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1999 REDUX (0.7)


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#101 silencer_pl

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Posted 11 December 2015 - 10:36 PM



I hope Hobbes you've prepared something to waste Elerium on, because those stores are getting mighty tight.
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#102 silencer_pl

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Posted 12 December 2015 - 02:54 PM



With the ludicrous amount of missions, I've increased the video time to 1 hour. Yeah I know it's a lot, but otherwise I think this playthrough would last one year ;) Anyway Today two battleship missions in a row. Keep Calm and get more Elerium. We are still in the 0.7.x version but from episode 76 we will be moving to 0.8.
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#103 silencer_pl

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Posted 14 December 2015 - 06:41 AM



More landing sites.
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#104 silencer_pl

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Posted 14 December 2015 - 10:49 PM



Chasing the Etheral.
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#105 silencer_pl

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Posted 15 December 2015 - 10:26 PM



Flying Suits have arrived. Also base 3 under alien attack. An exiting battle to the last man.
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#106 Nookrium

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Posted 16 December 2015 - 12:21 AM

Lol, that was some fantastic shooting by your last 2 guys there.

#107 silencer_pl

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Posted 16 December 2015 - 09:09 PM

They sort of figured out what's coming if they don't start to shoot good.

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Last episode for Redux 0.7. Next one will be with 0.8e (latest) and the newest OpenXcom nightly, which adds few cool things.
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#108 silencer_pl

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Posted 17 December 2015 - 11:04 PM



So new era, after 75 episodes, it's time to move to new version of UFO Redux - 0.8e and with this version to latest version of OpenXcom which also gives few nice addons.

The main change that can be quickly visible, are the soldiers diaries. Inside you can find additional information about soldiers performance. Since we are mid game the diaries are empty.

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Another change quickly noticeable will be after mission report of who died and how many kills they have made.

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That's the few things I've noticed in new OpenXcom. As for UFO Redux, there should be loads of changes, new maps, new aliens, new items, new bullcraps, new bugs. Maybe I should preemptively send Mr. T, to hang Hobbes by the balls ;)

Our first mission in this version is standard crash site. Nothing too serious. However next mission takes place again in one of the new "old" prison like facilites. I've nicknamed this place boring laboratory lab. Although the mission takes place in Cape Canaveral, I was hoping for something more special. At first anything new is cool, but once the mission progresses I found the map to be not quite fun.

Soldiers spawn inside of the building and on watch towers. The building is a complete labirynth. Without flying suits you will have to navigate whole flor in order to change floors. And most of the soldiers spawn in bad spots. Good thing I had explosives so I've made myself additional entrance to the roof.

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The side towers are sort of death trap. They have cool idea of sniping. But mostly you will get reaction fired by aliens first and of course as always aliens have that special magical line of fire that you don't, not to mention I've noticed that in OpenXcom alien have range 1 tile farther than player. I don't know if it was noticed by anyone. Even with flying suits you can't just leave the post like that, you have to climb down through the lift hoping that nothing gets to you.

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Also that fence is mostly annoying, because you will end up hitting it more often than the aliens.

Since we are very late in the game, we are hit by almost all alien types. We had sectoid leader - of course because there always must be some mind controlling. Waspites, because there must be 99% accuracy alien. Mutons, solarites, cyberdisc, chryssalids, holodrones, and new addon - muton berserker. This guy can punch you to death even through power armour with any problem. Good thing we have flying suits so we can say FU to him.

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Of course because we are still using cheap gauss weapons, the fight against anything was very boring and long. Mostly because half of the aliens decided to camp in the corners of the map. Probably because of the Sneaky AI mod, because it makes aliens more passive.
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#109 silencer_pl

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Posted 18 December 2015 - 08:22 PM



The fight continues. We discover another of new things from UFO Redux, although at this time it is pretty obsoltete. A new armour type that fills the gap between alloy vest and personal armour. My personal opinion would be that those kinds of armour are not needed. If they can't stop plasma pistol, like personal armour can, they not worth it. Sure you will build just few to increase the threshold of survivability, but still you will be focusing to get Personal Armour, specially when production time is much longer in UFO Redux.

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#110 silencer_pl

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Posted 20 December 2015 - 08:22 AM



In today's episode we learn that "prisons" are key installations that X-COM must guard from the aliens. Specially ones deep inside cold lands of Canada. And we also learn that SV XI needed to die, because 5 shots from Heavy Gauss Rifle that fires AP rounds at Overloard who is very vulnerable to AP rounds decided not to die and murder SV XI instead. This was his soul purpose. Kill SV XI then he could die in peace (or pieces you decide).
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#111 silencer_pl

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Posted 21 December 2015 - 07:31 AM



Sometimes our soldiers bring Jesus powers to the combat. Unfortunately it's only walking on water instead of resurrection.
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#112 silencer_pl

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Posted 21 December 2015 - 09:02 PM



Black is red and red is black.
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#113 silencer_pl

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Posted 23 December 2015 - 07:29 AM



Gazers, not that tough anymore, although still can be sneaky gits.
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#114 silencer_pl

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Posted 25 December 2015 - 02:50 PM



Surviving the massacre.
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#115 Hobbes

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Posted 26 December 2015 - 04:23 AM

 silencer_pl, on 25 December 2015 - 02:50 PM, said:



Surviving the massacre.

Second mission was a thrill to watch, specially those moments when the aliens appear out of nowhere :)
Terrain Pack - 44 new terrains for the original game, using OpenXcom

My X-COM Fan Fictions: The Unknown Menace, Abyssal, Eulogy

#116 silencer_pl

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Posted 26 December 2015 - 08:43 PM



I want back my truth telling Hyper Wave Decoder. If it says Snakemen, I want it to have Snakemen as majority, not 3-4 Snakemen and 15 Etherals !!
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#117 silencer_pl

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Posted 27 December 2015 - 10:42 PM



That's how it suppose to be done always.
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#118 silencer_pl

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Posted 28 December 2015 - 10:38 PM



They say, Sectopods are vulnerable to lasers, they also say Overlords are vulnerable to AP rounds. Well tell those sectopods they should die in few shots instead of twenty something.
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#119 silencer_pl

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Posted 29 December 2015 - 11:48 PM



Supply line pirates.
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#120 silencer_pl

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Posted 31 December 2015 - 09:16 AM



One shot kills. They are so annoying when wearing the most powerful armour.
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