduced to 30%

- UFO contents minor corrections

- Saracen Aircraft stats re-balanced (Currently in development any suggestion is welcome)

- Damage of starting weapons and Advanced Ballistic increased to +3 Rifles, +5 Sniper and +2 MGs/+2 Mitigation.

- Frag Grenade damage increased by 5

- Time Units progression re-balanced and increased

- Cover value set to 90%.

- We replace the music files to the Remastered Original Music Tracks (Made By Selgald)

V5.21 hofix update

- Increased damage of some alien weapons,

- Put random damage to 33%

- Adjust defensive AI

- Removed "jumping" ability of some Vipers

- Reduced Apollos Upkeep

- Reduce researches time by 15%

- Adjust starting values of new soldiers

- Set trickery to 0.002315 (The same value has Vanilla)

- Add founding bonus when you save Civilians and Friendly soldiers

- Add bonus for successfully completed crash sites

- Adjust UFO Contents.

- Disabled short range bonus for all vehicle weapons.

- Armor degradation set to 9%.

- Unlocked Heavy Plasma Rifle for aliens.

- Increased Range of Eggs parasite to 10.

- Increased Androns Health by 10 and Armor 5.

V5.2 update

- Community Edition 0.21 included

- Xenopedia entries finished

- Economy system repaired

- Starting money reduced to $3m

- Alien Progression slowed down

- Random damage increased to 35%

- Cover system set to 85% and 25% bonus when crouched.

- Aircraft progression changed, Player start with Apollo, F17 and Su-T10, to unlock a new aircraft player need to recover and dissemble a UFO craft (Corvette - Mig31 Foxtrot, Landing Ship - Sarracen, Cruiser - Corsair, Carrier - Marauder, Marauder - Fury)

- Dissemble system integrated to economy system, you can unlock researches with it and you need a hangar slot to dissemble a UFO recovered. Alternative you can Recover a UFO then dissemble it and get money for it.

- Dual Warhawk 2 Integrated to the game.

- Armors now give different bonuses, Flying armor gives reflex and TUs, Predator gives negative and positive stats , Coyote increase durability of the unit, Wolf gives resilience and reflex to assault UFO.

- Re-balanced Air Combat

- Shield protection increased in 25%

- Dead Gargols and Vipers drop the correct corpse.

- Accuracy of Laser weapons is increased by 8%

- Damage of Plasma weapons increased in 10%

- Damage and Armour mitigation of MAG weapons increased in 10%.

- Soldiers skill progression is doubled

- Ground Attack % Events is reduced in 10%

- Funding damage in land increased a bit and lowered in water.

- AI has been corrected and improved to make less rushes and plan attacks.

- Defensive AI is repaired to the settings in XNT V4.6, they defend UFO doors reckless.

- RPG Launcher Micro Missiles damage increased in 10%

- Warhawk II and PeaceKeeper damage increased in 4%.

- Accuracy of snapshots for all snipers has reduced in 5%

- Medic pack charges has been set to 30 and 60 for Standard and Advanced.

- Cover when crouched increased to 28%.

- Manufacture is limited to Alien Alloys Replica and Armors.

- Now its possible to manufacture Alien Alloys Replica, its hard to manufacture but provide extra Alloys to player and money income.

- Alien Alloys profit index increased to 400, the selling value is $20.000.

- The amount of Alien Alloys required for Manufacture is increased in 70%.

- New Random Alien Weapon System is integrated to the game, the range of weapons used by aliens is wide and diverse.

- Random UFO content System is increased in range

- Mysterious encounters are awaiting you !! (Coming Soon ! )

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.

PLEASE BE AWARE THAT THIS IS NOT A DISCUSSION THREAD

For discussions, feedback, complaints and praises use our:

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Edited by TacticalDragon

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ANNOUNCEMENT (HOTFIX)

Update that was promised ages ago is very close to be released with some additional goodies and it's not just simple conversion to modular system as originally was planned.

Download link:Removed

*Reason: (Since link of main core package is removed this little hotfix is obsolete now

Note:

New version of mod that is converted to use modular system and with balance tweaks,maybe even additional content will available soon,please be patient.

Edited by Sentelin

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Mod looks promising. I promise I'm not saying this to be a dick, but just from the screenshots, the grammar and spelling needs some serious work lol.

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You touch me in all the right places, and have left an impression on me. Much like my cat pushing it's body against my leg trying to get my attention whilst i am trying to play this game. Nevertheless i am impressed by most of the content, dual guns? Yes please. A nice blend of several mods together that i love with a little sprinkle of chicken salt? yummy. Sadly whenever i review something it ends with me talking about food. Pizza.

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i just registered to ask one simple question, even though you guys says :"please be patient"

i just started playing xenonauts a few days ago, finished first campaing on normal a few hours ago ... vanilla game

now i wanted to try something else, your mod, and then i find this page, without a download link, even though i friggin want to play this mod, it looks/"feels" awesome (in my guts i mean)

so to cut the chatter, can you give an ETA for the next mod version or shove me a still working download link for the latest version ?

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