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This page was last updated on 02 June 2024, 1:30PM
- Changelogs
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Version English
- DAY X WiP Version 1.00.11b "New Dawn"
reinstated the original timeframes of the Phases from 300/300/300/300 to 300/400/400/300 ATP per Phase respectively
revised the AV.PIRANHA and the AV.PARTICLEPIRANHA
fixed the burstdelay of the Alien Ballistic Rifle. Thanks to Dr.Ethan for bringing this to my attention.
Fixed the Am_BaseAttack file spawning landingships and carriers
Replaced all terror units in alien bases with their non-terror counterpart, replaced weapon seargents with pilots and the technician only has a 50% to spawn anymore
Drastically increased SmokeChance for alien stun grenades, drastically increased dissipationChance to 90%
optimised the research tree for more logical and better progression
Flamethrower - 2 range all across the board
new mod: X-Divison Shorter Range Shorter Turns: Starting in Phase 3 X-Division gives aliens longer sight ranges. This increases the capabilities of the AI, but also increases the time alien turns take. This mod reverses these changes to the standard sight ranges of 20/22/24/25 in order to decrease the time the player cant actually play the game.Only TOGGLE this during a Geoscape save.
Reinstated terror mission full map reveal after 40 turns
a: Decreased Reaper reflexes from 60 - 100 to 0, except for Reaper Bulls and Reaper Rhinos
a: Fixed some next Phase alien base attack UFOs to spawn too early
a: Increased Nanotech Workshop capacity froom 25 to 30
a: Fixed the Harridan Terror Soldier carrying a shield, and adding the shield hp to the resilience of the harridan
a: Increased alienBaseStartingTickerMultiplier from 0.05 to 0.06
a: Fixed Researches.AdvAlienNeutronTechnology requiring Phase 3 tech
a: Doubled Roboreaper Alien Alloy gain from DSB
a: Removed Robodog ghosts from alien bases
a: Reshuffled 5 andron fortress units into proper Phase 4 ones
a: Increased archelon acceleration from 100 to 300
a: Fixed The Dreadnaught operator missing from Bombing Run Dreadnaughts
a: Fixed some XCE shenanigangs which added additional units to alienbase.large.sebillian.xml
a: refunned flashbang grenades
a: Reworked cost of grenades, rockets and explosives
a: Removed damage and suppression from smoke grenades
a: Removed impact damage and overdamage from chemical grenades
a: Removed overdamage from chemical rockets
a: Removed impact damage of stun grenades
a: Fixed Division weapons MK2 having a 33% chance to be stuck behind an andron encounter
a: Fixed a completey broken X-Division implementation of Geographic revision 1.1 by @Axiomatic. Tropical and Swamp tilesets should now be able to spawn, and more variety in tilesets should be seen. Unfortunately, without overwriting vanilla content, the game cant deactivate the base tileset masks, and thuse base game tileset masks always have a chance to get picked.
b: new manufacture: Alien Alloy 1 : 50k appended to Alien Alloy Fabrication and Hardening ( Phase 2 )
b: new manufacture: Alenium 1 : 150k appended to Alien Fusion Reactor ( Phase 3 )
b: Replaced some light system DSBs for smaller UFOs with heavy systems starting in Phase 3
b: Redesigned human antimatter weapons, but overall its a big nerf
b: shortened the final mission
b: new mod: X-Division Better Autoresolve: (Former No Airgame) There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . Better Autoresolve halves UFO autoresolve values and decreases the threshold where winning squadrons take damage.Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.Only TOGGLE this during a Geoscape save when no UFOs are present.
b: revised mod: X-Division No Airgame: There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . No Airgame sets the autoresolve values of UFOs to zero.Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.Only TOGGLE this during a Geoscape save when no UFOs are present.
b: Melee weapons should now be bug free. They dont dublicate anymore, and they get properly recognised at the end of the mission, just like any other weapon. Axes are being able to be carried by predator armour, like originally intended. The drawback is that they had to be moved to the MAG category. Fingers crossed that this coding doesnt introduce a differnt kind of jankiness.
b: The number of uses for melee weapons is now finite
c: Swapped out a major visual bug with a minor visual bug. Cruiser command rooms should now be fully visible with the second roof option. The downside is that the cruiser top highlights green instead of red when manually targeted.
c: Fixed the Division weapons Mk2 fix introduced in 1.00.11a. There was a 33% chance the research was locked. Thanks to @Alphaswolf for finding the bug.
