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Mod (Released) [WIP] Voiddweller and FilmBoy84's OpenApoc Extended Weapons Mod

Discussion in 'Game Mods' started by FilmBoy84, Aug 13, 2019.

  1. FilmBoy84

    FilmBoy84 Administrator Administrator Tester Researcher

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    Here's a list of all the things that this mod currently does:

    Weapons and Ammo
    [Add] Laser Pistol (UFO) with auto-recharge
    [Add] Laser Rifle (UFO) with auto-recharge
    [Add] Heavy Laser (UFO) with auto-recharge
    [Add] Plasma Pistol (UFO) with Plasma Pistol Clip
    [Add] Plasma Rifle (UFO) with Plasma Rifle Clip
    [Add] Heavy Plasma (UFO) with Heavy Plasma Clip
    [Add] Gauss Pistol (TFTD) with Gauss Pistol Clip
    [Add] Gauss Rifle (TFTD) with Gauss Rifle Clip
    [Add] Heavy Gauss (TFTD) with Heavy Gauss Clip

    [Add] MegaPol Laser Pistol (based on the cut Dimension Destabilizer sprites) with auto-recharge
    [Add] MegaPol Lawpistol SMART AP Ammunition (Smart Bullet with minor tracking)
    [Add] MegaPol Lawpistol STUN Ammunition (Causes a minor stun effect on impact)
    [Add] MegaPol Auto Cannon SMART AP Ammunition (Smart Bullet with minor tracking)
    [Add] MegaPol Auto Cannon STUN GAS Ammunition (Creates small clouds of stun gas on impact)
    [Add] Marsec Heavy Launcher SMART AP Missile (Smart AP Missile with minor tracking, does no splash damage, but causes massive AP damage for taking down heavy targets)
    [Add] Marsec Heavy Launcher STUN GAS Missile (Creates a massive cloud of stun gas on impact)
    [Add] Marsec Mini Launcher SMART AP Missile (Smart AP Missile with minor tracking, does no splash damage, but causes moderate AP damage for taking down heavy targets)
    [Add] Marsec Mini Launcher STUN GAS Missile (Creates a moderately sized cloud of stun gas on impact, smaller than a grenade, but larger than the Auto Cannon)
    [Change] MegaPol Laser Sniper Gun now recharges and no longer needs MegaPol Laser Pods
    [Change] MegaPol Laser Pod is now the MegaPol Laser Pistol above (This leads to bugs on the equip screen, will likely remove the Laser Pod and make the Laser Pistol a new weapon entirely)

    Armor:
    [Add] Cultist Heavy Armour (REQUIRES PAPER DOLL AND EQUIP SCREEN SPRITES)
    [Add] Cultist Armour (REQUIRES PAPER DOLL AND EQUIP SCREEN SPRITES)
    [Add] Power Armour (PLACEHOLDER PAPER DOLL AND EQUIP SCREEN SPRITES, NOT ALIGNED)

    Equipment:
    [Unlock] Marsec Mind Shield (Cut from Original Game) - IVE YET TO TEST IT'S EFFECT, PLEASE REPORT BACK

    INSTALLATION:

    The following files go into to the gamestate_common as replacement (you have to replace the XML files in the gamestate_common zip*):

    agent equipment.xml
    economy.xml
    **


    This unpacks to the data folder under the OpenApoc directory:

    art.zip


    If all done correctly, the new stuff should appear in the market on the start of a new campaign, and will be available in skirmish also

    The Megapol Laser Sniper Rifle is now a rechargeable sniper, it's ammo is now a laser sidearm.

    The Megapol lawpistols have smart(guided) and stun ammo, but the ammo arts is yet to be done



    * = It's in the data subdirectory, but it doesn't have a file extension
    ** = You can edit economy.xml to adjust availability

    upload_2019-8-13_10-56-33.png upload_2019-8-13_10-57-13.png

    DOWNLOAD AT DISCORD:
    https://cdn.discordapp.com/attachme...eapons_Mod_-_Voiddweller_and_FilmBoy84_v2.zip

    DOWNLOAD DIRECT BELOW:
    --- Post Merged, Aug 13, 2019, Original Post Date: Aug 13, 2019 ---
    EDIT: V3 of the mod is now released!

