06
мар
06
мар
UFO: Afterlight - Total Rebalance Modification v2
This mod focuses on all aspects of the game that relate to tactical combat, which also includes research related to items. The stats of creatures (friendly or alien) in the game are also fair game. -- ShadoWarrior
I just wanna play this game so so so so bad. But all I have to play it on is my stupid high quality expenive Lenovo hat should but won't play it because it had a stupid high quality Intel graphics card.
New items in mod: 69
New techs in mod: 15
New trainings in mod: 1
This mod focuses on all aspects of the game that relate to tactical combat, which also includes research related to items. The stats of creatures (friendly or alien) in the game are also fair game. -- ShadoWarrior
UFO:AL Total Rebalance Mod Team Members:
ShadoWarrior - principal designer and lead programmer
Rising Phoenix - programmer, database analyst
Monk - lead modeler
Praetoris - concept artist
BulletSix - textures, playtesting
Gorre - playtesting
Ishantil - playtesting
Nevyn - playtesting
Acknowledgements (in chronological order):
Slaughter - moral support, and mirroring the mod at StrategyCore
TYR - providing the Calico models
crusher bob - finding annoying errors in the effect.txt file (v1.04) causing armor to instantly repair itself
Kiko - German translation (v1.07)
PetteriB - changes to Beastman Matriarch gear (v2.00)
.. and the many fans of my mods that have provided encouragement, testing, feedback, and suggestions for tweaks and new items
New items in mod: 69
New techs in mod: 15
New trainings in mod: 1
HISTORY -
v2.00: (19 APR 2007)
added: two new damage types (acid and plasma)
added: Flamethrower Superfuel
added: Robot Flamethrower
added: Robot Flamethrower Fuel
added: Robot Flamethrower Superfuel
added: Plasma Mine
added: Incendiary Mine
added: Assault Rifle
added: Anti-materiel Rifle
added: Petteri's Martian Assault Mod v0.951 is now bundled together with the TR mod archive
changed: Merlon's excellent Recolour Mod Mars v1.1 is now bundled together with the TR mod archive
changed: warehouses now only require level 3 resources to build (unmodded value level 4)
changed: Ground Radar now also requires T_MilitaryBase1 (Radar) to manufacture
changed: all text references to 'phosphorus' now say 'incendiary'
changed: Heavy Battle Suit maxhostility is now 6 (unmodded value 4)
changed: Battle Suit maxhostility is now 5 (unmodded value 4)
changed: Nature Forces are now immune to all damage types except EM, explosive, meson, and plasma
changed: Nature Force attack now does 200 damage (unmodded value 20)
changed: acid and plasma weapons now use the new damage types (instead of 'fire')
changed: beastmen of all types (including rollers and spiders) are now immune to acid
changed: EM weapons now do 40% stun (grey), 30% temporary (red), and 30% permanent (black) damage (unmodded values 70%, 15%, 15%)
changed: Beastman Soldier basehp is now 200 (unmodded value 150)
changed: Beastman Shaman/Alchemist basehp is now 150 (unmodded value 120)
changed: Beastman Matriarch basehp is now 120 (unmodded value 60)
changed: Martian Plant Pet basehp is now 300 (unmodded value 30)
changed: Crawling Robot basehp is now 270 (unmodded value 90)
changed: Levitating Robot basehp is now 350 (unmodded value 70)
changed: Robot Mech basehp is now 1300 (unmodded value 650)
changed: Robot Spider basehp is now 1600 (unmodded value 800)
changed: Crawling Robot stun recovery is now 0.25 (unmodded value 0.15)
changed: Levitating Robot stun recovery is now 0.3 (unmodded value 0.2)
changed: Robot Mech stun recovery is now 0.5 (unmodded value 0.1)
changed: Robot Spider stun recovery is now 0.8 (unmodded value 0.2)
changed: Boss stun recovery is now 0.3 (unmodded value 0.1)
changed: Boss temp recovery is now 0.1 (unmodded value 0)
changed: Aimed Burst is now the preferred mode for the Beastman Rifle and Big Rifle (unmodded first choice is Aimed Single)
changed: BeastmanRifle range is now 40 (unmodded value 25)
changed: BeastmanRifle aimingtime is now 1.2 (unmodded value 1.6)
changed: BeastmanRifle AP ammo now does 50 damage (unmodded value 55)
changed: BeastmanPistol range is now 32 (unmodded value 20)
changed: BeastmanPistol aimingtime is now 0.9 (unmodded value 1.2)
changed: BeastmanBigPistol AP ammo now does 35 damage (unmodded value 32)
changed: BeastmanBigRifle range is now 56 (unmodded value 35)
changed: BeastmanBigRifle aimingtime is now 1.5 (unmodded value 2.0)
changed: BeastmanBigRifle AP ammo now does 80 damage (unmodded value 65)
changed: BeastmanCannon range is now 22 (unmodded value 14)
changed: BeastmanCannon AP ammo now does 300 damage (unmodded value 250)
changed: Beastmen AP Ammo now uses AP damage type
changed: Beastmen Acid Ammo now uses Acid damage type
changed: plastic mine now does 800 damage (unmodded value 400)
changed: plastic mine blast radius is now 7.5 (unmodded value 5.5)
changed: Reticulan mine now does 900 damage (unmodded value 450)
changed: Reticulan mine blast radius is now 8 (unmodded value 5)
changed: Martian Pets are now immune to projectile and acid attacks, and 99% resistant to cutting
changed: increased Martian resistance to AP and acid attacks
changed: added project and shift names for all living human characters
changed: doubled the weight of all gatling ammunition
changed: Robot Gatling weight is now 20 (unmodded value 4)
changed: added a very large Dodge penalty as part of the glop effect
changed: inventory slots for both Human medium suits rearranged/expanded
changed: default Beastman Soldier attribute increased by +2 (to 'Outstanding')
changed: default Beastman Alchemist/Shaman attribute increased by +1 (to 'Good')
changed: default Beastman Mistress attribute increased by +3 (to 'Heroic')
changed: all default Martian Robot attributes increased by +1
changed: HEAT rocket damage doubled
changed: Beastman Matriarchs who were previously equipped with Martian Plasma Cannon are now equipped with Beastman Big Rifles
changed: renamed 'Ancient Earth' tab as 'Close Combat' and moved all the firearms into the 'Projectile' tab
changed: renamed 'Explosive' tab as 'Ordnance'
fixed: removed top slot from the Human Laser Pistol
fixed: Human SMG snap single mode now only fires 1 round (instead of 3)
v1.09: (22 MAR 2007)
added: Reactive Polymers tech
added: two new damage types (HEAT and meson)
added: Human HEAT Rockets
added: Robot Gatling API ammo
added: Robot Projectile AP ammo
added: Robot Projectile API ammo
added: Robot Phosphorus Rockets
added: Robot HEAT Rockets
added: Robot Advanced Battery
added: Flamethrower (courtesy Rising Phoenix)
added: Flamethrower fuel (courtesy Rising Phoenix)
added: Rocket quad-launcher
added: Explosive rockets pack
added: Phosphorus rockets pack
added: HEAT rockets pack
added: Heavy Armor Stabilizers
added: Reflex Sight
added: Basic Powered Armor
added: Advanced Powered Armor
added: Reactive Polymers
added: Powered Armor Sniper Module
added: Powered Armor Skirmisher Module
added: Powered Armor Marine Module
Builds on the classic open-world Metroidvania style of games by adding deep melee combat, a new dimension switching mechanic, and cooperative local multiplayer. Guacamelee download. Uncover hidden wrestling techniques like the Rooster Uppercut, and Dimension Swap to open new areas and secrets. The game also blurs the boundaries between combat and platforming by making many moves useful and necessary for both.Travel through a mystical and mysterious Mexican world as a luchador using the power of your two fists to battle evil.