DAY 978 Version 1.00.10 "New Dawn"
Fixed some bugs around the Roborex
Roborex explosion on death no longer causes overdamage
Roborex explosion radius decreased from 6 to 4.5
Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker
Halfed energy armour for melee roboreapers. Their weak point should now be weaker
added mitigation to human stun gas
added one loading tip
improved the AI of Drones a bit
most importantly added X-Divison Palu's Shining Xenopedia to the game
7 new categories for the soldier equipment screen
I think i also added the latest Monument IV map by Svinedrengen to the map pool
new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats.
new mod: X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission.
new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster.
Only TOGGLE this during a Geoscape save.
The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values.
new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower
new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you.
appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units
new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn.
revised Shock and Electron weaponry
fixed the installer with the help of @Mr. Mister
Increased frag grenade damage from 50 to 70
Increased frag rocket damage from 90 to 110
EMP charges and rockets no longer cause overdamage
Shock rockets no longer cause overdamage
Soldier Equipment Screen gained a Soldier Sort button
decreased Endgame research time in accordance with the latest diminishing returns formula
Removed shields from some harridans, increasing hp threshold of mentioned ones, fixed one reflex stat
revised the sonic weapons ammo weight
added the stun gas mitigation values towards the stun damage, as mitigation never worked for gases
increased the acceleration for the archelon from 500 to 1000
increased the range of the shockgun from 2 to 3
decreased TU% for Praetorian attacks from around 30 to 20 TU%
fixed more bugs
Day 709 Version 1.00.01 "New Dawn"
Cleaned up some map stuff, added lost terror maps
Revised Exoskelett armour. Predator sets the strenght to 150 now, the Ripper to 190, and the Devastator to 230 from the previous 100/150/200 .
Soldier Class Armour got +5 accuracy bonus
DAY 707 Version 1.00.00 "New Dawn"
Total Revision of Antimatter technology tree and weapons
Increased radius for Cannons all around and added a burst option for most
Made the Quantum Cryptology Center available as soon as you raid your first alien base
The Quantum Cryptology Center, now known as the Quantum Radar, acts as a radar ontop
Decreased weight of some grenades from 2 to 1.5
Harmonised weight of Pulse Magazines
Increased proportional stun damage from 40% to 50% again
Reevaluated stun properties for shotguns and carbines
VERY experimental: New AI behaviour set, i need FEEDBACK on ANY and ALL AI behaviour
Quadrupled chemical grenade/rocket production from alien grenades
fixed chinook speed for the no airgame option
new valkyrie maps
Improved vehicle weapon descriptions in the Xpedia
Added weapon loadout information for vehicles in the Xpedia
Praetor evolved from the puppy stage and are now doggos. The overmind is a pitbull
Improved Katanas
Manufacture of EMP rockets doesnt require alenium anymore
removed MeleeVehicles for Facehuggers
Decreased time intervall between terror missions from 22 to 18 days
Mauser doesnt require alloys to manufacture anymore
Decreased Spearcannon manufacture cost from 4 to 2 alloys
Archelons now need a mothership core to construct ( didnt i do this before ? )
Mothership loadout yet revised again, hit model made bigger, damage counter moved up higher
archelon revised
increased damage of reapers
[I kinda broke the reflex system very early on in the development, this is the fix] Fixed broken reflex stats gain from max 180 points to max 100 points
Increased hp bonus and decreased reflex malus for Exoskelett armours
Revised armour reflex boni all around in accordance to the reflex stat fix
Revised some armour values all around the board
Higher level Roborexes now regenerate shield points per turn until you overload the shield
Downed Roborexes now have the Ghost ability
Revised all Roborexes in general, they are now slicker, faster, shoot further and are looking for a brawl like Mike Tyson
revised FOCUS aricombat weaponry
Alien Mech units can move freely in 1 tile tight spaces now
Fixed: Weapons marked as heavy actually didnt receive the full penalty after moving. Now weapons marked as heavy receive a big penalty if they are getting fired after moving. This is a fundamental gameplay changer
Recoil Values revised
Moral does not regenerate per turn anymore. It is now an absolute value that only actions can influence.
