I made this mod because I wanted some changes and challenges in the game unlike the super-easy Aftershock. Pictures and description below. Oh, and sorry for my poor English :/
UFO Aftershock Consequence-Reticulan mod v1.0.3
Available Languages: English, Hungarian
The mod isn't compatible with the most mods, nor any savegames.
I think, it's working with all versions of the game...
UFO Aftershock Consequence mod
Pictures:
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Main changes:
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- The enemies inflict more damage to your soldiers, and you need much more shots to kill them
- A lot of unnecessary and useless item dropped from the game
- The game randomly selects from 58 maps unlike 2 or 3 on most territories
- Some maps added to the template, and now are playable with civil escape missions
- Included Map Template Changer Tool
- Training changes, now there's only 8 unlike 12
- Research/building changes, Knowledge and Defense levels/buildings removed
- Full Auto mode added to some weapons, most weapons can be equipped with 'melee mode'
- Some items added, like Cyborg Basic Body, Jet Drone, Warp shield, etc.
- No AP ammos, all units' (body, armor) soft defenses decreased to hard defenses, if those were the worses.
- Increased Cyborgs'/Psionics' backpack and belt
- Now shields can be mounted on Cyborg and Psionic bodies/suits and Drones (except Cyborg Basic Body)
- Medium Armor now has 2 slots unlike 1, Heavy Armor now has 2 armor slots unlike nothing...
(Helmet slot remained on heavy armor), Defender Drone now has 5 slots unlike 4 (and they're changed)
- Cyborg's basic arms now can be equipped with 1 chipset and advanced arms with 2 chipsets
- Units' (enemy, tutorial, starter) trainings/equipment changed/updated to the mod, AI unit teams changed
- Some fixes, reskins, etc. added; some helpers changed/added for models, texts updated
- Equipment changes
- Model swaps
Detailed description:
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1. Level changes: Newbie | Soldier | Veteran | Superhero
Damages by player's units (less damage): 1.4x -> 0.7x | 1.2x -> 0.5x | 1x -> 0.4x | 0.8x -> 0.3x
Damages by enemy units (more damage): 0.3x -> 1x | 0.5x -> 1.5x | 1x -> 1.6x | 1.5x -> 1.7x
Mining (less resources): 2x -> 1.15x | 1.25x -> 1.05x | 1x -> 0.95x | none
Research time (slower researches): 0.8x -> 1x | 0.9x -> 1.05x | 1x -> 1.10x | none
Experience gained (less exp): 1.5x -> 0.8x | 1x -> 0.8x | 0.9x -> 0.7x | 0.8x -> 0.7x
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2. Dropped items:
AP/XP/Flechette ammos, 66mm rockets, Darts, Cloaking devices, Medical equipments (except medikits), Psi Helmet, Acid grenade, Blowpipe, Browning knife, Detailed eye implant, Reticule eye implant, Flash suppressor, Motivation collar, Gyrostabilizer, HK 33, Mines & fuses, Infravision, LAW, Psionic life drain equipment, M4, MP5, MSG90, Movement finder, SPAS 12, Silencer, Throwning knife, Helmet-Mounted Psi Detector, Interference circlet; Drone: Fighter, Wheeled chassis, Autodestructor, Infravision, Light shield, Shield, Shotgun
Gunman, Leader, Technician, Commando trainings; untrainable abilities
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3. Map changes:
The game randomly selects from 58 maps unlike 2 or 3 on Factory, Power plant, Market, Refinery, Village maps.
Neither map depends on the climate.
Following maps added to the template (some templates not contain some of them): power plant 7, track 7/8, nature 2, village 7, freighter 1/2/4, terminal.
The 58 maps not contains Base, UFO, Cultist village maps.
Base attack maps now contain player base maps as first maps, and the Reticulan ship as an alien base.
Base defense maps now contain terminal.
UFO maps now contain alien base entrance.
Default template: (for more template descriptions see "MapTemplateChangerinfo.txt" in your game's folder)
Port small/big, old military base entrance 2/3 added to the 58 maps.
Track maps now contain freighters.
Nature maps now contain nature 2 map.