added: German localization (for version 1.07)
changed: SmallFirearmBottomSlot added to Human Rocket Launcher
changed: added Robot Gatling API ammo usage capability to the Robot Gatling gun
changed: added Robot Projectile AP ammo usage capability to the Robot projectile weapon
changed: added Robot Projectile API ammo usage capability to the Robot projectile weapon
changed: added Robot Phosphorus Rocket usage capability to the Robot rocket launcher
changed: added Robot Advanced Battery usage capability to all Robot energy weapons
changed: Robot Rifle range is now 35 (unmodded value 28)
changed: Robot Rifle accuracy is now 2.6 (unmodded value 1.0)
changed: Robot Gatling range is now 40 (unmodded value 28)
changed: Robot Gatling accuracy is now 1.3 (unmodded value 0.8)
changed: Robot Gatling damage is now 45 (unmodded value 40)
changed: Robot Gatling aimingtime reduced to 8 (unmodded value 10)
changed: Robot Gatling ammo capacity reduced to 60 (unmodded value 120)
changed: Robot Projectile ammo capacity reduced to 20 (unmodded value 40)
changed: Robot Battery ammo capacity reduced to 20 (unmodded value 40)
changed: Drone basehp decreased to 700 (previous value 1400)
changed: Human Projectile AP and API ammo now also requires T_EarthTechnologies2 to manufacture
changed: Human Laser Sniper Rifle top slot changed to LaserSniperTopSlot (previous value SniperTopSlot)
changed: Human Rocket Launcher timetofire changed to 1 (unmodded value 4)
changed: Human Rocket Launcher timetoready changed to 1 (unmodded value 10)
changed: Human Rocket Launcher range changed to 80 (unmodded value 40)
changed: Human Battle suit cut damage resistance increased to 0.4 (unmodded value 0.2)
changed: Human Advanced Battle suit cut damage resistance increased to 0.5 (unmodded value 0.3)
changed: Human Heavy suit and Heavy battle suit inventory slots rearranged
changed: T_HeavyWeapons name changed to T_SuperHeavyWeapons
changed: movement type kneeling sizemod decreased to 0.5 (unmodded value 0.75)
changed: movement type prone sizemod decreased to 0.25 (unmodded value 0.75)
changed: movement type crawling sizemod decreased to 0.25 (unmodded value 0.75)
fixed: Human Projectile API ammo now also requires T_AdvancedFirearms to manufacture
fixed: bug in Ground Radar scan effect preventing EMVision mode from activating
fixed: vision angle (tracked down and corrected by Rising Phoenix)
v1.08: (15 MAR 2007)
added: Gatling gun training
added: Basic Reticulan Armor tech
added: Advanced Reticulan Armor tech
added: Improved Firearms tech
added: Improved Lasers tech
added: Heavy Weapons tech
added: Particle Weapons tech
added: Powered Armor tech
added: Advanced Force Fields tech
added: Stasis Fields tech
added: Nanotechnology tech
added: Nanotech Tools tech
added: Nanotech Warfare tech
added: Toxins tech
added: Basic Heavy Servos armor add-on
added: Advanced Heavy Servos armor add-on
added: Doppler Scanner
added: Ground Radar
added: Parabolic Microphone
added: Human Laser Pistol
added: Human Laser Sniper Rifle
added: Wakizashi
added: Shaped-charge Mine
added: Shock Baton
added: Improved Reticulan Suit
added: Reticulan Hybrid Armor
added: Merlon's excellent Recolour Mod Mars v0.9 is now bundled together with the TR mod archive
added: my Combo Soldiers mod is now bundled together with the TR mod archive
changed: HumanSniperRifle accuracy increased to 3 (unmodded value 2)
changed: HumanSniperRifle timetoready reduced to 3 (unmodded value 5)
changed: HumanSniperRifle reloadtime reduced to 40 (unmodded value 60)
changed: HumanSniperRifle AimedSingle mode aimingtime reduced to 20 (unmodded value 25)
changed: Human Shotgun timetoready in ShotgunScatterShot mode reduced to 5 (unmodded value 10)
changed: MovementScanner and MetalScanner may no longer be manufactured
changed: Drone basehp increased to 1400 (unmodded value 120)
changed: Gunman Major training now also adds an additional bonus in the use of Human, Reticulan, and Martian non-pistol weapons
changed: Gunman Major training now costs 3 points (unmodded value 2)
changed: Gatling guns now require Gatling gun training to use
changed: Human innate motion sensing reduced to range 40 (previous value 50)
changed: Psi damage stoppingpower (knockdown) reduced to 0.01 (unmodded value 0.1)
changed: Laser damage stoppingpower (knockdown) reduced to 0.05 (unmodded value 0.2)
changed: SmallFirearmBottomSlot added to HumanGrenadeLauncher and HumanGatling
fixed: HumanSniperRifle PreciseShot mode with projectile ammo aimingtime reset to 40 (previous value 60)
fixed: major bug (introduced in v1.03) causing the Laputa contact event not to trigger
v1.07: (08 MAR 2007)
added: Human Shotgun Shell Glop ammo
added: Human Glop Grenades
added: Human Glop Rockets ammo
added: Glop Solvent toolkit ammo
added: Taser Battery toolkit ammo
added: Binoculars (courtesy Rising Phoenix)
changed: extensive modification of vision-related files (by Rising Phoenix)
changed: old Vision Rebalance mod files are no longer stand-alone nor compatible with this mod
changed: WalkSpeedGreatPenalty (broken leg) duration is now permanent (unmodded value 60 secs)
changed: WalkSpeedGreatPenalty (broken leg) penalty is now -20 (unmodded value -4)
changed: AttackPreDelayGreatPenalty (broken arm) duration is now permanent (unmodded value 60 secs)
changed: AttackPreDelayGreatPenalty (broken arm) penalty is now -20 (unmodded value -4)
changed: Shooting Range now requires T_MilitaryTraining to build (unmodded value T_Firearms)
changed: T_Firearms now also requires a Shooting Range
changed: Human Shotgun accepts the new HumanShotgunShellGlop ammo
changed: Underbarrel Shotgun accepts the new HumanShotgunShellGlop ammo
changed: HumanRocketLauncher accepts the new HumanGlopRockets ammo
changed: acid damage now does 2 points per tick over a period of 375 ticks (previous values 5 and 150, respectively)
changed: MineDestructionSet ammo now has 10 'charges' (unmodded value 1)
changed: FireExtinguisher ammo manufacturing now also requires Chemicals2
changed: Computerized Scope manufacturing now also requires a Microelectronics building
fixed: HumanPhosphorusRockets now also requires T_RocketbasedWeapons to manufacture
fixed: MovementScanner and MetalScanner restored to their unmodded condition
v1.06.1: (03 MAR 2007)
changed: MovementScanner and MetalScanner now use human batteries (courtesy Rising Phoenix)
changed: FireExtinguisher ammo is now a 1x1 item
changed: Buzzsaw accuracy increased to 1.5 (unmodded value 1.25)
fixed: array count errors in the manufacturable records for several items, mainly some of the launched grenades
v1.06: (02 MAR 2007)
added: Fire Extinguisher toolkit ammo
added: Human Light Hazard Armor
changed: T_EarthTechnologies1 prerequisite moved to Firearms tech instead of Advanced Firearms tech
changed: T_CombatCombustibles no longer requires T_RocketbasedWeapons
changed: T_RocketbasedWeapons now requires T_EarthTechnologies2 instead of T_ReticulanTechnologies1
changed: heavy armors now have a -2 dodge penalty
changed: HumanRifle range is now 30 (unmodded value 24)
changed: ReticulanLaserRifle range is now 70 (unmodded value 35)
changed: ReticulanLaserRifle accuracy is now 5.1 (unmodded value 3.1)
changed: ReticulanLaserRifle aimingtime is now 0.9 (unmodded value 1.2)
changed: HumanSniperRifle range is now 60 (unmodded value 40)
changed: HumanGatling range is now 40 (unmodded value 28)
changed: ReticulanLaserPistol range is now 45 (unmodded value 26)
changed: ReticulanLaserPistol accuracy is now 5.1 (unmodded value 3.1)
changed: ReticulanLaserPistol aimingtime is now 0.6 (unmodded value 1.2)
changed: Calico M950 range is now 18 (previous value 16)