Moral event threshold increased from 40 to 50
Moral chance per point missing decreased from 3.5 to 3.0
Quickthtrow grenade slot cost decreased by -4 TU
Zombifying Reapers deal pure damage now. Attack cost reduced from 40% to 35%. We are giving the reapers back the fear.
Semi shield roboreapers ( and some full shield ones ) now deal pure damage and maim units they hit with by draining their TU for the next turn
minimum accuracy requirement for the AI has been revised
Cannons now deal overdamge, except for antimatter ones
Endgame content starts to appear 150 ATP into Phase 4
Roborex explosion now deals overdamage ( Thank you @Pheonix for pointing this out )
Acidlings revised [They should be beasty little beasts now]
Increased the accuracy of the rocketlauncher immensly. The rocketlauncher is now a heavy weapon. TU useage lowered.
Decreased range of aircraft weapon MINES from 11 000 to 10 000
Increased range for flamethrowers by 50%
Flamethrowers now get the short range bonus
Infiltrator crew updated
Added Geographic addition 1.1 and Geographic revision 1.1 by @Axiomatic to the game. All thanks and credits go to @Axiomatic for letting us integrate his content into X-Division
Fixed AI layout behaviour for all 10 corvette layouts
Increased rotation for Lancers from 30 to 35 degrees per second
Decreased TU usage for the Shock Gun from 80% to 65%
Revised Reapers yet again. Set incendiary armour to 0, decreased kinetic armour, increased chemical armour, increased hp and added the abilitiy "Regenerate" to all Reapers
Increased damage of Flamethrower weapons by 50%
removed all armour for downed roborexes
Melee aliens now equally target vehicles as well as soldiers
Unofficial notes
[fixed antimatter mk4 sniper weight from 14 to 10]
[some shotgun/carbine stun values fixed again]
[civilian weapons adjusted to the phase 2 and 3 time decrease]
[MeleeVehicles removed from xdrone and xrogue]
[Infiltrator and Ghost ability animation stutter fix]
[removed all shields from androns, added shield hp to shield units hp]
[weapon.alienhugeshield is now able to spawn, which leads into force shield research]
[check all attributes of all armour]
[you can no longer close the valkyrie fortress, so choose your exit wisely]
[Pheonix pointed out that the heavy attribute of weapons were not working as intended. I took a look at it and saw that a line of code was actually taking the inverse of what it should. Where i intended a 90% penalty the game took 10%. Ofcourse this should not be the case and invalidates any and all experience we have build up through the last year. Nevertheless it is the intended mechanic for heavy weapons to be heavily penalitsed after moving. I corrected things and heavy weapons now get a 65% aim penatly after moving ( turning doesnt count ). This ofcourse excludes Exoskelett armour which can fire a heavy weapon at their leisure without any aim penalty at any time. This is how it should have been done 2 years ago. I apologise for the inconvenience caused and i hope my testers will continue to play the game. - Cheers Charon. This change affects snipers, precision, machineguns, miniguns and cannon weaponry. This affects xenonauts weaponry as much as it does to alien ones.]