    [Add] Marsec Proximity Stun Mine (Creates a powerful stun gas cloud on triggering, available from Week 2 in the market)
    [Balance] Lots of pricing changes to all new weapons and equipment
    [Change] MegaPol Laser Sniper Gun is available in TWO versions, the original, clip, based form and a recharging but more expensive version with lower shot capacity (Different sprites for each version, the rechargeable one has a none-removeable RED clip)
    [Change] Removed art.zip from the archive, just copy the three folders to the data directory of OpenApoc

    DOWNLOAD XCOM UFO TFTD Weapons Mod - Voiddweller and FilmBoy84 v3.zip ONLY
     

    Attached Files:

    Last edited by a moderator: Aug 14, 2019
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  2. makus

    makus Designer, forum admin Administrator Designer/Artist

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  3. FilmBoy84

    FilmBoy84 Administrator Administrator Tester Researcher

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    V4 of the mod is now released!

    THE MOD IS NOW CALLED THE "OpenApoc Extended Weapons Mod"

    In this version:

    [Add] Psi-Grenade (A cut item from the original game) with a powerful psionic blast
    [Add] Popper Incendiary Bomb (New weapon for the Aliens)
    [Add] Popper Stun Bomb (New weapon for the Aliens)
    [Add] The Laser Pistol of DOOM! (LPoD) for testing purposes, it's a weapon disabled by default and only accessible with some basic XML coding knowledge
    [Fix] The Laser Pistol was two-handed for some reason
    [Balance] Further changes to both the economy/market and some weapons stats added by the mod (original weapons remain unchanged)

    [WIP] A new disruptor shield for the aliens only giving 2.5x the HP of the original, but for only twice the inventory space. It should be finished and accessible to them in future versions

     

    Attached Files:

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  4. makus

    makus Designer, forum admin Administrator Designer/Artist

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    so you move it to resources?)
    its possible that resource will create post in mods like mirror.. i think need to test
     
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  5. FilmBoy84

    FilmBoy84 Administrator Administrator Tester Researcher

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    V5 of the OpenApoc Extended Weapons Mod is now released

    ==V5==
    [Add] Changelog now included in package
    [Add] The paler, BETA, Anthropod sprites (Optional, see Instructions.txt)

    [Change] Version numbers now follow the format of major releases, those that add new content, will have a new whole number. Minor releases, those that only bug-fix or balance, will have a .XX suffix to the major revision that they apply to
    [Change] Version numbers can be split into A/B/C/etc. releases for staggered release versions```
     

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  6. makus

    makus Designer, forum admin Administrator Designer/Artist

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    Yeap beta antopropods better)
     
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  7. FilmBoy84

    FilmBoy84 Administrator Administrator Tester Researcher

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    V6 of the Extended Weapons Mod is now released!
    Bringing the first NEW sound effects to OpenApoc and even a Flame-Thrower!

    A special thanks to JonnyH and Proselyte Ethan for helping bring this next version along

    ==V6==

    [Add] OpenApoc Launcher Mod Support (Thanks JonnyH!!!)
    [Add] New title screen (1152x864 resolution and higher supported, 720p and 480p are no longer supported)
    [Add] Marsec F1000 Flame-Thrower and Marsec F1000 Flame-Thrower IN Fuel Tank (From a suggestion by Proselyte Ethan on the OpenApoc Discord; feel free to suggest your own weapons for the mod there). Note the Flamethrower Tank does not appear on agents in battlescape; i've yet to work out how to do this.
    [Add] Marsec F1000 Flame-Thrower Firing Sound (smallfireball1, Mike Koenig, Attribution 3.0)
    [Add] Marsec F1000 Flame-Thrower Impact Sound (largefireball1, Mike Koenig, Attribution 3.0)
    [Add]/[Change]/[Fix] Human Enemies from Tech Level 2 through Tech Level 8 now use Stun Grenades (OG Fix)
    [Add] Credits for all involved in the project in changelog.txt

    [Fix] The Power Armour EquipPic Sprites now go on to the agent correctly

    [Change] All mod files are now in lowercase
     

    Attached Files:

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  8. makus

    makus Designer, forum admin Administrator Designer/Artist

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  9. FilmBoy84

    FilmBoy84 Administrator Administrator Tester Researcher

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    V7 of the EWM is now released, bringing lots of new SFX for classic weapons and lots of balancing changes too!

