Welcome to our first Special Edition "Creating Aftershock" Newsletter!
In the first of four
special editions, we'll be bringing you a whole host of stuff including
a chat with Robert Hoffman, Business Development Manager at ALTAR
Interactive - the brains behind UFO Aftershock, some new artwork,
the first sound effects from the game, and to top it all off, Robert
will be launching our competition in which you can win a whole host
of cool prizes!
Not to be outdone by the barrage of Aftershock material,
we'll also be bringing you news, articles and stories from the X-COM
and Silent Storm series as well as Aftershock’s predecessor – UFO
Aftermath!
Contents
Please select a section to jump to by clicking on any of the headings
below, or push the boat uot and read the whole thing if you can handle
it!
To kick off out first Creating Aftershock piece, we fired a few
questions at Robert Hoffman - ALTAR Interactive's Business Development
Manager.
1) Tell us a little about yourself - what is
your name and where are you from?
My name is Robert P. Hoffmann and I was born in the centre
of Prague at Letna heights - the best place to be born ever.
2) What
is your job on the Aftershock team?
Everything and nothing.
Generally the stuff no one wants to do.
3) What do you do in a typical day working
on Aftershock?
I sit
in the front of my monitor while my PC gently hums.
4)
What was the funniest moment for you when working in the office
while working on Aftershock? Are there any office pranks you'd
like to tell us about?
Amongst the funniest moments there’s
always the company fridge cleaning, a task requiring no less than
a dozen adults, rubber gloves, masks and a 12 gauge shotgun.
(We can only assume the shotgun is for
the life forms that have evolved in there… cheese-based
transgenants must be rife in ALTAR’s offices!)
5) What additions
in this game do you feel make it really stand out against other
squad based strategy games, and it's predecessor – UFO
Aftermath?
Actually, its incredible range of possibilities.
The games these days tend to be simplistic - ours is huge, man!
Complex and elaborate. You can just play it story-wise and finish
it in a couple of days or fiddle with everything and play for an
entire year.
6) What
influenced your particular part of the development? What sources
did you get inspiration from?
I depend on heavy doses of
skunk and hectolitres of booze. That’s
the best inspiration ever. (Ask Curt, I always do).
7) What are
your hopes for the future of the UFO series (without giving too
much away)?
Third, fourth, fifth, sixth, seventh, eighth,
ninth, tenth, elev... ahhhh, my fingers are aching, but Ii can
go on and on.
8) To finish
off, would you like to give a message to the gamers or anyone else
out there?
There is always hope!
Anyway, enough about me – take a look
at the competition further on for your chance to win a signed,
special edition copy of UFO Aftershock!
Thanks Robert!
Media
Robert was also kind enough to provide us with some screenshots
of models in the game. There certainly seems to be a wide variety
of locations in the game and certainly a lot of different things
to hide behind. Sure beats ducking behind a lamp post in Aftermath!
We were also lucky enough to get our grubby little mitts on some
sound effects, including the sniper rifle, plasma shotgun and rocket
launcher being fired, as well as the sound of a medikit in use. Anyone who's
been concerned about the quality of the sound effects needn't fear - these are
top rate!
These sound effects and the screenshots above are all available
in one zip file in our files section here: http://www.strategycore.co.uk/files/?dlid=211
Competition
Many thanks to Robert for kicking off our competition. Not content
with having just one overall winner, we’ve put together enough prizes
for two runners up as well. Check out the stash below:
As if
that wasn’t enough, all three winners
will receive a signed UFO Aftermath t-shirt and a signed UFO Aftermath poster because we’re generous like that.
*UFO Defence
on 2x 3.5" floppy disks in original box
in mint condition – a real collector’s item. Collector’s
Edition version from Fileplanet.com also supplied on CD-ROM in
box (so the winner can actually play the game!)
So how do
you win these fantastic prizes? Simple! Answer the following
five questions about Aftershock, all of which can be found on
our site - http://www.strategycore.co.uk -
and submit your entry using the form on our contact page.
So, onto the questions!
Simple see?
So get your entry in today!
X-COM
UFO2000
A new version of UFO2000 – the multiplayer game based
on the original X-COM title – is in the works which removes
any reliance on needing the original source files to run.
The
team are hard at work creating new animations, units and maps
and, when complete, this really looks set to take the world
by storm!