Base enter areas added to player base 1-4 and removed the most landing sites.
Protect start/end areas added to freighter 1/2/4, terminal, alien base entrance, port small/big.
Freighter 1 using the landing sites of freighter 2.
Water changed with a darker texture.
Map Template Changer Tool: you can use this tool to change between different map templates (for more information about the tool, see "MapTemplateChangerinfo.txt" in your game's folder).
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4. Renames:
Trooper -> Soldier
Commando Equipment -> Stalker Equipment
Third-Level Implant -> Superhuman power
Inspiration -> Guardian
Advanced weapon factory -> Weapon factory
Hyper-energy weapon factory -> Energy Weapon factory
Scout Equipment factory -> Equipment factory
Advanced weapon lab -> Weapon lab
Hyper-energy weapon lab -> Energy Weapon lab
Library -> Equipment lab
Advanced Implant factory -> Yield Mender
Basic Body Implant -> Medium Body Implant
Ambidextrous Arm Chipset -> Capacity Arm Chipset
Drone Sonic Gun -> Drone Ultrasonic Cannon
Plasma Shotgun -> Plasma Rifle
Thermal Sight -> Camera
Warp Resonator -> Warp Cannon
20mm grenade -> 40mm grenade
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5. Training changes:
Scout:
+lvl1 - View Enemy Weapon, Sharp Senses
+lvl2 - View Enemy Armor, Scout Equipment
+lvl3 - Dodge
-lvl1 - Scout Equipment
-lvl2 - Sharp Senses
-lvl3 - Enemy Sight, View Enemy Weapon, View Enemy Armor, Deployable Equipment
Stalker:
+lvl1 - Stalker Equipment
+lvl2 - Rapid Attack
+lvl3 - Dodge
-lvl2 - Stalker Equipment
Ranger:
+lvl1 - Ambidextrous
+lvl2 - Close Combat bonus, Perseverance
+lvl3 - Knock-back Resistance
-lvl1 - Close Combat bonus
-lvl2 - Ambidextrous
-lvl3 - Perseverance
Soldier:
+lvl1 - Heavy Equipment
+lvl2 - Hit Points bonus, Mechanical bonus, Heal Stun
+lvl3 - Rifle Bonus, Capacity Bonus
-lvl1 - Rocket Equipment
-lvl2 - Rifle Bonus
-lvl3 - Dodge, Heal Stun
Sniper:
+lvl1 - Rifle Bonus
Cyborg:
+lvl2 - Drone Repair
Psionic:
+lvl2 - Guardian
Soldier training requires strength unlike agility
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6. Buildings:
Weapon factory - manufactures firearms, edged weapons, ammunitions, explosives, weapon accessory, armors, drones
Energy weapon factory - manufactures energy weapons, batteries, shields
Equipment factory - manufactures Cyborg & Psionic equipment, scanners, medikits, etc.
Yield Mender - speeds up mining
For labs, see "Research Tree.gif" in the "Consequence mod" folder of your game's directory.
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7. Equipment changes:
Bionic Armor, Booster, Melee mode, Cyborg Basic Body, Brain Blaster, .50 Action Express, Psionic Core, Warp Shield, Flamethrower + fuel cylinder, Jet Drone added.
- Bionic Armor: simple human medium armor, but can be equipped with the Booster. Stalker equipment ability required
- Booster: boost stalkers' movement speeds
- Melee mode: use this for melee attacks
- Cyborg Basic Body: using a different model (Medium body has better protection)
- Brain blaster: same as poison projector, but inflicts 100000 damage in no time
- .50 Action Express: Desert Eagles using this caliber unlike 9mm
- Psionic Core: you must equip Projector weapons with these cores to use them.
- Warp Shield: as a purple power shield with increased protection
- Flamethrower: some medium/heavy armored cultists using dual flamethrowers. The weapon using the Aftermath's effect (with shorter lifetime) and sound.
- Jet Drone: Jet drones have the same parameters as hovers, just using a different model.
- Capacity Arm Chipset: increases the Cyborg's capacity skill by 1.