[Additionally i reworked the Recoil values. I increased the Recoil for machineguns to 70, for cannons to 80 and for miniguns to 90. Energy Weapons have a special treat and dont get any recoil except for miniguns if present. This makes them great rookie weapons and should make them more attractive under certain circumstances. The Rest of the changes make the Recoil system more meaningful because most requirements were too low to even matter under any circumstances.]
[Quickthtrow grenade slot cost decreased by -4 TU]
[aim penalty for heavy weapons after moving increased from 60% to 70%]
[aim penalty for heavy weapons after moving decreased from 70% to 65%]
[Decreased some TU bonus points for the scout class]
[Fixed max stats gain to the intended round values]
[A lot of content cleaned up]
[Infiltrator weapon loadout refined]
[Reapers got their reflexes back, while i also fixed the melee reaction fire freezing after a GC load by disabled reaction fire for them. Reaction fire has been disabled for Xenomorphs as well, which should remove the melee freezing bug from the game]
[Fixed the crashed heavy shuttle hull being invisible]
[quenched infinite strings errors]
[Fixed the lightshuttle having a 33% chance to not drop the datacore]
many bug fixes
New XCE code used in X-Division:
moddable transfer time - transfer time of items and soldiers has been reduced from 24 to 3 hours
13 new radar ranges - for now 10 new radar ranges have been enabled. This will likely get a more indepth revision later on
LockManufacture fixed - One Time Updates manufactures should now disappear after their corresponding research has been done
Zombify - Zombify now only zombifies if the damage kills the units, otherwise its damage only
Renaming bases - A highly requested feature for XCE and X-Division
Moral Cap moddable - The moral cap in X-Division has been removed, finally making you hard earned bravery something worth
Escort code fix - Construction missions are now able to spawn alternative escorts
Sightrange modifiable per rank - main races get +5 on sightrange in Phase 3 and +10 in Phase 4
Base Evacuation - Should a base get captured by aliens, personel and aircraft will transfer to other bases if available space is free ( this is for X1 and XCE too )
Dialoges - Improved dialoge redirections
Infiltrator and Ghost ability - [the Infiltrator ability gets split into 2 different abilities.] The Infiltrator ability will mark units as friendlies on the map, indistinguishable from other friendly units and wont trigger reaction fire - civilian hosts for now. The Ghost ability marks units as props on the map, indistinguishable from other props, but they trigger reaction fire upon moving ( "Sir, i saw that box moving, so i shot" ) - facehuggers, robodog and reaperboxes for now
Aircombat - The hotkeys used for geoscape zoom can now be used for aircombat as well. There is a hotkey for afterburner now, "A" as default
Aircombat speed - The aircombat speed levels received two revised speed buttons: x0.5 and x0.75 for slower aircombat gameplay.
Bugs - The incendiary bonus damage on burst shoots against props and soldiers under certain circumstances got fixed. Now its only against props.