changed: Calico M950 accuracy is now 1.66 (previous value 1.6)
changed: HumanSMG range is now 24 (previous value 22)
changed: HumanSMG accuracy is now 1.8 (previous value 2.0)
changed: description of Advanced Firearms tech no longer references the HumanShotgun
changed: RobotRocketLauncher damage is now pellet-based (unmodded value false)
fixed: UB GL description no longer reads that it will fit a HumanShotgun
v1.05: (28 FEB 2007)
added: Underbarrel Grenade Launcher as a Human Firearms add-on (courtesy Rising Phoenix)
added: Underbarrel Shotgun as a Human Firearms add-on
changed: HumanShotgun now has T_Firearms as a prerequisite instead of T_AdvancedFirearms
changed: HumanShotgun now has Metal2 as a prerequisite instead of Metal3
changed: HumanShotgun assemblytime (setup time) reduced to 3 hours (unmodded value 7.5 hours)
changed: HumanShotgunShell now has T_Firearms as a prerequisite instead of T_AdvancedFirearms
changed: T_NonLethalCombat no longer requires T_CombatExplosives
changed: HumanStunGrenade now also requires T_CombatExplosives
changed: HumanStunLaunchGrenade now also requires T_CombatExplosives
changed: HumanGrenadeLauncher now requires T_CombatExplosives and T_AdvancedFirearms instead of T_RocketbasedWeapons
changed: launched grenades now require T_CombatExplosives and T_AdvancedFirearms instead of T_RocketbasedWeapons
changed: crouching is no longer possible in Heavy and Lifesupport armors
changed: API burn damage reduced to 1 per tick (previous value 6 per tick)
changed: flash effect strength increased to -70% (previous value -10%)
changed: flash effect duration decreased to 20 seconds (previous value 60 seconds)
changed: annihilator now uses warp cannon weapon model
changed: warp cannon now uses annihilator weapon model
changed: HumanPistol, HumanSMG, HumanShotgun, and HumanSniperRifle now have a SmallFirearmBottomSlot instead of a FirearmBottomSlot
changed: Gyrostabilizer and AdvancedGyrostabilizer now also fit in the new SmallFirearmBottomSlot
changed: SmallFirearmBottomSlot added to AncientColt, AncientPistol, Calico M950, and AncientRifle
changed: added melee attack mode to HumanPistol, HumanSMG, HumanRifle, HumanShotgun, HumanSniperRifle, and HumanGrenadeLauncher
changed: added melee attack mode to AncientColt, AncientPistol, Calico M950, and AncientRifle
changed: added Underbarrel Grenade Launcher capability to HumanRifle and HumanShotgun
changed: accuracy value for all HumanGrenadeLauncher grenades set to the same value (only the ranges differ by grenade)
changed: HeavyArmorSlot added to all human heavy armors except HumanHeavyBasicArmour
changed: added Underbarrel Shotgun capability to HumanRifle
fixed: errors in effect.txt file causing armor to instantly repair itself (thanks to crusher bob)
fixed: aiming times for HumanSMG are no longer the same as for the HumanRifle
v1.04: (25 FEB 2007)
added: Flash Mine (courtesy Rising Phoenix)
added: Human Flash Grenade (courtesy Rising Phoenix)
added: Human SMG
added: companion Vision Rebalance mod
changed: T_EarthTechnologies1 is now an additional manufacturing prerequisite for the Calico M950 and its ammo
changed: numerous minor corrections to item descriptions
fixed: Calico M950 Pistol ammo manufacturing time
v1.03: (22 FEB 2007)
added: Ancient Firearms tech
added: Armor Coating (reduces acid & fire damage by an additional 30%)
added: Human Projectile API ammo
added: Human Gatling API ammo
added: interface images for all previously-released new ammo (courtesy BulletSix)
changed: 2 Calico M950 Pistols to items received from the first Earth ship (previous value 1)
changed: 20 Calico M950 Pistol ammo to items received from the first Earth ship (previous value 10)
changed: added Human Projectile API ammo usage capability to all Human Projectile and Gatling weapons (except shotgun)
changed: Ancient Firearms tech is now a prerequisite to Firearms tech
changed: Firearms tech now has timetodevelop of 12 (unmodded value 16)
changed: displayed name of the Ancient Colt is now Colt Anaconda (instead of Dan Wesson 722-VH6)
changed: displayed name of the Ancient Colt ammo is now .44 Magnum ammo (instead of .22 LR ammo)
fixed: added RocketbasedWeapons tech as an additional prerequisite to manufacturing all launched grenade ammo
v1.02: (20 FEB 2007)
added: 1 Calico M950 Pistol to items received from the first Earth ship
added: 10 Calico M950 Pistol ammo to items received from the first Earth ship
added: Human Projectile AP ammo
changed: decreased strength of Ancient Pistol attack to 15 (unmodded value 30)
changed: increased strength of Calico M950 attack to 32 (previous value 30)
changed: changed the description of the Ancient Colt to define it as a .44 Magnum Colt Anaconda
changed: added Human Projectile AP ammo usage capability to all Human Projectile weapons
changed: standard Human Gatling ammo now does Projectile AP type damage
fixed: shortened the name of launched grenades so that they fit in the display tabs
fixed: removed the ability to manufacture the Calico M950 and its ammo
v1.01: (19 FEB 2007)
added: launched versions of all 6 grenade types
added: Calico M950 Pistol (courtesy TYR)
added: Calico M950 Pistol ammo (courtesy TYR)
changed: Human Grenade Launcher is now a 6-shot magazine-fed weapon using special launched grenades
changed: Human Explosive Rocket damage increased by 25% to 550 (unmodded value 440)
changed: Human Phosphorus Rocket damage increased by 25% to 100 (unmodded value 80)
changed: Human Defense Grenade damage increased by 25% to 120 (unmodded value 100)
changed: Human Acid Grenade damage increased by 25% to 25 (unmodded value 20)
changed: Human Attack Grenade damage increased by 25% to 144 (unmodded value 115)
changed: Human EM Grenade damage increased by 25% to 188 (unmodded value 150)
changed: Human Stun Grenade damage increased by 25% to 250 (unmodded value 200)
changed: Human Incendiary Grenade damage increased by 25% to 32 (previous value 25)
changed: fire damage now does 3 points per tick over a period of 250 ticks (unmodded values 2 and 200, respectively)
changed: acid damage now does 5 points per tick over a period of 150 ticks (unmodded values 1 and 100, respectively)
changed: Human Acid Grenade splash radius increased to 2.7 (unmodded value 2)
changed: impact damage and splash radius of all launched grenades is 80% of their handheld equivalents
v1.0: (18 FEB 2007)
added: three new damage types (for projectileAP, projectileAPI, and stun ammo)
added: Human Shotgun Shell AP ammo
added: Human Shotgun Shell Stun ammo
added: Human Incendiary Grenade
changed: Human Attack Grenade weight changed to 0.3kg (unmodded value 0.5kg)
changed: Human Acid, Stun, and EM Grenade weights changed to 0.4kg (unmodded values 0.5kg)
changed: explosive damage now does 5% permanent damage and 25% stun damage (unmodded values 0% and 30%, respectively)
changed: Human Shotgun accepts the new HumanShotgunShellAP ammo
changed: Human Shotgun accepts the new HumanShotgunShellStun ammo
changed: Human Grenade Launcher accepts the new HumanIncendiaryGrenade
changed: added the new damage types to all armors
---
© 2007 Mind Games
This file may not be reproduced in part or entirety without the author's permission.
Game or Patch Questions?
UFO: Afterlight - Total Rebalance Modification v2
This mod focuses on all aspects of the game that relate to tactical combat, which also includes research related to items. The stats of creatures (friendly or alien) in the game are also fair game. -- ShadoWarrior
I just wanna play this game so so so so bad. But all I have to play it on is my stupid high quality expenive Lenovo hat should but won\'t play it because it had a stupid high quality Intel graphics card.
