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WATBE 1.1, The Sadomasochist editon! Now with 100% more "Doesn't crash on GC."


WalrusJones

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1.1 is here, With your much requested... Silly little swords!

Click on the girl to download!

Uhh... Whoops, did that not work? Scroll down for the real download link.

Changelog:

-Added not crashing to ground combat!

-Added Varmint Rifle, Knife, Scimitar, and a Slightly Sadomasochist to obtain Messer. (Upon request for weaker weapon types.)

-Rebalanced grenades (Higher weight, lower TU cost.)

-Increased ammo weight to balance strength growth, multi-long arm loadouts are HARD to pull off in this version (At least in the early ballistic stages in the game.)

-- Part of this is to counteract the fact that the V19 magazine size nerfs are not going to happen in this mod, as such, the heavy-ness of ballistic weapons are my solution to the problem of "Ballistic weapons giving too many bullets."

-New sound effects for battle rifles, and cheezy sword impacts!

This version is a official apology for the buggy V1Full.

I am sorry. :(

Now, If you need to download it, it is here!

Be sure to tell me what you think of this mod now that it works, and feel free to edit files/try to create a more balanced version for yourself.

- Then tell me about it. Its a cool story!

Many of the sound effects are going to be crude, as this is my second time mixing sounds, so give feedback on that as well.

Thank you to A333+Max_Cain, and Aufklarer for the wonderful Alien Class mod, and the More soldier class icon mods respectively.

Thank you to all the people who made sure I knew of my week old crash yesterday, this version is for you!

Additionally, there are bound to be some grammar errors in my strings, if you are a grammar nazi, be sure to yell at me for it!

Now, I am very tired, and would like to do some additional "Testing" of the Varmint Rifle.

For those who have read all of this, Thank you for playing, and have a good day!

Edit: I found that the battle rifle sounds were not used in the XML files I release, and released a patch for this issue.

Edited by WalrusJones
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1. Rooting out crashes is already quite difficult, dealing with a less then stable version makes my goals of functional releases less realistic. (Most of my 6 hours of making 1.1 was making it not explode.)

2. Redesigning my mod for the next version, and its changes is something that will be extremely time consuming. I would rather do that once for V19. Not 8+.

3. I already have a lot of content I want to do, all of this is compounded with the fact that I am nowhere near done expanding my mod. Really, I should have probably done something else in this patch, like progress on planned content.

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They use the same ammo type as the standard shotgun....

This was for logic's sake, but I could quarter them off into several different ammo types if need be.

I cant remember off the back of my hand what my verdict was for shotgun rounds.

I know the double barrel has better accuracy, damage, and range then the standard pump action (Due to its longer barrel.)

So it isn't a total loss using it, unlike one would expect.

Edited by WalrusJones
More friendly wording.
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Its a western military weapon, of course you get it at the start.

Edit: the .22 rifle doesn't have ammo?

It should.

Given, I installed the mod to a fresh copy of xenonauts.

I am going to re-upload and see if that fixes it, with my "Sound fix" patch.

Edited by WalrusJones
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The Knife shouldn't be very effective, albiet, I did give it a hidden attribute that if it does what I think it does.... Will be a life saver against a certain enemy type.

The Scimitar is as powerful as the hunting revolver.

The Messer is absurdly damaging, mostly due to the fact that using it is incredibly extravagant suicide. (140 man days of work down the drain if you loose it in an explosion...)

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All you need to do is try it on the various aliens you fight against, and the answer will eventually present itself.

I actually don't know what it does myself, but it sounded useful.

I re-uploaded it with the sound fix installed, and the ".22 rifle having no ammo" bug squashed in a way that shouldn't break saves. (It may require a new game, but your save shouldn't be broken.)

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Hi Walrus,

it works fine now but when i equip the soviet shotgun in ground combat the picture off it isnt there so on the screen it appears i fight empty handed but i can shoot it its just a view thing nothing heavy.

other point deleted due to mistake off me but other than that great work.

regards,

jupilerke

Edited by jupilerke1967
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Soviet shotgun animation glitch for.... I am assuming standard armor.

Does changing suits of armor fix this?

I am familiar with the default "Urinates bullets" animations, and know the issue behind it, however, it is a per-armor dealio, hence why I ask which suit you had the issues with.

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I haven't coded them yet, and primaraly, they are going to give better ammo variety, rate of fires (for generalist weapons,) capacity (for specialist weapons,) and armor penetration at the cost of recoil, manufacturing, and resource costs (Only teir 3 uses resources.)

These alternate ammo types will consist of a mix of circumstantial horizontal set of options for specialist weapons (Shotguns, snipers, machineguns, pistols,) and a vertical, micromanagement oriented loadings for generalist weapons (Submachineguns, Rifles, Carbines, and battlerifles,) That will use varying degrees of manufacturing hours to offer performance boosts on more flexbile weapons (Often bringing them into the league of specialist weapons in terms of weight-power level.)

This adds an opportunity for Xcom style base micromanagement to make the tactical game "Easier," however, many of the endgame worthy ammo types will use resources as well, to encourage the player to use energy weapons as standard issue weapons, and ballistic weapons as specialist weapons (Certain enemies will have a resistance to energy weapons, weakness against ballistic, Vice versa. Generally, Ballistic weakness enemies will be rarer in most species.)

This essentially will give the player more opportunities to play well to catch up on the increased difficulty I intend to bring with the Tactical expansion. (At least in the tactical game. I may ease up in areas of the strategic game to allow for more effort to be put into the micromanagement features.)

However, the better answer to "What do they give" will be on a weapon by weapon basis.

I intend for the second tier to become available very early, after soviet weapons, and alien alloys have been researched (They will require some extra research.) They will be able to be manufactured at a moderate pace, only use money, but will require stronger soldiers to use optimally.

Tier 3 will become a thing around the time you get lasers, they will require tier 2, and their early appeal will be that they are cheaper to make then the lasers, and almost as effective at this point in the game, (Less accuracy and damage, more capacity, and rate of fire.)

- Resource ammo will allow you to boast power well beyond you should have at this point in the game, but will not be cost effective until much later in the game (Where energy weapon resistant weapons necessitate their use.)

- Ballistic resistant enemies will come much sooner then the energy weapon resistant enemies will. This is to encourage the eventual switch over to energy weapons as the standard issue fare for the Xenonauts ground forces.

- Their alloy cost is slightly lower, and their money cost is FAR lower then lasers. However, sticking with them for too long will be mildly painful for dealing with more heavily armored enemies.

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