In the meantime, if you have a copy of X-COM UFO Defense
handy, you can check out their current build at http://ufo2000.sourceforge.net.
If you still don’t have much of an idea what UFO2000
is, here’s an excerpt from our UFO2000 project page
"UFO2000 is a
free and open source turn based tactical squad simulation game
with multiplayer support. While having its own engine written
from scratch, the game still relies on the data files from
the famous X-COM:
UFO Defense . That's why it looks very much like a multiplayer
mod for X-COM."
Weapons Guide
Alien weapons as deployed by X-Com. Tactical Brief-123,
by order of Agent J.P. and Agent G.G. Classified EYES ONLY.
By Fyodor Dzhersinky, Training Sgt.
Welcome, trainees. I am here to
instruct you in the usage of appropriated alien technology. You will
pay attention. You will not fall asleep in my class. If I catch any
of you falling asleep you will get latrine detail for the next year.
If I catch any of you passing around 'humorous' cartoons of me I
will see you get latrine detail for the next year at our Antarctic
station. Do not make me smite you with the communist hammer of my
rage.
Attend.

Plasma
Pistol
Magazine: 26 rounds, 52 Plasma damage each.
Snap shot: 65% accuracy, 30% TUs.
Auto shot: 50% accuracy, 30% TUs.
Aimed shot: 85% accuracy, 60% TUs.
The
Plasma Pistol is, like all pistols, best used in conjunction
with grenades or another weapon, or as a backup for a heavy
weapons trooper. The observant will note that the auto shot
takes as little time as a snap shot, and is almost as accurate.
The Plasma Pistol is the weakest of the alien weapons but can
still bring to bear a large amount of firepower. When paired
with a Laser Pistol, it can quickly bring down any enemy.

Plasma Rifle
Magazine: 28 rounds, 80P.
Snap shot: 86% accuracy, 30% TUs.
Auto shot: 55% accuracy, 36% TUs.
Aimed shot: 100% accuracy, 60% TUs.
With
possibly the highest all-round accuracy in the game, the Plasma
Rifle is the premier weapon for sniping, packing enough punch
to stop most enemies with one or two shots. Also featuring
auto shot capability for close encounters, it is a good all-round
weapon, with a magazine large enough to see you through most
battles without a reload. The low TU cost also means a trooper
can deal with a range of situations in the same turn. I wish
my grandfather had owned one of these at Stalingrad.

Heavy Plasma
Magazine: 35 rounds, 115P.
Snap shot: 75% accuracy, 30% TUs.
Auto shot: 50% accuracy, 35% Tus.
Aimed shot: 110% accuracy, 60% TUs.
The Heavy Plasma is quite simply the best
weapon the aliens have, and employed properly, is unsurpassed in combat. Powerful
enough to drop almost every enemy with a single shot, a large magazine, fine
accuracy and light weight, despite the 'Heavy' classification. Any troopers
of avergae strength may carry this plus their usual equipment and suffer no
mobility problems. When you have this gun, your forces will go through the
aliens like Russians through Nazi swine. Truly, a weapon worth of Mother Russia.
And the rest of the world, of course.

Blaster Launcher
Magazine: 1 Blaster Bomb, 200 High Explosive damage each.
Aimed shot: 120% accuracy, 80% TUs.
A revolutionary step in projectile weaponry, the Blaster Bomb can be programmed
to follow waypoints, and so may be fired at enemies beyond visual range, whether
they are behind hills, around corners or cowering in small rooms. The applications
are wide-ranging, varying from striking enemy strongpoints from out of harm's
reach to terrain clearance, breaching the exteriors/interiors of UFOs and general
devestation. After you've used this weapon a few times, the battlefield will
begin to look like Stalingrad. Misfires can be disastrous, due to the massive
power and explosive radius of the bombs, and although only a maximum of seven
rounds can be carried by a trooper, and the weight is considerable, the potential
of the weapon outweighs the problems.

Small Launcher
Magazine: 1 Stun Bomb, 90 Stun damage each.
Snap shot: 65% accuracy, 40% TUs.
Aimed shot: 110% accuracy, 75% TUs.