New items in mod: 69
New techs in mod: 15
New trainings in mod: 1
This mod focuses on all aspects of the game that relate to tactical combat, which also includes research related to items. The stats of creatures (friendly or alien) in the game are also fair game. -- ShadoWarrior
UFO:AL Total Rebalance Mod Team Members:
ShadoWarrior - principal designer and lead programmer
Rising Phoenix - programmer, database analyst
Monk - lead modeler
Praetoris - concept artist
BulletSix - textures, playtesting
Gorre - playtesting
Ishantil - playtesting
Nevyn - playtesting
Acknowledgements (in chronological order):
Slaughter - moral support, and mirroring the mod at StrategyCore
TYR - providing the Calico models
crusher bob - finding annoying errors in the effect.txt file (v1.04) causing armor to instantly repair itself
Kiko - German translation (v1.07)
PetteriB - changes to Beastman Matriarch gear (v2.00)
.. and the many fans of my mods that have provided encouragement, testing, feedback, and suggestions for tweaks and new items
New items in mod: 69
New techs in mod: 15
New trainings in mod: 1
HISTORY -
v2.00: (19 APR 2007)
added: two new damage types (acid and plasma)
added: Flamethrower Superfuel
added: Robot Flamethrower
added: Robot Flamethrower Fuel
added: Robot Flamethrower Superfuel
added: Plasma Mine
added: Incendiary Mine
added: Assault Rifle
added: Anti-materiel Rifle
added: Petteri\'s Martian Assault Mod v0.951 is now bundled together with the TR mod archive
changed: Merlon\'s excellent Recolour Mod Mars v1.1 is now bundled together with the TR mod archive
changed: warehouses now only require level 3 resources to build (unmodded value level 4)
changed: Ground Radar now also requires T_MilitaryBase1 (Radar) to manufacture
changed: all text references to \'phosphorus\' now say \'incendiary\'
changed: Heavy Battle Suit maxhostility is now 6 (unmodded value 4)
changed: Battle Suit maxhostility is now 5 (unmodded value 4)
changed: Nature Forces are now immune to all damage types except EM, explosive, meson, and plasma
changed: Nature Force attack now does 200 damage (unmodded value 20)
changed: acid and plasma weapons now use the new damage types (instead of \'fire\')
changed: beastmen of all types (including rollers and spiders) are now immune to acid
changed: EM weapons now do 40% stun (grey), 30% temporary (red), and 30% permanent (black) damage (unmodded values 70%, 15%, 15%)
changed: Beastman Soldier basehp is now 200 (unmodded value 150)
changed: Beastman Shaman/Alchemist basehp is now 150 (unmodded value 120)
changed: Beastman Matriarch basehp is now 120 (unmodded value 60)
changed: Martian Plant Pet basehp is now 300 (unmodded value 30)
changed: Crawling Robot basehp is now 270 (unmodded value 90)
changed: Levitating Robot basehp is now 350 (unmodded value 70)
changed: Robot Mech basehp is now 1300 (unmodded value 650)
changed: Robot Spider basehp is now 1600 (unmodded value 800)
changed: Crawling Robot stun recovery is now 0.25 (unmodded value 0.15)
changed: Levitating Robot stun recovery is now 0.3 (unmodded value 0.2)
changed: Robot Mech stun recovery is now 0.5 (unmodded value 0.1)
changed: Robot Spider stun recovery is now 0.8 (unmodded value 0.2)
changed: Boss stun recovery is now 0.3 (unmodded value 0.1)
changed: Boss temp recovery is now 0.1 (unmodded value 0)
changed: Aimed Burst is now the preferred mode for the Beastman Rifle and Big Rifle (unmodded first choice is Aimed Single)
changed: BeastmanRifle range is now 40 (unmodded value 25)
changed: BeastmanRifle aimingtime is now 1.2 (unmodded value 1.6)
changed: BeastmanRifle AP ammo now does 50 damage (unmodded value 55)
changed: BeastmanPistol range is now 32 (unmodded value 20)
changed: BeastmanPistol aimingtime is now 0.9 (unmodded value 1.2)
changed: BeastmanBigPistol AP ammo now does 35 damage (unmodded value 32)
changed: BeastmanBigRifle range is now 56 (unmodded value 35)
changed: BeastmanBigRifle aimingtime is now 1.5 (unmodded value 2.0)
changed: BeastmanBigRifle AP ammo now does 80 damage (unmodded value 65)
changed: BeastmanCannon range is now 22 (unmodded value 14)
changed: BeastmanCannon AP ammo now does 300 damage (unmodded value 250)
changed: Beastmen AP Ammo now uses AP damage type
changed: Beastmen Acid Ammo now uses Acid damage type
changed: plastic mine now does 800 damage (unmodded value 400)
changed: plastic mine blast radius is now 7.5 (unmodded value 5.5)
changed: Reticulan mine now does 900 damage (unmodded value 450)
changed: Reticulan mine blast radius is now 8 (unmodded value 5)
changed: Martian Pets are now immune to projectile and acid attacks, and 99% resistant to cutting
changed: increased Martian resistance to AP and acid attacks
changed: added project and shift names for all living human characters
changed: doubled the weight of all gatling ammunition
changed: Robot Gatling weight is now 20 (unmodded value 4)
changed: added a very large Dodge penalty as part of the glop effect
changed: inventory slots for both Human medium suits rearranged/expanded
changed: default Beastman Soldier attribute increased by +2 (to \'Outstanding\')
changed: default Beastman Alchemist/Shaman attribute increased by +1 (to \'Good\')
changed: default Beastman Mistress attribute increased by +3 (to \'Heroic\')
changed: all default Martian Robot attributes increased by +1
changed: HEAT rocket damage doubled
changed: Beastman Matriarchs who were previously equipped with Martian Plasma Cannon are now equipped with Beastman Big Rifles
changed: renamed \'Ancient Earth\' tab as \'Close Combat\' and moved all the firearms into the \'Projectile\' tab
changed: renamed \'Explosive\' tab as \'Ordnance\'
fixed: removed top slot from the Human Laser Pistol
fixed: Human SMG snap single mode now only fires 1 round (instead of 3)
v1.09: (22 MAR 2007)
added: Reactive Polymers tech
added: two new damage types (HEAT and meson)
added: Human HEAT Rockets
added: Robot Gatling API ammo
added: Robot Projectile AP ammo
added: Robot Projectile API ammo
added: Robot Phosphorus Rockets
added: Robot HEAT Rockets
added: Robot Advanced Battery
added: Flamethrower (courtesy Rising Phoenix)
added: Flamethrower fuel (courtesy Rising Phoenix)
added: Rocket quad-launcher
added: Explosive rockets pack
added: Phosphorus rockets pack
added: HEAT rockets pack
added: Heavy Armor Stabilizers
added: Reflex Sight
added: Basic Powered Armor
added: Advanced Powered Armor
added: Reactive Polymers
added: Powered Armor Sniper Module
added: Powered Armor Skirmisher Module
added: Powered Armor Marine Module
Builds on the classic open-world Metroidvania style of games by adding deep melee combat, a new dimension switching mechanic, and cooperative local multiplayer. Guacamelee download. Uncover hidden wrestling techniques like the Rooster Uppercut, and Dimension Swap to open new areas and secrets. The game also blurs the boundaries between combat and platforming by making many moves useful and necessary for both.Travel through a mystical and mysterious Mexican world as a luchador using the power of your two fists to battle evil.
added: German localization (for version 1.07)
changed: SmallFirearmBottomSlot added to Human Rocket Launcher
changed: added Robot Gatling API ammo usage capability to the Robot Gatling gun
changed: added Robot Projectile AP ammo usage capability to the Robot projectile weapon
changed: added Robot Projectile API ammo usage capability to the Robot projectile weapon
changed: added Robot Phosphorus Rocket usage capability to the Robot rocket launcher
changed: added Robot Advanced Battery usage capability to all Robot energy weapons
changed: Robot Rifle range is now 35 (unmodded value 28)
changed: Robot Rifle accuracy is now 2.6 (unmodded value 1.0)
changed: Robot Gatling range is now 40 (unmodded value 28)
changed: Robot Gatling accuracy is now 1.3 (unmodded value 0.8)
changed: Robot Gatling damage is now 45 (unmodded value 40)
changed: Robot Gatling aimingtime reduced to 8 (unmodded value 10)
changed: Robot Gatling ammo capacity reduced to 60 (unmodded value 120)
changed: Robot Projectile ammo capacity reduced to 20 (unmodded value 40)
changed: Robot Battery ammo capacity reduced to 20 (unmodded value 40)
changed: Drone basehp decreased to 700 (previous value 1400)
changed: Human Projectile AP and API ammo now also requires T_EarthTechnologies2 to manufacture
changed: Human Laser Sniper Rifle top slot changed to LaserSniperTopSlot (previous value SniperTopSlot)
changed: Human Rocket Launcher timetofire changed to 1 (unmodded value 4)
changed: Human Rocket Launcher timetoready changed to 1 (unmodded value 10)
changed: Human Rocket Launcher range changed to 80 (unmodded value 40)
changed: Human Battle suit cut damage resistance increased to 0.4 (unmodded value 0.2)
changed: Human Advanced Battle suit cut damage resistance increased to 0.5 (unmodded value 0.3)
changed: Human Heavy suit and Heavy battle suit inventory slots rearranged
changed: T_HeavyWeapons name changed to T_SuperHeavyWeapons
changed: movement type kneeling sizemod decreased to 0.5 (unmodded value 0.75)
changed: movement type prone sizemod decreased to 0.25 (unmodded value 0.75)
changed: movement type crawling sizemod decreased to 0.25 (unmodded value 0.75)
fixed: Human Projectile API ammo now also requires T_AdvancedFirearms to manufacture
fixed: bug in Ground Radar scan effect preventing EMVision mode from activating
fixed: vision angle (tracked down and corrected by Rising Phoenix)
v1.08: (15 MAR 2007)
added: Gatling gun training
added: Basic Reticulan Armor tech
added: Advanced Reticulan Armor tech
added: Improved Firearms tech
added: Improved Lasers tech
added: Heavy Weapons tech
added: Particle Weapons tech
added: Powered Armor tech
added: Advanced Force Fields tech
added: Stasis Fields tech
added: Nanotechnology tech
added: Nanotech Tools tech