DAY 521 Version 0.99.45 "Go easy, take this 3"
The .45 is a small update over the .44 version
Increased recovery after an moral even from 20 to 40
Swapped out Xenomorph and Reaper behaviour for a different set
Removed passive AI from Terror maps
Doubled Chinook speed
Decreased proportional stun from actual damage from 50% to 40%
Fixed: removed caesan shields from some androns, mostly Phase 4
Revised Terror Dreadnaught aircombat weapon loadout
DAY 502 Version 0.99.44 "Go easy, take this 2"
44. is a small update to the .43 version
quadrupled interior UFO walls hp
Increased front door hp for every UFO appropriately
Decreased manufacture requirements for the Phase 1 interceptor Asierus
Greatly deacreased terror site numbers for terror UFOs, except Phase 1
Halfed TU costs for axes
Put the reaction modifier for melee weapons into their tooltips, so people can see what niche they occupy
recoded the bomber corvette layout
DAY 494 Version 0.99.43 "Go easy, take this"
sightrange diversified:
Caesan: 22
Wraith: 30
Xenomorph: 40 ( good nose )
Sebillian: 20
Harridan: 30
Reaper: 40 ( good nose )
Androns: 24
Drones: 30
Robodog/Roborex/Roboreaper: 40 ( good mechanical nose )
@Pandi fixed the Stinkys wooden farmhouse. Many thx for finding the missing spectre
Fixed aircraft weapon position offset again. Thanks to @Pandi for pointing this out and helping to solve it
Increased Aircombat Alien Anti Fighter Missile cooldown from 0.3 to 1.5 and Heavy Fighter one from 0.3 to 0.7
Increased carbine/shotgun damage by 10%, except for the Rail Carbine
Normalised carbine magazine capacity to a multiplier of burst options
Increased Magazine capacity +2 for every shotgun
Decreased material requirements for the MAUSER from 4 alloys to 2
Revised Reaper and Zombie mechanisms: More Powerful Reaper will now spawn more powerful zombies which will spawn the appropriate reapers. The more powerful the reaper the faster the zombie spawns another reaper. Zombies can now be killed before they spawn a Reaper, taking them out for good. Zombie armour revised. They have good energy armour now but are very weak vs kinetic and fire damage
Increased moral penalty for killing civilian by +300% to further discourage friendly fire
Increased recruitments range of stat points by +20. The sum of average stats are still the same par the next change. Increased strenght stats of recruits by +10.
Phase 3 and 4 Xenomorph melee units got a boost in +10 TU and lower weapon tu useage
recoded the corvette layout, aliens should stay inside the UFO now
Experimental: Decreased Melee AI Vehicle Priority by 99%
Inner UFO Walls are now destructible. We need feedback on the feeling of the destructability
updated armour descriptions
funny bug: some damage of grenades actually depended on the range thrown XD. Fixed
a thousand bug fixes and changes and updates here and there
DAY 443 Version 0.99.42 "Terror from the Sky"
Revised and readjusted the ufocontents for Terror Battleship, Dreadnaught and Mothership UFOs. Their Terror Crashsite, Terror Site and Base Assault was missing the level 1 GC element of making your way to the UFO. Now all 3 type of assaults, Crashsite, Terror Site and Base attacks, now have a unique design:
1. Terror Crashsites have the highest number of aliens on them and should prove to be the most difficult ones, but still see passive AI on the map.
2. Terror Sites get defensive AI removed and slightly less alien. The defensive numbers are put into the aggressive ones. Still passive AI behaviour present.
3. Base Assault removes passive and defensive AI behaviour and puts all numbers into aggressive behaviour. They have the same number of aliens as Terror Sites, but no vehicles.
alien and human interceptors were made far more agile and are harder to hit now and need to get closer to, to effectively combat them
Increased multi-torpedo launchers torpedos turn rate from to 2 to 20 degree per second, they should now lock on much better
Decreased the time Phase 2 and 3 lasts by 25% each
@trueman11 found some aim options errors in the weapons_gc. Fixed
Increase range for short range aircombat weapons by around +50%
Cyclone can now evade
Revised the manufacture requirements for aircraft and aircraftweapons
Increased Caesan and Sebillity main armour by around +15 to +20 and side armour from +7 to +13
Decreased Lock on time for the FOCUSLENSE, FOCUSBLAST and SHORTCURCUIT aircraft cannons to 1 second, while increasing the firing arc from 30 to up to 210 degree
Greatly increased numbers for all alien bases, including small and medium ones