The Small Launcher is the main implement for taking aliens alive. Due to their
nature, they are difficult to capture, refusing to surrender even when up against
impossible odds. Capturing them was only previously possible by accident or
using the Stun Rod, and either way has too many risks associated with it to
be profitable. The Small Launcher's explosive radius is small, but the stun
damage is quite powerful, and even stronger enemies, if weakened with other
weapons beforehand, should be rendered unconscious. Missed shots are unfortunate,
but at least any friendly troops caught by the blast will merely be knocked
out.
Many thanks to FullAuto for putting together that brief
for us!
Fan Fiction Story
And now also from FullAuto, we have an excerpt from his latest X-COM short
story – The Grey Man
There were mutants beneath his feet, right now, in
the suffocating dark of the London Underground. Jonothan leaned forward,
staring at the pavement between his worn boots. X-Com issue. He stamped a
foot, experimentally. The boot didn’t fall apart.
He leaned back, smiling, surprised at
his own pleasure. Made to last. The smile disappeared off his face as if
someone had just pushed an internal switch.
Just
like the gun under his coat.
A Heckler and Koch Mk. 23, Model X. Identical
to the Model 0 apart from the X in the serial number. X-Com issue only.
Jonothan pulled his coat open, the velcro rasping tiredly, and glanced down.
He knew the serial number of his gun, but he liked to see it. On the left side
of the slide, 23-110X.
Jonothan smiled, comforted. He remembered Keiko’s,
as well. 23-109X.
The full, emotive story can be found here: http://www.strategycore.co.uk/forums/index.php?showtopic=4206
You
can gie FullAuto any feedback by posting a comment here: http://www.strategycore.co.uk/forums/index.php?showtopic=4207
Please
be warned though – the whole story does contain
content of an adult nature, so adults – please check through first
before letting your kids read it. This is the only warning we’ll give.
As
always, you can read our full range of X-COM Fan Fiction stories here.
UFO Aftermath
Weapons Guide
Accounting Troll was good enough to put together a weapons guide
for the rifles in UFO Aftermath, outlining their history, usefulness
and at which point they can be obtained in the game.
Part
1 – Human Rifles in UFO Aftermath
There are several different types of rifles in the game; human assault rifles,
alien rifles, and hybrid rifles that represent a fusion of human and alien technology.
Human assault rifles can be recovered at the end of a mission or in the arsenal
of a base the first time it is captured. Alien weapons are recovered at the end
of a mission against either the aliens or the transgenants. Hybrid rifles have
to be manufactured by your engineers.
Rifles have greater range and power than handguns, although the rate of fire
tends to be somewhat lower, particularly in burst mode. Rifles are all-round
weapons that are useful in most mission types, although more specialist weapons
such as shotguns and sniper rifles are sometimes more useful in certain situations.
The transgenants can use all the rifles in the game except for hybrid rifles.
The AK-47, first produced in 1947, is the most common assault rifle in the
world. The Soviet Union produced over twenty million of them, many of which
were exported to pro-Soviet factions in other countries during the Cold War.
Being somewhat dated, the AK-47 is the weakest human assault rifle in the game.
It has the lowest range in both aimed and burst mode. It also has a relatively
low rate of fire in both aimed and burst mode. It is only worth using in the
early missions when you do not have enough other assault rifles and ammunition
to go round.
The AK-47 can be obtained in the aftermath of a mission or in a base arsenal
from the earliest stages of the game.
The FN FAL has better range than the AK-47, and it has a better rate of fire
in burst mode. However it is still the second weakest human assault rifle
in the game.
It is useful against the transgenants in the early to mid game as in capable
hands it will outrange the weapons used by gobbers and slimethrowers. However,
the low rate of fire counts against it in close combat and the universal rounds
are poor at penetrating Reticulan armour.
The FN FAL can be obtained in the aftermath of a mission or in a base arsenal
from the earliest stages of the game.
The G3 has slightly better aimed mode statistics than the FN FAL, and it is
slightly lighter. It should be used in preference to the AK-47 and the FN
FAL.
It has the same weaknesses as the FN FAL in burst mode, and the universal rounds
are not very effective against Reticulan armour. The range makes this a useful
rifle for missions against the transgenants.
The G3 can be obtained in the aftermath of a mission or in a base arsenal from
the earliest stages of the game.
The M4 is the most basic assault rifle that fires hard (armour piercing) rounds.