    ==V7==


    [Add] Laser Gun Sound Effects from UFO to Laser Rifle (Thanks SupSuper)
    [Add] / [Change] Adapt above effects to fit Laser Pistol and Heavy Laser
    [Add] Plasma Gun Sound Effects from UFO to Plasma Rifle (Thanks SupSuper)
    [Add] / [Change] Adapt above effects to fit Plasma Pistol and Heavy Plasma
    [Add] Gauss Sound Effects from TFTD to Gauss Pistol, Gauss Rifle and Heavy Gauss (Thanks SupSuper)
    [Change] Rename Laser Pistol to Surplus Laser Pistol
    [Change] Rename Laser Rifle to Surplus Laser Rifle
    [Change] Rename Heavy Laser to Surplus Heavy Laser
    [Change] Rename Plasma Pistol to Surplus Plasma Pistol
    [Change] Rename Plasma Pistol Clip to Surplus Plasma Pistol Clip
    [Change] Rename Plasma Rifle to Surplus Plasma Rifle
    [Change] Rename Plasma Rifle Clip to Surplus Plasma Rifle Clip
    [Change] Rename Heavy Plasma to Surplus Heavy Plasma
    [Change] Rename Heavy Plasma Clip to Surplus Heavy Plasma Clip
    [Change] Rename Gauss Pistol to Surplus Gauss Pistol
    [Change] Rename Gauss Pistol Clip to Surplus Gauss Pistol Clip
    [Change] Rename Gauss Rifle to Surplus Gauss Rifle
    [Change] Rename Gauss Rifle Clip to Surplus Gauss Rifle Clip
    [Change] Rename Heavy Gauss to Surplus Heavy Gauss
    [Change] Rename Heavy Gauss Clip to Surplus Heavy Gauss Clip
    [Change] Rename Heavy Launcher SMART AP Missile to Heavy Launcher SMART Kinetic Kill AP Missile (Thanks Zastaver)
    [Change] Rename MiniLauncher SMART AP Missile to MiniLauncher SMART Kinetic Kill AP Missile (Thanks Zastaver)
    [Change] Surplus Laser Pistol Ammo Decreased from 25 to 15
    [Change] Surplus Laser Rifle Ammo Decreased from 20 to 10
    [Change] Heavy Launcher SMART Kinetic Kill AP (SMART-KK-AP) Missile Speed Increased from 14 to 28 (Thanks Zastaver)
    [Change] MiniLauncher SMART Kinetic Kill AP (SMART-KK-AP) Missile Speed Increased from 14 to 28 (Thanks Zastaver)
    [Change] Surplus Laser Pistol Damage Decreased from 36 to 34
    [Change] Surplus Laser Rifle Damage Decreased from 50 to 45
    [Change] Surplus Heavy Laser Damage Decreased from 110 to 64
    [Change] Surplus Plasma Pistol Damage Decreased 25% from 52 to 39
    [Change] Surplus Plasma Rifle Damage Decreased 25% from 80 to 60
    [Change] Surplus Heavy Plasma Damage Decreased 25% from 115 to 86
    [Change] Surplus Laser Pistol Accuracy Decreased to 40
    [Change] Surplus Laser Rifle Accuracy Decreased to 65
    [Change] Surplus Heavy Laser Accuracy Increased from 45 to 50
    [Change] Surplus Plasma Rifle Accuracy Increased from 55 to 76
    [Change] Surplus Heavy Plasma Accuracy Increased from 55 to 65
    [Change] Surplus Gauss Pistol Accuracy Decreased to 40
    [Change] Surplus Gauss Rifle Accuracy Decreased to 65
    [Change] Surplus Heavy Gauss Accuracy Decreased to 50

    ==V6.1 BUGFIX & BALANCE==

    [Fix] Incorrect SFX Location for Marsec F1000 Flame-Thrower IN Fuel Tank (It worked, but best to sort out now, just in case - Thanks for heads up JonnyH]
    [Change] Marsec F1000 Flame-Thrower Weight Increased from 8 to 16
    [Change] Marsec F1000 Flame-Thrower IN Tank Name changed from Marsec F1000 Flame-Thrower IN Fuel Tank
    [Change] Marsec F1000 Flame-Thrower IN Tank Weight Increased from 24 to 48
    [Change] Marsec F1000 Flame-Thrower IN Tank Damage Increased from 8 to 64
    [Change] Marsec F1000 Flame-Thrower IN Tank Accuracy Decreased from 30 to 20
    [Change] Marsec F1000 Flame-Thrower IN Tank Tail Size Increased from 300 to 600
    [Change] Marsec F1000 Flame-Thrower IN Tank Range Increased from 200 to 380 (Approximately 15 tiles)
    [Change] Marsec F1000 Flame-Thrower IN Tank Bullet TTL (Time to Live) Decreased from 2700 to 320 ( Fire falls to the ground at approximately 13 tiles. This means that the range allows the target to be identified and flame dropped a tile or two IN FRONT of it)
    [Change] Marsec F1000 Flame-Thrower IN Tank Explosion Depletion Rate Increased from 4 to 32 (Meaning the size of fireball decreases by 32 for each full tile from a point of impact, with a damage of 64 this means the maximum fireball size is 3x3 and is typically 2x2)
     

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