Replaced Easy Airgame with No Airgame, updated description
23 new droppod submaps for the valkyrie
Increased empress damage from 75 to 120
Reduced sight range for aliens from 60 to 40
Reduced aircraft MAGSTORM ammo capacity from 960 to 768 total damage
Increased aircraft BATTLECRUISERSPEARCANNON total damage output from 800 to 990
Decreased aircraft RAILCANNON damage from 115 to 90, total damage from 1725 to 1350
Revised the aquired alien aircraft beams to have more total damage than their human autocannon counterpart in their respective phase
Upped the weapon loadout for the mothership. You may find it more interesting now
DAY 256 Version 0.99.41 "Make Thy Enemies Stronger"
The AI made an 180
alien weapons got totally revised for accuracy and aim sets
The UFO crew has been revised - created stage 2 and 3 for UFO GroundCombat, the fight for the UFO and the command room
New armour class system: Scout Class, Soldier Class, Tank Class, Scout-Chemical Class. Different armours provide different bonuses to contemplate the role the unit takes on in the battlefield
halfed the selling price for alien interceptors
Grenade throwing mechanisms have been revised - more accurate but lower range
Psionic units capabilities have been capped for phase 3 and 4 units ( lowered )
finished the human heavy interceptor design, the aircraft should now work as expected ( untested )
added view range and night bonus to the armour in the xenopedia
changed how androns spawn dogs
appended drops from andron terror units to the appropriate robodog units
added robodog death sound
revised defensive AI, thats the AI responisble for defending the UFO or alien bases
hyperions ground images got fixed
increased alien numbers in alien bases
decreased all human and alien interecptor anti missile coodlown to 0.3 seconds, they should be a fun and fast weapon only limited by the maximum ammo now
decreased and changed all long range aircraft weapons and engagement ranges for UFO encounters, this mainly concerns long range torpedos and mines
Increased fear damage from 50% to 60%
Increased fear strenght from 1.4 to 2.0
Decreased paralysis range from 6 to 1
Decreased mind control range from 6 to 1
Decreased xenomorph sound effects from 1.0 to 0.7
increased shield hitpoints
Added Phase 3 and 4 alternative mk3 weapon requirements
Weapon manufacture revised, mk3 weapons now need additional cores to get constructed
DAY 256 Version 0.99.4 "Enemies inbound"
Increased damage and stun damage for shotguns/carbines by 15%
Terror Battleship: Increased Turn Rate, Added Drones
Lotus: Change weapon outload from 2 heavy and 1 normal to 1 heavy and 2 normal weapon slots
Increased the speed of all drones
Increased recovery threshold of soldiers to the intended level, soldiers have a chance to be recovered to up to 49 damage points below 0 hp
Moved the shields to the new One Time Updating system
Buffed First Aid Kit
Aircombat Radio Sounds 2.1 V1.0 integrated
Revised medipacks and first aid. Medipacks now have 4 stages and the feedback from the community has been integrated. First Aid is now good at what it actually should be: quickly patching up wounds while having less healpower per weight than a regular medipack
Revised the bleeding system, increased bleeding chance, decreased damage per wound
Anti missiles are now infinitely available
increased alien surival chance on UFO crash = more aliens, lower chance that valuable operators gt killed during the crash
Race research bonus increased,tweaked and normalised to around +20% per race, catching the maximum amount of different units yields the maximum bonus, medics have a seperate +8% bonus
The Hive updated to 0.9, new models, new units, completely revised stats and AI, new gas animations, new abilities .. and more ..
New and revised andron race into andronx, new units, new AI, .. you get the drill ... :)
New, flat suppression system
Increased bravery gain per medal from 1 to 3, making medals more than a armour decoration
Decreased weight for all flamethtowers and their ammo to be below a hmg, and increased its damage by 100%
It is now possible to retake xenonaut bases within 48 hours if you at least put up a fight to save it. The retaken xenonaut base will lose all of its scientist/trolls/aircraft
Increased Game losing condition from mostly 4 lost countries to: 9/9/8/8
It is now possible to retake lost countries. Once a country gets lost an alien base spawns in its parimeter. To retake a country all alien bases have to be eliminated - including the spawned one.