It is also somewhat lighter than rifles that inflict universal damage. The
disadvantage of armour piercing rounds is that they usually inflict less
damage than universal rounds if the target is unarmoured.
The M4 is useful in a medium to long range engagement against the Reticulans
because their armour gives little protection against hard rounds, although
the low rate of fire in burst mode means that there are more useful weapons
when fighting the Reticulans at close range.
Light armour is totally ineffective against hard rounds and combat armour only
gives a moderate amount of protection. This makes a transgenant armed with
an M4 dangerous to your squad.
The M4 can be obtained in the aftermath of a mission or in a base arsenal from
the earliest stages of the game.
This is a useful all round rifle in the early and mid game. Unfortunately
the G36 is available to the transgenants from the earliest stages of the game
and it will take a little while before it turns up in the armoury of a newly
established base.
The range and damage potential in aimed mode is nothing special, although the
armour piercing rounds can make this a useful weapon against the Reticulans.
What makes the G36 particularly dangerous is its burst mode statistics. The
rate of fire and accuracy are considerably greater than that of many other
rifles. Also when it is fired in burst mode, four rounds are used instead of
the three rounds used by most human assault rifles, this increasing the damage
potential. The combination of these statistics and the armour piercing rounds
make this a very dangerous weapon for your soldiers to go up against.
The G36 should be used in preference to the Colt M4 in all situations if there
is sufficient ammunition available.
The combination of hard rounds and impressive range make this an excellent
all round rifle in any engagement against the transgenants and any medium
or long range engagement against the Reticulans. It does not appear until
mid-game, but it is useful throughout the rest of the game.
The range of the Steyer Aug in both aimed mode and burst mode is greater than
that of any other human assault rifle in the game. The range in aimed mode
competes with that of both alien and hybrid laser rifles, and is only narrowly
outperformed by the Remington 700 sniper rifle.
The rate of fire and damage potential in burst mode exceeds that of all other
human assault rifles except for the HK G11 K5.
The transgenants will use the Steyer Aug in the late game. However, by that
time you will have improved armour and weapons capable of killing a humanoid
transgenant with a single shot, so the danger to your soldiers should not be
that great.
The Steyer Aug should be used in preference to the Colt M4 and the HK G36 if
there is sufficient ammunition available.
The G11 K5 is intended to be an alternative to the Steyer Aug. It is less accurate
that the Steyer Aug, but it has better burst mode characteristics, and is
a useful all round assault rifle from its appearance in mid-game to the end
of the game.
Although the G11 K5 is less accurate than the Steyer Aug, it is still more
accurate than the other human assault rifles in the game, which means that
it is still useful in open terrain.
In burst mode, the G11 K5 has a considerably higher rate of fire than any other
human assault rifle, and it is only matched by the hybrid enhanced laser rifle.
It fires five rounds each time it is used in burst mode, more than any other
human assault rifle in the game. Combined with hard rounds, these factors make
the G11 K5 highly effective against most human and Reticulan armour in the
game.
Along with the Steyer Aug, the G11 K5 renders all the other human assault rifles
in the game obsolete. The strong burst fire characteristics of the G11 K5 makes
it the better choice for urban combat and the interior of human and Reticulan
bases.
Keep your eye out for part 2 of Accounting Troll’s weapons guide,
covering the alien and hybrid rfiles from Aftermath, in our next newsletter
on the 16 th of September!
StrategyCore
Next Edition
Like our first Creating Aftershock special edition? Want to know
what’s
in part 2? Oh okay then, we’ll give you a glimpse:
In issue 2 we’ll
be chatting with David Zapletal – Art Manager
at ALTAR Interactive. He’s given us a fantastic set of drawings, paintings
and models showing the evolution of one of Aftershock’s denizens from
concept artwork to living, breathing, clunking character.
In the immortal
words of Rolf Harris –"Can yeh guess what
it is yet?"
We’ll also have four more sound samples as
well just to round things off nicely.
Feedback
We want to know what you think – what you liked and what you thought could
have been better. Let us know what you want to see more of. Your voice could
shape future editions, so give us your feedback here.
posted 3:05pm on 21st August 2010
posted 7:55pm on 19th August 2010
posted 7:46pm on 19th August 2010
posted 6:50pm on 16th August 2010