- Drone Ultrasonic Cannon: drone sonic gun now works as other sniper rifles
- Plasma Rifle: increased range, no pellets
- Camera: thermal sight now depending on visibility unlike infra
- Warp Cannon: warp resonator now works as other sniper rifles
Other:
- 5.56x45mmNATO magazines now have 30 cartridges unlike 35
- Medikits now encapsulate antitoxin and psi medikit (in different firemodes)
- Projector vambraces now are weapons, and require third level psionic training unlike first level
- Energy sniper rifles now can be equipped with sniper scopes, but cannot with camera
- Projector weapons now can be used ambidextrously
- Reduced aimed shot's time for the most weapons
- Some energy weapons' consumption changed
- Faster grenade throwing speed
- Grenade/Plasma launchers now works as rocket launchers (except the underbarrel grenade launcher)
- No rocket equipment ability. Now heavy equipment ability required for some weapons unlike rocket equipment
- Missile launchers using throwing skill unlike mechanical
- Starghost's health and damage increased to x5 (except Hover's psi attack with x2), Angel psi attack to x4, Octopus electric discharge to x10
For further equipment changes see "Consequence mod info.txt" in the "Consequence mod" folder of your game's directory.
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8. Drones:
Increased Drones' carrying capacity, they won't become encumbered; Defender drones now are faster; drones now have infra/nightvision mode and can be self-destruct; Drone Laser cannot be equipped to Scout drones; Drastically decreased drone cores'/chassises' manufacturing time; Tracked/Walking drones now have the same movement speed, however tracked drones have more health; Gun holder added to tracked model.
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9. Wargots:
Some Wargots using 2 weapons; 1 Digger, 1 Mech and 1 Priest spawn on every Wargot map (however, no Digger in Laputa mission); Wargot plasma rifle can be equipped with an add-on: Wargot underbarrel grenade launcher or Plasma Reactor (increases the weapon's damage by 100%.); Wargot double grenade launcher added (2 rounds burst, 40 grenade); Wargot rocket launcher and machine gun can be used with superhuman power ability; Wargot rocket launcher now has 10 rockets unlike 2; Wargot batteries take larger places (5x2 unlike 2x1); Wargot weapons now are much heavier, cannot put into the backpack, and cannot reload during the mission (except the Wargot plasma rifle).
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10. Weapon modes:
- Automatic mode added to the following weapons: M60E3, PKM, AK47, XM8, Colt m635, UZI, Projector vambraces, Wargot machine gun/double barrel machine gun
- Melee attack mode can be equipped to the following items: HK69, Colt m635, AK47, Desert Eagle, UZI, Laser pistol/rifle, M60E3, PKM, Plasma gun/rifle, Repair kit, Reticulan blaster, Reticulan laser pistol/rifle, Reticulan warp pistol/rifle, SPAS 15, Sonic gun, Warp rifle, XM8, Projector weapons
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11. Fixes:
- Stasis field generator now works properly
- Shuriken fix (you can use this, if you don't have patch 1.3): single and 2 rounds burst mode added; now the shuriken in these modes works as a one handed rocket launcher with a very small blast area; really hard to aim with (Watch command highly recommended before using the weapon), but a succesful attack knocks the enemy down from his feet; faster than a grenade/rocket launcher, but only useful inside close environment.