Psi Game v0.5:
Decreased chance of berzerk happening from 10% to 1%
Decreased stabilisitation from 40 to 20 points
decreased Moral regeneration per turn from 10 to 2
Basically doubled the bonus for the highest officier on the mission from maximum 20 points to 40
Increased Vehicle loss malus
increased chance for an moral event happening for every point below 40 from 1.75 to 3.5
The most important change is that suppression fire no longer reduces moral, but by 1 - 2 points. Wounds also only do half of teh damage in moral points
increased bonus for aliens when killing civilian/xenonauts/locals. If you encounter an alien on a rampage it might be very hard to suppress him
Decreased fear damage from -80% to -50%
decreased message duration overall. This can be further decreased
Brand new code: Safety in Numbers:
At the start of the turn, the game looks for the highest 2 (!!!!!!!!!) ranked soldiers in range of every soldier and adds a bonus threshold of both values together. If the highest ranked soldiers in range are a captain and a major the bonus pool will be 5 + 6 = 11.
This bonus will NOT (!!!!!!) get taken into considerations when calculating % reductions like fear. If a soldier has 50 moral points and gets a bonus of 11, then a reduction of 60% means -30 points and the total moral points will be 31.
The bonus pool cant get reduced. This means if you have a bonus of 11, then you will never be able to have less than 11 moral points, no matter the circumstances.
The Safety in Numbers code line is not so much as a bonus pool, but rather as a failsafe net, which lifts you higher up and prevents you from falling below a certain value. It is a quite THE prevention for your soldiers to fall below a certain value and panic. So ... dont go alone, take some comrades with you !
The bonus pool will get cleared and refilled at the start of every turn again. This happens BEFORE the chance of an moral event is calculated. This means you could lose moral points if you went away from your squad, and it could mean that you will gain moral points when the soldier gets into the range of higher ranked officiers again.
revised antimatter weapons
Implemented human stun variant with 1/2 of the damage
All stun gases now have multiple per tile properties - this makes the alien stun gas an powerful position denier tool
changed manufacture requirements for all upgraded grenades/ockets to need its predecessor
increased TU cost for alphareaperclaws from 30 to 40 %TU, same for omega and zeta reapers
Improved tooltips design in the soldier equipment screen
a lot more
Charons Changes mod:
Increased AI aircombat thinking chance on veteran from 0.5 to 0.7
Fixed Phase 1 Division and Laser MK3 being in the wrong category
Added different requirements for Phase 2 MK3 weapons
New visuals for aircombat
Increased crouching consumption from 3 TU to 10 TU, and turning while crouched from 1 to 2 TU, increased the bonus while kneeling from +20% to +30% accuracy and +20% to +30% cover. This change is to demonstrate that you cant simply make a sprint then throwing yourself into a crouch and still expect to have better aim. It also makes a real decision, because crouching and uncrouching now takes away 20 TUs, which is substantial. This makes the alien way more dangerous when suppressed - so take care, commander ;)
Revised character panel drag costs: Into hand: from 12 to 4, Into Backbag: from 4 to 10, Into Belt: from 4 to 2, on the ground: from 0 to 0, quickthrow: from 8 to 8
Increased recover time for destroyed airplane to 144 hours
DAY 103 Patch 0.99.33 "Radio Chitt Chatter v0.2" & "The Hive v0.3"
Increased Terror Carrier Drones Speed
Increased interceptor speed by +10%
Increased interceptor turn rate by +20%
Increased alien Shield capacity by +33%
Increased interceptor autoresolve values by 10%
New models for xenomorophs
Totally new projectiles and particles. All props to @Z01
the first 164 new aircomabt radio chit chatter sounds - please give feedback on that
the first step of the suppression revising has been made
DAY 88 Patch 0.99.32 " UI Candy "
Undiscovered alien bases now have a 15% discovery rate every 4 days. Additionally theres an 50% chance for an approximite discovery - so watch your log
New manufacture UI
New storage UI - dont forget to delete the scripts again as in step 5 of the installation process
Alien doors cant be closed anymore by xenonauts
new main menu, new diff images, new rank images, new scripts,
even more descriptions
fixed battleship door
Terror ships hp have been buffed by 20%
DAY 72 Patch 0.99.31 https://mega.nz/#!VAYg0IaY!IfbUecCO3J6-wMTd0jZrnZ0HAiT7r_veIwi2lgV0Mks ( MD5: 7a9143ee856db4302cc2d56b3d079e4a )
Revised some vehicles and vehicle weapons so that cannons now fit better into the development, made kinetic and mechmac weapon infinitely avaialble on research. Needs feedback.