added: Nanotech Warfare tech
added: Toxins tech
added: Basic Heavy Servos armor add-on
added: Advanced Heavy Servos armor add-on
added: Doppler Scanner
added: Ground Radar
added: Parabolic Microphone
added: Human Laser Pistol
added: Human Laser Sniper Rifle
added: Wakizashi
added: Shaped-charge Mine
added: Shock Baton
added: Improved Reticulan Suit
added: Reticulan Hybrid Armor
added: Merlon\'s excellent Recolour Mod Mars v0.9 is now bundled together with the TR mod archive
added: my Combo Soldiers mod is now bundled together with the TR mod archive
changed: HumanSniperRifle accuracy increased to 3 (unmodded value 2)
changed: HumanSniperRifle timetoready reduced to 3 (unmodded value 5)
changed: HumanSniperRifle reloadtime reduced to 40 (unmodded value 60)
changed: HumanSniperRifle AimedSingle mode aimingtime reduced to 20 (unmodded value 25)
changed: Human Shotgun timetoready in ShotgunScatterShot mode reduced to 5 (unmodded value 10)
changed: MovementScanner and MetalScanner may no longer be manufactured
changed: Drone basehp increased to 1400 (unmodded value 120)
changed: Gunman Major training now also adds an additional bonus in the use of Human, Reticulan, and Martian non-pistol weapons
changed: Gunman Major training now costs 3 points (unmodded value 2)
changed: Gatling guns now require Gatling gun training to use
changed: Human innate motion sensing reduced to range 40 (previous value 50)
changed: Psi damage stoppingpower (knockdown) reduced to 0.01 (unmodded value 0.1)
changed: Laser damage stoppingpower (knockdown) reduced to 0.05 (unmodded value 0.2)
changed: SmallFirearmBottomSlot added to HumanGrenadeLauncher and HumanGatling
fixed: HumanSniperRifle PreciseShot mode with projectile ammo aimingtime reset to 40 (previous value 60)
fixed: major bug (introduced in v1.03) causing the Laputa contact event not to trigger
v1.07: (08 MAR 2007)
added: Human Shotgun Shell Glop ammo
added: Human Glop Grenades
added: Human Glop Rockets ammo
added: Glop Solvent toolkit ammo
added: Taser Battery toolkit ammo
added: Binoculars (courtesy Rising Phoenix)
changed: extensive modification of vision-related files (by Rising Phoenix)
changed: old Vision Rebalance mod files are no longer stand-alone nor compatible with this mod
changed: WalkSpeedGreatPenalty (broken leg) duration is now permanent (unmodded value 60 secs)
changed: WalkSpeedGreatPenalty (broken leg) penalty is now -20 (unmodded value -4)
changed: AttackPreDelayGreatPenalty (broken arm) duration is now permanent (unmodded value 60 secs)
changed: AttackPreDelayGreatPenalty (broken arm) penalty is now -20 (unmodded value -4)
changed: Shooting Range now requires T_MilitaryTraining to build (unmodded value T_Firearms)
changed: T_Firearms now also requires a Shooting Range
changed: Human Shotgun accepts the new HumanShotgunShellGlop ammo
changed: Underbarrel Shotgun accepts the new HumanShotgunShellGlop ammo
changed: HumanRocketLauncher accepts the new HumanGlopRockets ammo
changed: acid damage now does 2 points per tick over a period of 375 ticks (previous values 5 and 150, respectively)
changed: MineDestructionSet ammo now has 10 \'charges\' (unmodded value 1)
changed: FireExtinguisher ammo manufacturing now also requires Chemicals2
changed: Computerized Scope manufacturing now also requires a Microelectronics building
fixed: HumanPhosphorusRockets now also requires T_RocketbasedWeapons to manufacture
fixed: MovementScanner and MetalScanner restored to their unmodded condition
v1.06.1: (03 MAR 2007)
changed: MovementScanner and MetalScanner now use human batteries (courtesy Rising Phoenix)
changed: FireExtinguisher ammo is now a 1x1 item
changed: Buzzsaw accuracy increased to 1.5 (unmodded value 1.25)
fixed: array count errors in the manufacturable records for several items, mainly some of the launched grenades
v1.06: (02 MAR 2007)
added: Fire Extinguisher toolkit ammo
added: Human Light Hazard Armor
changed: T_EarthTechnologies1 prerequisite moved to Firearms tech instead of Advanced Firearms tech
changed: T_CombatCombustibles no longer requires T_RocketbasedWeapons
changed: T_RocketbasedWeapons now requires T_EarthTechnologies2 instead of T_ReticulanTechnologies1
changed: heavy armors now have a -2 dodge penalty
changed: HumanRifle range is now 30 (unmodded value 24)
changed: ReticulanLaserRifle range is now 70 (unmodded value 35)
changed: ReticulanLaserRifle accuracy is now 5.1 (unmodded value 3.1)
changed: ReticulanLaserRifle aimingtime is now 0.9 (unmodded value 1.2)
changed: HumanSniperRifle range is now 60 (unmodded value 40)
changed: HumanGatling range is now 40 (unmodded value 28)
changed: ReticulanLaserPistol range is now 45 (unmodded value 26)
changed: ReticulanLaserPistol accuracy is now 5.1 (unmodded value 3.1)
changed: ReticulanLaserPistol aimingtime is now 0.6 (unmodded value 1.2)
changed: Calico M950 range is now 18 (previous value 16)
changed: Calico M950 accuracy is now 1.66 (previous value 1.6)
changed: HumanSMG range is now 24 (previous value 22)
changed: HumanSMG accuracy is now 1.8 (previous value 2.0)
changed: description of Advanced Firearms tech no longer references the HumanShotgun
changed: RobotRocketLauncher damage is now pellet-based (unmodded value false)
fixed: UB GL description no longer reads that it will fit a HumanShotgun
v1.05: (28 FEB 2007)
added: Underbarrel Grenade Launcher as a Human Firearms add-on (courtesy Rising Phoenix)
added: Underbarrel Shotgun as a Human Firearms add-on
changed: HumanShotgun now has T_Firearms as a prerequisite instead of T_AdvancedFirearms
changed: HumanShotgun now has Metal2 as a prerequisite instead of Metal3
changed: HumanShotgun assemblytime (setup time) reduced to 3 hours (unmodded value 7.5 hours)
changed: HumanShotgunShell now has T_Firearms as a prerequisite instead of T_AdvancedFirearms
changed: T_NonLethalCombat no longer requires T_CombatExplosives
changed: HumanStunGrenade now also requires T_CombatExplosives
changed: HumanStunLaunchGrenade now also requires T_CombatExplosives
changed: HumanGrenadeLauncher now requires T_CombatExplosives and T_AdvancedFirearms instead of T_RocketbasedWeapons
changed: launched grenades now require T_CombatExplosives and T_AdvancedFirearms instead of T_RocketbasedWeapons
changed: crouching is no longer possible in Heavy and Lifesupport armors
changed: API burn damage reduced to 1 per tick (previous value 6 per tick)
changed: flash effect strength increased to -70% (previous value -10%)
changed: flash effect duration decreased to 20 seconds (previous value 60 seconds)
changed: annihilator now uses warp cannon weapon model
changed: warp cannon now uses annihilator weapon model
changed: HumanPistol, HumanSMG, HumanShotgun, and HumanSniperRifle now have a SmallFirearmBottomSlot instead of a FirearmBottomSlot
changed: Gyrostabilizer and AdvancedGyrostabilizer now also fit in the new SmallFirearmBottomSlot
changed: SmallFirearmBottomSlot added to AncientColt, AncientPistol, Calico M950, and AncientRifle
changed: added melee attack mode to HumanPistol, HumanSMG, HumanRifle, HumanShotgun, HumanSniperRifle, and HumanGrenadeLauncher
changed: added melee attack mode to AncientColt, AncientPistol, Calico M950, and AncientRifle
changed: added Underbarrel Grenade Launcher capability to HumanRifle and HumanShotgun
changed: accuracy value for all HumanGrenadeLauncher grenades set to the same value (only the ranges differ by grenade)
changed: HeavyArmorSlot added to all human heavy armors except HumanHeavyBasicArmour
changed: added Underbarrel Shotgun capability to HumanRifle
fixed: errors in effect.txt file causing armor to instantly repair itself (thanks to crusher bob)
fixed: aiming times for HumanSMG are no longer the same as for the HumanRifle
v1.04: (25 FEB 2007)
added: Flash Mine (courtesy Rising Phoenix)
added: Human Flash Grenade (courtesy Rising Phoenix)
added: Human SMG
added: companion Vision Rebalance mod
changed: T_EarthTechnologies1 is now an additional manufacturing prerequisite for the Calico M950 and its ammo
changed: numerous minor corrections to item descriptions
fixed: Calico M950 Pistol ammo manufacturing time
v1.03: (22 FEB 2007)
added: Ancient Firearms tech
added: Armor Coating (reduces acid & fire damage by an additional 30%)
added: Human Projectile API ammo
added: Human Gatling API ammo
added: interface images for all previously-released new ammo (courtesy BulletSix)
changed: 2 Calico M950 Pistols to items received from the first Earth ship (previous value 1)
changed: 20 Calico M950 Pistol ammo to items received from the first Earth ship (previous value 10)
changed: added Human Projectile API ammo usage capability to all Human Projectile and Gatling weapons (except shotgun)
changed: Ancient Firearms tech is now a prerequisite to Firearms tech
changed: Firearms tech now has timetodevelop of 12 (unmodded value 16)
changed: displayed name of the Ancient Colt is now Colt Anaconda (instead of Dan Wesson 722-VH6)
changed: displayed name of the Ancient Colt ammo is now .44 Magnum ammo (instead of .22 LR ammo)
fixed: added RocketbasedWeapons tech as an additional prerequisite to manufacturing all launched grenade ammo
v1.02: (20 FEB 2007)
added: 1 Calico M950 Pistol to items received from the first Earth ship
added: 10 Calico M950 Pistol ammo to items received from the first Earth ship
added: Human Projectile AP ammo
changed: decreased strength of Ancient Pistol attack to 15 (unmodded value 30)
changed: increased strength of Calico M950 attack to 32 (previous value 30)
changed: changed the description of the Ancient Colt to define it as a .44 Magnum Colt Anaconda
changed: added Human Projectile AP ammo usage capability to all Human Projectile weapons
changed: standard Human Gatling ammo now does Projectile AP type damage
fixed: shortened the name of launched grenades so that they fit in the display tabs