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12. Model swaps:
Accelerator using silencer's model, Combat Arm Chipset using Surehand Arm Chipset's model, Damage Circlet using Interference Circlet's model, Drone Hearthbeat Scanner using Drone Infravision model, Drone Doppler scanner using Hearthbeat Scanner's model, Eyelink Arm Chipset using Combat Arm Chipset's model, Healer Collar using Cloak Collar's model, Infra Eye Implant using Reticle Eye Implant's model, Protecton Collar using Healer Collar's model, Recoil Compensator using Flash Suppressor's model, Escape Collar using Motivation Collar's model, Surehand Arm Chipset using Eyelink Eye Chipset's model
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13. Additional changes:
- Experience changes, 1 day trainings
- Newbie Cyborgs and Cyborg hostages wearing Basic Body Implant
- Newbie head swaps
- Tattoos removed from Psionics' head textures
- Shield modules using the smaller models everywhere
- 1 cutted monologue added (check the last picture)
- Short unit descriptions changed/added to the glossary
- The shield effects around the Reticulan Bio Armors now are greens and on a higher place
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14. Final Mission changes:
Level 1: no enemies, I removed them 'cause you can evade all and rush to the green zone, no matter how many greys are on the map
Level 2: changed deployment zone, now you must fight to enter the final area; 10 Reticulans, 4 Octopuses
Level 3: 10 Octopuses, 10 Angels
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15. Bugs and issues:
Broken auto fire mode's display
Shuriken fix broke the fling mode's display
Shields (the effect and the module) only visible in tactical scene on drones
Basic arm implants using Advanced arm implants' models on some places
There are 12 lines unlike 8 in the training list
Wargots' left hand weapons have wrong appearance
There's no blast effect when using the drones' self-destruction mechanism
Crashes, maybe...
Sometimes the time manipulating controls break, if that happens, hit the SPACEBAR (or that key what you defined for run/pause) to fix it. Thanks to ERISS for bug report.
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For additional informations and the research tree see "Consequence mod info.txt" and "Research Tree.gif" in the "Consequence mod" folder of your game's directory. Check "MapTemplateChangerinfo.txt" in your game's folder if you interested in the template changer.
UFO Aftershock Reticulan mod
Pictures:
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Changes:
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Added items:
Reticulan heavy armor, Defense shield emitter, Force field generator, Healer missile, Deadlock missile, Predator armor, Predator helmet, Reticulan invisible armor, Wargot predator armor, Stimulant, Cloaked defender drone, Cloaked scout drone
Reticulan heavy armor: model imported from Afterlight
Defense shield emitter: red energy shield
Force field generator: green energy shield
Healer missile: heals all units within the blast radius
Deadlock missile: paralyzes all units within the blast radius
Stimulant: increases Reticulans' intelligence by 2
Camouflage items: increase the units stealth skill by 10 (for drones by 15)
Now you can recruit Reticulans from Psionics
Trainings: Reticulan training added
Renames: Reticulan Blaster -> Reticulan Psionic Device
Unit description unlocks: Force Field Blueprints (unklike Cultist-Wargots ties) -> Reticulan soldier
I changed the medikits animation to the fire animation, 'cause Reticulans haven't got heal animation :S
Equipment changes:
Reticulan plasma cannon/launcher/psionic device/warp pistol/warp rifle require Reticulan training
Now you can manufacture reticulan power cells and rockets
Auto firemode added to the reticulan warp pistol/rifle
Reticulan plasma cannon and launcher using mechanical skill unlike throwing
Reticulan plasma cannon: changed to 'gun' type
Reticulan psionic device: added two different firemodes: paralyzer and confusor, burst mode removed, doesn't require any ammo type
For the research tree expansion see "Reticulan tree.gif"
Bugs:
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No reticulan faces on the interface
Reticulans haven't got any sounds
Some animations missing for Reticulans: throw, operate, swap weapons, etc.
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v1.0.1: a bug, that made impossible to research the hyper-energy weapons before wargots' appereance fixed.
v1.0.2: some Reticulan equipments' effectiveness reduced in Reticulan mod and the Reticulan blaster's effectiveness in Consequence mod.
v1.0.3: some Reticulans' trainings fixed, now you can use the captured Reticulans' equipment during combat after 'explore' scene.
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IMPORTANT: CONSEQUENCE MOD MAKES THE GAME HARDER, SO DON'T USE IT IF YOU HAD ANY PROBLEMS WITH THE SUPERHERO LEVEL OF THE UNMODDED GAME! Or try the easiest difficulty level...
Download:
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Consequence-Reticulan mod installer
http://www.gamershel...ews_111874.html
or
http://www.gamefront...equence_mod_1_0
Map Template Changer Tool standalone version
http://www.4shared.c...fo_as_mtct.html
Loading Screens mod: The mod replaces the most loading screens with other ufo aftershock pictures.
http://dl.dropbox.co...dingscreens.zip














