Cortex Command

Cortex Command

X-Co Tech
Showing 1-6 of 6 entries
Update: 14 Mar, 2018 @ 1:02pm

///VERSION 1.5///

- balance:
-- reworked the ballistic weapons line (better sniper, less powerful machinegun, deadlier autocannon)
-- reworked lasers (less effective beamgun, more powerful siegegun with a little blast effect)
-- improved XCB-4 inferno round to actually spill the flames rather than burn through stuff

- new stuff:
-- X-Co Power Armor (a heavily armored slow moving trooper)
-- XCML (powerful 3-shot rocket launcher)

Update: 4 Mar, 2018 @ 1:46am

///VERSION 1.4///

- fixed:
-- blowing heads that are randomly assigned a non-existing sprite

- new actor:
-- Trooper (bare flesh all over, lower gibwound values, cheap, light, better perception and looks a bit similar to original XCOM unarmored soldiers)

- balance:
-- rebalanced all ballistic weapons making them less OP, further passes are planned on balancing these
-- increased XC-71 firepower and cost
-- XC-10 and XCL-3 sidearms cloned to have a special off-hand version (to avoid AI issues with shield-type weapons)
-- increased XCL-7 Laser Siegegun damage (10 emmited projectiles changed to 20)

- visuals:
-- replaced XC-71 AC effects with new ones
-- improved XCL-7 SLG charging effects

- other:
-- Trooper in blue armor is now called 'Armored Trooper', still acts as a light infantry unit

Update: 25 Feb, 2018 @ 6:13am

///VERSION 1.3///

- fixes:
-- fixed laser weapons being unable to damage at point blank and very short distances (complete rewamp of effects)
-- fixed paths for OSX/Linux, hopefully

- balance:
-- made XC-10 tactical pistol available for dual wield
-- increased XC-53 pdw ammo capacity to 35 (was 32), but reduced rates of spawning more powerful bullets (8 -> 9)
-- further improvements of laser effects
-- adjusted loadouts

- visuals:
-- added charging effect to XCL-7 Laser Siegegun

- known issues:
-- laser weapons sometimes have their muzzle effects pushed behind the actor when firing at point blank
-- actors 'dancing' wildly while firing XC-71 Autocannon

Update: 23 Feb, 2018 @ 5:11am

///VERSION 1.2///

- new weapons:
-- XC-10 Tactical Pistol (simple pistol. Rather useless against anything, but still better than nothing)
-- XC-14 Heavy Revolver (5 shots, devastating firepower, good range)

- balance:
-- increased maximum ROF of XC-71 Autocannon to 1200 (was 900)
-- added gibbing to XC-71 projectile and lifetime of 600 (otherwise it could travel all around the world)
-- increased damage of XC-71
-- reworked laser effects (both visuals and mechanics)
-- removed XCB-4 Heavy Cannon`s slug ammo - weapon`s role is now indirect bombardment
-- removed impact grenade from XCB-1 Grenade launcher - was way too powerful with it`s 5-ammo capacity
-- XC-59 LAW has its rate of fire reduced to 750 from 900 - was too powerful compared to other autofire weapons
-- XC-59 LAW cost was also reduced to 90 from 100

- visuals:
-- replaced blueish bullet particles with more traditional yellowish, same for casings
-- added 8 different heads and 1 additional helmet. No more 'clones' for XCo troopers! 8 heads and 4 helmets is just a cosmetic improvement
-- reworked laser weapon effects, added effects on hits and slightly improved trails
-- improved trooper torso sprite
-- XCB-1 Grenade Launcer received better reloading visuals

Update: 19 Feb, 2018 @ 1:33pm

///VERSION 1.1///

- balance:
-- XC-53 PDW shake reduced to 4/0 (was 4/4)
-- XC-53 PDW ammo capacity increased to 32 (was 24)
-- XC-551 and XC-552 rifles now fire a 'heavy' bullet each 6 rounds (fired only basic shots)
-- XC-57 DMR sharprange increased to 410 (was 340)
-- XC-57 DMR ammo capacity increased to 9 (was 6)
-- XC-57 DMR now fires only 'heavy' bullets (fired 'normal' less penetrating bullet each 3 rounds)
-- XC-59 LAW now fires 'heavy' bullets each 3 rounds, but has ammo capacity reduced to 60 (fired 'heavy' each 4 rounds and had capacity of 64)
-- XCL-3 Laser Handgun is now a shield-class weapon (can be used in off-hand)
-- XCL-3 Laser Handgun cost is reduced to 20 (was 30)
-- XCL-5 Laser Beamgun sharprange decreased to 380 (was 420) and cost increased to 85 (was 60)
-- XCL-5 Laser Beamgun shake while moving is increased to 6 (was 1) - it is a preudo sniper gun rather than an assault rifle
-- XCL-7 Laser Siegegun shake increased to 12/2 (was 4/0) - moving and firing this beast should not be that easy
-- XCL-7 Laser Siegegun activation delay increased to 800 (was 300) - way too powerful to be able to fire that fast
-- XCL-7 Laser Siegegun now has a sepparate shorter activation delay for it`s volley attack type (200)
-- XCB-4 Heavy Cannon Inferno Bomb and Explosive Shells now drop their speed (and arc) faster a bit (0.35 air resistance against 0.25 used before)

- new weapons:
-- XCB-1 Grenade Launcher (standard impact / bouncing, 5-round launcher, aim assistant)
-- XC-71 Autocannon (minigun-class weapon with no spin up delay, but increasing ROF from 300 up to 600 and inaccuracy over time)

- visuals:
-- XCL-7 Laser Siegegun pie icons for alt-modes moved closer to each other
-- XC-552 Assault Rifle pie icons for alt-modes moved closer to each other

Update: 17 Feb, 2018 @ 1:29pm

////RELEASE VERSION 1.0:////

- actor 'Trooper':
-- randomly selected helmet sprite
-- 'military stuff' material class for torso
-- full set of unique sprites
-- cost: 120

- Ballistic weapons:
-- XC-53 PDW
-- XC-551 Burst Rifle
-- XC-552 Assault Rifle (can fire grenades)
-- XC-57 DMR
-- XC-59 LAW

- Launchers:
-- XCB-4 Heavy Cannon (uses 3 different ammo type)

- Energy weapons:
-- XCL-3 Laser Handgun (infinte ammo)
-- XCL-5 Laser Beamgun
-- XCL-7 Laser Siegegun (can fire single devastating shot or volley of less powerful beams)

- Effects:
- laser beam effects
- XCB-4 effects
- laser sound effects

- Scripts:
-- random helmets
-- random magazine for weapons with alt-fire
-- pie selector for alt-fire modes / ammo
-- XCB-4 shell effects