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Creating Aftershock Issue #1
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If you wish to receive the next Creating Aftershock newsletter via email two days before it's posted on our site, head HERE and sign up! 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:
*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 at http://www.strategycore.co.uk/pg/contact. Please select "Competition Entry" from the dropdown list when submitting your entry, and confirmation that we have received your entry will be emailed to you almost instantly! So, onto the questions!
Pre-order Now! If you don’t want to enter the competition, you can still pre-order your copy of Aftershock in advance by clicking on the image below: ![]() ![]() 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 at http://www.strategycore.co.uk/pg/ufo2000 "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. ![]() 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. ![]() 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. ![]() 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. ![]() 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. ![]() 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: http://www.strategycore.co.uk/xcom/pg/fanfiction 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. AK-47
Weight: 4.3 kg Ammo capacity: 30 rounds Damage type: universal Aimed mode
Max range: 31 metres Damage: 73 Rate of fire: 0.6 rounds per second Burst mode
Max range: 17 metres Damage: 219 Rate of fire: 1.7 rounds per second 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. FN FAL
Weight: 5.0 kg Ammo capacity: 20 rounds Damage type: universal Aimed mode
Max range: 33 metres Damage: 73 Rate of fire: 0.6 rounds per second Burst mode
Max range: 21 metres Damage: 219 Rate of fire: 1.9 rounds per second 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.
HK G3
Weight: 4.5 kg Ammo capacity: 20 rounds Damage type: universal Aimed mode
Max range: 35 metres Damage: 73 Rate of fire: 0.7 rounds per second Burst mode
Max range: 21 metres Damage: 219 Rate of fire: 1.9 rounds per second 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.
Colt M4
Weight: 3.4 kg Ammo capacity: 30 rounds Damage type: hard Aimed mode
Max range: 33 metres Damage: 56 Rate of fire: 0.7 rounds per second Burst mode
Max range: 19 metres Damage: 168 Rate of fire: 2.0 rounds per second 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.
HK G36
Weight: 3.3 kg Ammo capacity: 30 rounds Damage type: hard Aimed mode
Max range: 35 metres Damage: 56 Rate of fire: 0.8 rounds per second Burst mode
Max range: 24 metres Damage: 224 Rate of fire: 2.9 rounds per second 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.
Steyer Aug
Weight: 3.8 kg Ammo capacity: 30 rounds Damage type: hard Aimed mode
Max range: 45 metres Damage: 60 Rate of fire: 0.7 rounds per second Burst mode
Max range: 30 metres Damage: 240 Rate of fire: 3.1 rounds per second 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.
HK G11 K5
Weight: 3.6 kg Ammo capacity: 45 rounds Damage type: hard Aimed mode
Max range: 40 metres Damage: 56 Rate of fire: 0.7 rounds per second Burst mode
Max range: 27 metres Damage: 280 Rate of fire: 4.2 rounds per second 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: http://www.strategycore.co.uk/pg/contact remembering to select Newsletter Feedback from the drop-down list. |
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