fixed: removed the ability to manufacture the Calico M950 and its ammo
v1.01: (19 FEB 2007)
added: launched versions of all 6 grenade types
added: Calico M950 Pistol (courtesy TYR)
added: Calico M950 Pistol ammo (courtesy TYR)
changed: Human Grenade Launcher is now a 6-shot magazine-fed weapon using special launched grenades
changed: Human Explosive Rocket damage increased by 25% to 550 (unmodded value 440)
changed: Human Phosphorus Rocket damage increased by 25% to 100 (unmodded value 80)
changed: Human Defense Grenade damage increased by 25% to 120 (unmodded value 100)
changed: Human Acid Grenade damage increased by 25% to 25 (unmodded value 20)
changed: Human Attack Grenade damage increased by 25% to 144 (unmodded value 115)
changed: Human EM Grenade damage increased by 25% to 188 (unmodded value 150)
changed: Human Stun Grenade damage increased by 25% to 250 (unmodded value 200)
changed: Human Incendiary Grenade damage increased by 25% to 32 (previous value 25)
changed: fire damage now does 3 points per tick over a period of 250 ticks (unmodded values 2 and 200, respectively)
changed: acid damage now does 5 points per tick over a period of 150 ticks (unmodded values 1 and 100, respectively)
changed: Human Acid Grenade splash radius increased to 2.7 (unmodded value 2)
changed: impact damage and splash radius of all launched grenades is 80% of their handheld equivalents
v1.0: (18 FEB 2007)
added: three new damage types (for projectileAP, projectileAPI, and stun ammo)
added: Human Shotgun Shell AP ammo
added: Human Shotgun Shell Stun ammo
added: Human Incendiary Grenade
changed: Human Attack Grenade weight changed to 0.3kg (unmodded value 0.5kg)
changed: Human Acid, Stun, and EM Grenade weights changed to 0.4kg (unmodded values 0.5kg)
changed: explosive damage now does 5% permanent damage and 25% stun damage (unmodded values 0% and 30%, respectively)
changed: Human Shotgun accepts the new HumanShotgunShellAP ammo
changed: Human Shotgun accepts the new HumanShotgunShellStun ammo
changed: Human Grenade Launcher accepts the new HumanIncendiaryGrenade
changed: added the new damage types to all armors
---
© 2007 Mind Games
This file may not be reproduced in part or entirety without the author\'s permission.
Game or Patch Questions?
...'>Ufo Afterlight Virus(06.03.2020)UFO: Afterlight - Total Rebalance Modification v2
This mod focuses on all aspects of the game that relate to tactical combat, which also includes research related to items. The stats of creatures (friendly or alien) in the game are also fair game. -- ShadoWarrior
I just wanna play this game so so so so bad. But all I have to play it on is my stupid high quality expenive Lenovo hat should but won\'t play it because it had a stupid high quality Intel graphics card.
New items in mod: 69
New techs in mod: 15
New trainings in mod: 1
This mod focuses on all aspects of the game that relate to tactical combat, which also includes research related to items. The stats of creatures (friendly or alien) in the game are also fair game. -- ShadoWarrior
UFO:AL Total Rebalance Mod Team Members:
ShadoWarrior - principal designer and lead programmer
Rising Phoenix - programmer, database analyst
Monk - lead modeler
Praetoris - concept artist
BulletSix - textures, playtesting
Gorre - playtesting
Ishantil - playtesting
Nevyn - playtesting
Acknowledgements (in chronological order):
Slaughter - moral support, and mirroring the mod at StrategyCore
TYR - providing the Calico models
crusher bob - finding annoying errors in the effect.txt file (v1.04) causing armor to instantly repair itself
Kiko - German translation (v1.07)
PetteriB - changes to Beastman Matriarch gear (v2.00)
.. and the many fans of my mods that have provided encouragement, testing, feedback, and suggestions for tweaks and new items
New items in mod: 69
New techs in mod: 15
New trainings in mod: 1
HISTORY -
v2.00: (19 APR 2007)
added: two new damage types (acid and plasma)
added: Flamethrower Superfuel
added: Robot Flamethrower
added: Robot Flamethrower Fuel
added: Robot Flamethrower Superfuel
added: Plasma Mine
added: Incendiary Mine
added: Assault Rifle
added: Anti-materiel Rifle
added: Petteri\'s Martian Assault Mod v0.951 is now bundled together with the TR mod archive
changed: Merlon\'s excellent Recolour Mod Mars v1.1 is now bundled together with the TR mod archive
changed: warehouses now only require level 3 resources to build (unmodded value level 4)
changed: Ground Radar now also requires T_MilitaryBase1 (Radar) to manufacture
changed: all text references to \'phosphorus\' now say \'incendiary\'
changed: Heavy Battle Suit maxhostility is now 6 (unmodded value 4)
changed: Battle Suit maxhostility is now 5 (unmodded value 4)
changed: Nature Forces are now immune to all damage types except EM, explosive, meson, and plasma
changed: Nature Force attack now does 200 damage (unmodded value 20)
changed: acid and plasma weapons now use the new damage types (instead of \'fire\')
changed: beastmen of all types (including rollers and spiders) are now immune to acid
changed: EM weapons now do 40% stun (grey), 30% temporary (red), and 30% permanent (black) damage (unmodded values 70%, 15%, 15%)
changed: Beastman Soldier basehp is now 200 (unmodded value 150)
changed: Beastman Shaman/Alchemist basehp is now 150 (unmodded value 120)
changed: Beastman Matriarch basehp is now 120 (unmodded value 60)
changed: Martian Plant Pet basehp is now 300 (unmodded value 30)
changed: Crawling Robot basehp is now 270 (unmodded value 90)
changed: Levitating Robot basehp is now 350 (unmodded value 70)
changed: Robot Mech basehp is now 1300 (unmodded value 650)
changed: Robot Spider basehp is now 1600 (unmodded value 800)
changed: Crawling Robot stun recovery is now 0.25 (unmodded value 0.15)
changed: Levitating Robot stun recovery is now 0.3 (unmodded value 0.2)
changed: Robot Mech stun recovery is now 0.5 (unmodded value 0.1)
changed: Robot Spider stun recovery is now 0.8 (unmodded value 0.2)
changed: Boss stun recovery is now 0.3 (unmodded value 0.1)
changed: Boss temp recovery is now 0.1 (unmodded value 0)
changed: Aimed Burst is now the preferred mode for the Beastman Rifle and Big Rifle (unmodded first choice is Aimed Single)
changed: BeastmanRifle range is now 40 (unmodded value 25)
changed: BeastmanRifle aimingtime is now 1.2 (unmodded value 1.6)
changed: BeastmanRifle AP ammo now does 50 damage (unmodded value 55)
changed: BeastmanPistol range is now 32 (unmodded value 20)
changed: BeastmanPistol aimingtime is now 0.9 (unmodded value 1.2)
changed: BeastmanBigPistol AP ammo now does 35 damage (unmodded value 32)
changed: BeastmanBigRifle range is now 56 (unmodded value 35)
changed: BeastmanBigRifle aimingtime is now 1.5 (unmodded value 2.0)
changed: BeastmanBigRifle AP ammo now does 80 damage (unmodded value 65)
changed: BeastmanCannon range is now 22 (unmodded value 14)
changed: BeastmanCannon AP ammo now does 300 damage (unmodded value 250)
changed: Beastmen AP Ammo now uses AP damage type
changed: Beastmen Acid Ammo now uses Acid damage type
changed: plastic mine now does 800 damage (unmodded value 400)
changed: plastic mine blast radius is now 7.5 (unmodded value 5.5)
changed: Reticulan mine now does 900 damage (unmodded value 450)
changed: Reticulan mine blast radius is now 8 (unmodded value 5)
changed: Martian Pets are now immune to projectile and acid attacks, and 99% resistant to cutting
changed: increased Martian resistance to AP and acid attacks
changed: added project and shift names for all living human characters
changed: doubled the weight of all gatling ammunition
changed: Robot Gatling weight is now 20 (unmodded value 4)
changed: added a very large Dodge penalty as part of the glop effect
changed: inventory slots for both Human medium suits rearranged/expanded
changed: default Beastman Soldier attribute increased by +2 (to \'Outstanding\')
changed: default Beastman Alchemist/Shaman attribute increased by +1 (to \'Good\')
changed: default Beastman Mistress attribute increased by +3 (to \'Heroic\')
changed: all default Martian Robot attributes increased by +1
changed: HEAT rocket damage doubled
changed: Beastman Matriarchs who were previously equipped with Martian Plasma Cannon are now equipped with Beastman Big Rifles
changed: renamed \'Ancient Earth\' tab as \'Close Combat\' and moved all the firearms into the \'Projectile\' tab
changed: renamed \'Explosive\' tab as \'Ordnance\'
fixed: removed top slot from the Human Laser Pistol
fixed: Human SMG snap single mode now only fires 1 round (instead of 3)
v1.09: (22 MAR 2007)
added: Reactive Polymers tech
added: two new damage types (HEAT and meson)
added: Human HEAT Rockets
added: Robot Gatling API ammo
added: Robot Projectile AP ammo
added: Robot Projectile API ammo
added: Robot Phosphorus Rockets
added: Robot HEAT Rockets
added: Robot Advanced Battery
added: Flamethrower (courtesy Rising Phoenix)
added: Flamethrower fuel (courtesy Rising Phoenix)
added: Rocket quad-launcher
added: Explosive rockets pack
added: Phosphorus rockets pack
added: HEAT rockets pack
added: Heavy Armor Stabilizers
added: Reflex Sight
added: Basic Powered Armor
added: Advanced Powered Armor
added: Reactive Polymers
added: Powered Armor Sniper Module
added: Powered Armor Skirmisher Module
added: Powered Armor Marine Module
Builds on the classic open-world Metroidvania style of games by adding deep melee combat, a new dimension switching mechanic, and cooperative local multiplayer. Guacamelee download. Uncover hidden wrestling techniques like the Rooster Uppercut, and Dimension Swap to open new areas and secrets. The game also blurs the boundaries between combat and platforming by making many moves useful and necessary for both.Travel through a mystical and mysterious Mexican world as a luchador using the power of your two fists to battle evil.
