baturinsky
Arcane
In case someone has missed it https://xpedia.netlify.com/ - online pedia for Piratez. Offline version should be included in latest release, but engine there is a bit outdated.
OK, this is the day. After four years of modding, version 1.0 has been released.
- Updated to OXCE 6.1.1.
- New features: random events, commendations (with bonuses), enhancement treatments; basic agent stats lowered for balance.
- New stat: Readiness, and associated exhaustion mechanics.
- New alien race: Chaser (sprites by Voidavatar and Finnik).
- New units: Owlman (sprites provided by Wizard Brandon, sounds by SparroHawc), Black Sun Stormtrooper, Muton Shader, Bio-drone, Ethereal Servitor, Ethereal Eliminator.
- New weapons: Messer, Hydra Laser, Magneto-Plasma Gun, Recoilless Gun, Mortar, Chainsaw (all from Piratez), Harpoon Gun, ADS (both by Finnik), Warp Rifle, Warp Cannon, Death Disc, Spectral Scythe, Cross.
- New items: Elerium Flare (by Starving Poet), Trace Flare, Rosary.
- New craft weapon: Heavy Stormlance.
- New dossiers: Grishka "Bullet" Yashin (by Dioxine), Agent "Smiles" McGee.
- New missions: Downed UFO Near Village, M.A.G.M.A. Cosmonaut Rescue (both by Finnik), Syndicate Field Test, They Came From The Sea, Depthpocalypse, Moon Outpost, Moon Underground Conduits, Alien Lunar Colony: Suburbia, Alien Lunar Colony: Main, Alien Lunar Colony: Core.
- Overhaul of agent advancement mechanics.
- Horrors now may appear on Exobiological Contamination missions after two years.
- More alien missions after invasion.
- Added armor values to certain UFOs.
- Dogs are now zombified into zombie dogs.
- Added extra "incentives" to make sure the player doesn't procrastinate.
- Psi now costs Readiness.
- Removed excessive Alien Data Slates and modified their rewards.
- Dog Bark now doesn't ignore armor completely.
- Power Armor no longer costs maintenance.
- New logos (by Arvidus).
- New Plasma Subrifle graphics (bigob by Brain_322).
- New Pickup picture (by Alex D).
- New backgrounds.
- New autopsy picture for Chaser (by Voidavatar).
- New fancy daze effect (by Finnik).
- Improved Ufopedia item page (by Kato).
- Added flags for dogs, rats and AI units.
- Added a submod with Cyrillic names (by Kato).
- Fixed funding from small countries.
- Minor updates and fixes.
Now, this doesn't at all mean that this is the end. I will continue releasing new versions just like before, at least for the foreseeable future (which means until I decide to start my next project). The 1.0 only means that I am satisfied with how the mod works now and consider it "done" enough to say so.
Version 1.0 of X-Com Files has been released.
https://openxcom.org/forum/index.php/topic,4595.3015.html
Sounds like you playing it like you should.I just started my first game and have no idea wtf I am doing.
Press "Q" in the Geospace to access the research tracker page. Alternatively, mid-click on a research topic.You guys have any tips for Xpiratez? I just started my first game and have no idea wtf I am doing.
Press "Q" in the Geospace to access the research tracker page. Alternatively, mid-click on a research topic.You guys have any tips for Xpiratez? I just started my first game and have no idea wtf I am doing.
Don't play on super-human, the game is not meant to be played in that way unless you feel the need to show off your e-peen to strangers.
Units can attack unarmed by clicking on empty "hand" spaces, which is surprisingly effective as your gals level up.
Some weapons are shit and intended to be shot, this is not a "let's balance everything!" game... Until a new patch changes values for *reasons*. Stick to what you like.
Lastly, just like regular xcom, plasma weaponry>>>>>>>>>>> Everything else, with few exceptions.
They're not visible on usual soldier lists?Press "Q" in the Geospace to access the research tracker page. Alternatively, mid-click on a research topic.You guys have any tips for Xpiratez? I just started my first game and have no idea wtf I am doing.
Don't play on super-human, the game is not meant to be played in that way unless you feel the need to show off your e-peen to strangers.
Units can attack unarmed by clicking on empty "hand" spaces, which is surprisingly effective as your gals level up.
Some weapons are shit and intended to be shot, this is not a "let's balance everything!" game... Until a new patch changes values for *reasons*. Stick to what you like.
Lastly, just like regular xcom, plasma weaponry>>>>>>>>>>> Everything else, with few exceptions.
Is there a screen to see wounded girls?
They're not visible on usual soldier lists?Press "Q" in the Geospace to access the research tracker page. Alternatively, mid-click on a research topic.You guys have any tips for Xpiratez? I just started my first game and have no idea wtf I am doing.
Don't play on super-human, the game is not meant to be played in that way unless you feel the need to show off your e-peen to strangers.
Units can attack unarmed by clicking on empty "hand" spaces, which is surprisingly effective as your gals level up.
Some weapons are shit and intended to be shot, this is not a "let's balance everything!" game... Until a new patch changes values for *reasons*. Stick to what you like.
Lastly, just like regular xcom, plasma weaponry>>>>>>>>>>> Everything else, with few exceptions.
Is there a screen to see wounded girls?
You guys have any tips for Xpiratez? I just started my first game and have no idea wtf I am doing.
You can always try doing the following during cult missions to make them go faster: Try capturing a worthy target, then bravely retreat while leaving the rest of the enemies alone.
Or ignore them altogether if you have interrogated enough cult members that only the high-tier missions are worth anything.
One good weapon for a good-for-nothing gal is the Hammer, because it always hits.