mothership, exsupplyship and mediumshuttle fixed
small sebillian alien base old unit removed
more and accurate loading tips in the best english we could provide
some aircraft changes
more research descriptions
new manufacture system with around 140 new/revised researches, 126 new manufactures, new items, new armor/vehicle requirements resulting in 499 more strings to be written
some revised weapon stats
infinite research changes and adaptation
aircraft game revised, UFOs now have 130% hp and missiles and torpedos deal 150% damage putting more emphasis on missiles/torpedos, the autoresolve values have been adjusted and the spearcannon tree capacity has been reduced to 75%
Decreased the Chieftain/Officer/Leader/Praetor chance to unlock all 24 data hacks from 50% to 25% and increased the other bins appropriately
Implemented the Phase 4 Specialist Drops
Increased total storage space
Turrets should now get upgraded as expected, except for the phase 4 turret
All aircraft should now have the correct construction name, and a good approximation to the image, except for the human heavy interceptor
Outer UFO doors have been unlocked for now ( needs feedback )
maximum amount of alien bases increased from 5 to 8
XCE 34.2 content, thank Solver for pressing the issue that some things should be in this patch.
The 0 cd Terror bug should be fixed now
Melee creatures should now be able to attack vehicles, and they make great use of that
countries are now available to retake. For now a Fortress will spawn in the lost country and all bases in that country before it can be retaken with around 50 relationship points. This will change in the future as the retaken country missions will get its own map pools and its own increase per ticker values. Making the hardest to retake mission impossible, but still playable.
New Storage UI where Solver and Draku made a sorting per category possible, in addition to the column sorting Solver already implemented with XCE 34.2
The storage view can now be sorted by its column by clicking on the headers.
DAY 27 Patch 0.99.3
Fixed some pics, maps and props on a xenonaut base attack are fully destructable now
scrollbutton fixed
Researches.AlienPlasmaTechnology should be researchable again
A lot more research descriptions have been done
A lot of bug fixes
A lot more i cant remember
DAY 16 unofficial Patch 0.99.2
a lot of bugfixes, most nateable better shields can now be properly researched
terror battleship datacore can now be aquired
khalls tundra garage fix ;)
Wraiths should now be able to teleport
The research descriptions are in work. Heres a word from sfarrelly:
"With this update we've also included research descriptions for 95% of phase 1 & 2 (the other 5% are still under development and those techs have been marked as XXDescriptionXX).
If you find any stage 1 or 2 tech without a description, please let us know and we will fix it, there are over 1000 techs in this mod, so it's quite possible some were missed.
Also, if you spot any typos or grammatical errors, let us know and we will fix them."
DAY 7 Patch 0.99.11
new Shotguns/carbines
revised flamethrowers are now heavy weapons like the hmg
new UFO images
revamped GC UI ( its incredible, seriously the best part of all of this )
fixed shuttle datacores being impossible to get
99% of all reported bugs are fixed
more bug fixes
and much more
- DAY X WiP Version 1.00.11b "New Dawn"
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June 2024
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02 Jun 2024, 1:30PM | Action by: Charon117
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02 Jun 2024, 1:27PM | Action by: Charon117
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12 Nov 2020, 8:03PM | Action by: Charon117
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12 Nov 2020, 8:01PM | Action by: Charon117
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X-Division Unofficial Version WiP 1.00.11c [version 1.00.11c]
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