added: German localization (for version 1.07)
changed: SmallFirearmBottomSlot added to Human Rocket Launcher
changed: added Robot Gatling API ammo usage capability to the Robot Gatling gun
changed: added Robot Projectile AP ammo usage capability to the Robot projectile weapon
changed: added Robot Projectile API ammo usage capability to the Robot projectile weapon
changed: added Robot Phosphorus Rocket usage capability to the Robot rocket launcher
changed: added Robot Advanced Battery usage capability to all Robot energy weapons
changed: Robot Rifle range is now 35 (unmodded value 28)
changed: Robot Rifle accuracy is now 2.6 (unmodded value 1.0)
changed: Robot Gatling range is now 40 (unmodded value 28)
changed: Robot Gatling accuracy is now 1.3 (unmodded value 0.8)
changed: Robot Gatling damage is now 45 (unmodded value 40)
changed: Robot Gatling aimingtime reduced to 8 (unmodded value 10)
changed: Robot Gatling ammo capacity reduced to 60 (unmodded value 120)
changed: Robot Projectile ammo capacity reduced to 20 (unmodded value 40)
changed: Robot Battery ammo capacity reduced to 20 (unmodded value 40)
changed: Drone basehp decreased to 700 (previous value 1400)
changed: Human Projectile AP and API ammo now also requires T_EarthTechnologies2 to manufacture
changed: Human Laser Sniper Rifle top slot changed to LaserSniperTopSlot (previous value SniperTopSlot)
changed: Human Rocket Launcher timetofire changed to 1 (unmodded value 4)
changed: Human Rocket Launcher timetoready changed to 1 (unmodded value 10)
changed: Human Rocket Launcher range changed to 80 (unmodded value 40)
changed: Human Battle suit cut damage resistance increased to 0.4 (unmodded value 0.2)
changed: Human Advanced Battle suit cut damage resistance increased to 0.5 (unmodded value 0.3)
changed: Human Heavy suit and Heavy battle suit inventory slots rearranged
changed: T_HeavyWeapons name changed to T_SuperHeavyWeapons
changed: movement type kneeling sizemod decreased to 0.5 (unmodded value 0.75)
changed: movement type prone sizemod decreased to 0.25 (unmodded value 0.75)
changed: movement type crawling sizemod decreased to 0.25 (unmodded value 0.75)
fixed: Human Projectile API ammo now also requires T_AdvancedFirearms to manufacture
fixed: bug in Ground Radar scan effect preventing EMVision mode from activating
fixed: vision angle (tracked down and corrected by Rising Phoenix)
v1.08: (15 MAR 2007)
added: Gatling gun training
added: Basic Reticulan Armor tech
added: Advanced Reticulan Armor tech
added: Improved Firearms tech
added: Improved Lasers tech
added: Heavy Weapons tech
added: Particle Weapons tech
added: Powered Armor tech
added: Advanced Force Fields tech
added: Stasis Fields tech
added: Nanotechnology tech
added: Nanotech Tools tech
added: Nanotech Warfare tech
added: Toxins tech
added: Basic Heavy Servos armor add-on
added: Advanced Heavy Servos armor add-on
added: Doppler Scanner
added: Ground Radar
added: Parabolic Microphone
added: Human Laser Pistol
added: Human Laser Sniper Rifle
added: Wakizashi
added: Shaped-charge Mine
added: Shock Baton
added: Improved Reticulan Suit
added: Reticulan Hybrid Armor
added: Merlon\'s excellent Recolour Mod Mars v0.9 is now bundled together with the TR mod archive
added: my Combo Soldiers mod is now bundled together with the TR mod archive
changed: HumanSniperRifle accuracy increased to 3 (unmodded value 2)
changed: HumanSniperRifle timetoready reduced to 3 (unmodded value 5)
changed: HumanSniperRifle reloadtime reduced to 40 (unmodded value 60)
changed: HumanSniperRifle AimedSingle mode aimingtime reduced to 20 (unmodded value 25)
changed: Human Shotgun timetoready in ShotgunScatterShot mode reduced to 5 (unmodded value 10)
changed: MovementScanner and MetalScanner may no longer be manufactured
changed: Drone basehp increased to 1400 (unmodded value 120)
changed: Gunman Major training now also adds an additional bonus in the use of Human, Reticulan, and Martian non-pistol weapons
changed: Gunman Major training now costs 3 points (unmodded value 2)
changed: Gatling guns now require Gatling gun training to use
changed: Human innate motion sensing reduced to range 40 (previous value 50)
changed: Psi damage stoppingpower (knockdown) reduced to 0.01 (unmodded value 0.1)
changed: Laser damage stoppingpower (knockdown) reduced to 0.05 (unmodded value 0.2)
changed: SmallFirearmBottomSlot added to HumanGrenadeLauncher and HumanGatling
fixed: HumanSniperRifle PreciseShot mode with projectile ammo aimingtime reset to 40 (previous value 60)
fixed: major bug (introduced in v1.03) causing the Laputa contact event not to trigger
v1.07: (08 MAR 2007)
added: Human Shotgun Shell Glop ammo
added: Human Glop Grenades
added: Human Glop Rockets ammo
added: Glop Solvent toolkit ammo
added: Taser Battery toolkit ammo
added: Binoculars (courtesy Rising Phoenix)
changed: extensive modification of vision-related files (by Rising Phoenix)
changed: old Vision Rebalance mod files are no longer stand-alone nor compatible with this mod
changed: WalkSpeedGreatPenalty (broken leg) duration is now permanent (unmodded value 60 secs)
changed: WalkSpeedGreatPenalty (broken leg) penalty is now -20 (unmodded value -4)
changed: AttackPreDelayGreatPenalty (broken arm) duration is now permanent (unmodded value 60 secs)
changed: AttackPreDelayGreatPenalty (broken arm) penalty is now -20 (unmodded value -4)
changed: Shooting Range now requires T_MilitaryTraining to build (unmodded value T_Firearms)
changed: T_Firearms now also requires a Shooting Range
changed: Human Shotgun accepts the new HumanShotgunShellGlop ammo
changed: Underbarrel Shotgun accepts the new HumanShotgunShellGlop ammo
changed: HumanRocketLauncher accepts the new HumanGlopRockets ammo
changed: acid damage now does 2 points per tick over a period of 375 ticks (previous values 5 and 150, respectively)
changed: MineDestructionSet ammo now has 10 \'charges\' (unmodded value 1)
changed: FireExtinguisher ammo manufacturing now also requires Chemicals2
changed: Computerized Scope manufacturing now also requires a Microelectronics building
fixed: HumanPhosphorusRockets now also requires T_RocketbasedWeapons to manufacture
fixed: MovementScanner and MetalScanner restored to their unmodded condition
v1.06.1: (03 MAR 2007)
changed: MovementScanner and MetalScanner now use human batteries (courtesy Rising Phoenix)
changed: FireExtinguisher ammo is now a 1x1 item
changed: Buzzsaw accuracy increased to 1.5 (unmodded value 1.25)
fixed: array count errors in the manufacturable records for several items, mainly some of the launched grenades
v1.06: (02 MAR 2007)
added: Fire Extinguisher toolkit ammo
added: Human Light Hazard Armor
changed: T_EarthTechnologies1 prerequisite moved to Firearms tech instead of Advanced Firearms tech
changed: T_CombatCombustibles no longer requires T_RocketbasedWeapons
changed: T_RocketbasedWeapons now requires T_EarthTechnologies2 instead of T_ReticulanTechnologies1
changed: heavy armors now have a -2 dodge penalty
changed: HumanRifle range is now 30 (unmodded value 24)
changed: ReticulanLaserRifle range is now 70 (unmodded value 35)
changed: ReticulanLaserRifle accuracy is now 5.1 (unmodded value 3.1)
changed: ReticulanLaserRifle aimingtime is now 0.9 (unmodded value 1.2)
changed: HumanSniperRifle range is now 60 (unmodded value 40)
changed: HumanGatling range is now 40 (unmodded value 28)
changed: ReticulanLaserPistol range is now 45 (unmodded value 26)
changed: ReticulanLaserPistol accuracy is now 5.1 (unmodded value 3.1)
changed: ReticulanLaserPistol aimingtime is now 0.6 (unmodded value 1.2)
changed: Calico M950 range is now 18 (previous value 16)
changed: Calico M950 accuracy is now 1.66 (previous value 1.6)
changed: HumanSMG range is now 24 (previous value 22)
changed: HumanSMG accuracy is now 1.8 (previous value 2.0)
changed: description of Advanced Firearms tech no longer references the HumanShotgun
changed: RobotRocketLauncher damage is now pellet-based (unmodded value false)
fixed: UB GL description no longer reads that it will fit a HumanShotgun
v1.05: (28 FEB 2007)
added: Underbarrel Grenade Launcher as a Human Firearms add-on (courtesy Rising Phoenix)
added: Underbarrel Shotgun as a Human Firearms add-on
changed: HumanShotgun now has T_Firearms as a prerequisite instead of T_AdvancedFirearms
changed: HumanShotgun now has Metal2 as a prerequisite instead of Metal3
changed: HumanShotgun assemblytime (setup time) reduced to 3 hours (unmodded value 7.5 hours)
changed: HumanShotgunShell now has T_Firearms as a prerequisite instead of T_AdvancedFirearms
changed: T_NonLethalCombat no longer requires T_CombatExplosives
changed: HumanStunGrenade now also requires T_CombatExplosives
changed: HumanStunLaunchGrenade now also requires T_CombatExplosives
changed: HumanGrenadeLauncher now requires T_CombatExplosives and T_AdvancedFirearms instead of T_RocketbasedWeapons
changed: launched grenades now require T_CombatExplosives and T_AdvancedFirearms instead of T_RocketbasedWeapons
changed: crouching is no longer possible in Heavy and Lifesupport armors
changed: API burn damage reduced to 1 per tick (previous value 6 per tick)
changed: flash effect strength increased to -70% (previous value -10%)
changed: flash effect duration decreased to 20 seconds (previous value 60 seconds)
changed: annihilator now uses warp cannon weapon model
changed: warp cannon now uses annihilator weapon model
changed: HumanPistol, HumanSMG, HumanShotgun, and HumanSniperRifle now have a SmallFirearmBottomSlot instead of a FirearmBottomSlot
changed: Gyrostabilizer and AdvancedGyrostabilizer now also fit in the new SmallFirearmBottomSlot
changed: SmallFirearmBottomSlot added to AncientColt, AncientPistol, Calico M950, and AncientRifle
changed: added melee attack mode to HumanPistol, HumanSMG, HumanRifle, HumanShotgun, HumanSniperRifle, and HumanGrenadeLauncher
changed: added melee attack mode to AncientColt, AncientPistol, Calico M950, and AncientRifle
changed: added Underbarrel Grenade Launcher capability to HumanRifle and HumanShotgun
changed: accuracy value for all HumanGrenadeLauncher grenades set to the same value (only the ranges differ by grenade)
changed: HeavyArmorSlot added to all human heavy armors except HumanHeavyBasicArmour
changed: added Underbarrel Shotgun capability to HumanRifle
fixed: errors in effect.txt file causing armor to instantly repair itself (thanks to crusher bob)
fixed: aiming times for HumanSMG are no longer the same as for the HumanRifle
v1.04: (25 FEB 2007)
added: Flash Mine (courtesy Rising Phoenix)
added: Human Flash Grenade (courtesy Rising Phoenix)
added: Human SMG
added: companion Vision Rebalance mod
changed: T_EarthTechnologies1 is now an additional manufacturing prerequisite for the Calico M950 and its ammo
changed: numerous minor corrections to item descriptions
fixed: Calico M950 Pistol ammo manufacturing time
v1.03: (22 FEB 2007)
added: Ancient Firearms tech
added: Armor Coating (reduces acid & fire damage by an additional 30%)
added: Human Projectile API ammo
added: Human Gatling API ammo
added: interface images for all previously-released new ammo (courtesy BulletSix)
changed: 2 Calico M950 Pistols to items received from the first Earth ship (previous value 1)
changed: 20 Calico M950 Pistol ammo to items received from the first Earth ship (previous value 10)
changed: added Human Projectile API ammo usage capability to all Human Projectile and Gatling weapons (except shotgun)
changed: Ancient Firearms tech is now a prerequisite to Firearms tech
changed: Firearms tech now has timetodevelop of 12 (unmodded value 16)
changed: displayed name of the Ancient Colt is now Colt Anaconda (instead of Dan Wesson 722-VH6)
changed: displayed name of the Ancient Colt ammo is now .44 Magnum ammo (instead of .22 LR ammo)
fixed: added RocketbasedWeapons tech as an additional prerequisite to manufacturing all launched grenade ammo
v1.02: (20 FEB 2007)
added: 1 Calico M950 Pistol to items received from the first Earth ship
added: 10 Calico M950 Pistol ammo to items received from the first Earth ship
added: Human Projectile AP ammo
changed: decreased strength of Ancient Pistol attack to 15 (unmodded value 30)
changed: increased strength of Calico M950 attack to 32 (previous value 30)
changed: changed the description of the Ancient Colt to define it as a .44 Magnum Colt Anaconda
changed: added Human Projectile AP ammo usage capability to all Human Projectile weapons
changed: standard Human Gatling ammo now does Projectile AP type damage
fixed: shortened the name of launched grenades so that they fit in the display tabs
fixed: removed the ability to manufacture the Calico M950 and its ammo
v1.01: (19 FEB 2007)
added: launched versions of all 6 grenade types
added: Calico M950 Pistol (courtesy TYR)
added: Calico M950 Pistol ammo (courtesy TYR)
changed: Human Grenade Launcher is now a 6-shot magazine-fed weapon using special launched grenades
changed: Human Explosive Rocket damage increased by 25% to 550 (unmodded value 440)
changed: Human Phosphorus Rocket damage increased by 25% to 100 (unmodded value 80)
changed: Human Defense Grenade damage increased by 25% to 120 (unmodded value 100)
changed: Human Acid Grenade damage increased by 25% to 25 (unmodded value 20)
changed: Human Attack Grenade damage increased by 25% to 144 (unmodded value 115)
changed: Human EM Grenade damage increased by 25% to 188 (unmodded value 150)
changed: Human Stun Grenade damage increased by 25% to 250 (unmodded value 200)
changed: Human Incendiary Grenade damage increased by 25% to 32 (previous value 25)
changed: fire damage now does 3 points per tick over a period of 250 ticks (unmodded values 2 and 200, respectively)
changed: acid damage now does 5 points per tick over a period of 150 ticks (unmodded values 1 and 100, respectively)
changed: Human Acid Grenade splash radius increased to 2.7 (unmodded value 2)
changed: impact damage and splash radius of all launched grenades is 80% of their handheld equivalents
v1.0: (18 FEB 2007)
added: three new damage types (for projectileAP, projectileAPI, and stun ammo)
added: Human Shotgun Shell AP ammo
added: Human Shotgun Shell Stun ammo
added: Human Incendiary Grenade
changed: Human Attack Grenade weight changed to 0.3kg (unmodded value 0.5kg)
changed: Human Acid, Stun, and EM Grenade weights changed to 0.4kg (unmodded values 0.5kg)
changed: explosive damage now does 5% permanent damage and 25% stun damage (unmodded values 0% and 30%, respectively)
changed: Human Shotgun accepts the new HumanShotgunShellAP ammo
changed: Human Shotgun accepts the new HumanShotgunShellStun ammo
changed: Human Grenade Launcher accepts the new HumanIncendiaryGrenade
changed: added the new damage types to all armors
---
© 2007 Mind Games
This file may not be reproduced in part or entirety without the author\'s permission.
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