Equal Terms 2.0 History

FilenameVersionAddedSizeMD5 Hash
equaltermsv2_024.zip2.0.2412.64mbcc4b607be2a3e1ecfea16a8009ae0aba
equaltermsv2_023.zip2.0.2312.64mbff2038a17bfb47c96f07903faa0650e1

Dec 11 2018 - 2.0.24

Version 2.0b024
--== Current ==--
Added STR_ALIENS_ONLY research entry for strict handling in Openxcom extended.
Adjusted for new mod site

Version 2.0b022
Release for Nightlies and Prime (1.0) Version.
Added new 'ET_Install.pdf' with install instructions.

Version 2.0b020
Shortened up Wasp/hornet fire noise.
Fixed Alloy Ammo Price
Allow Laser ARifle research after Magnum Research.
Fixed existing armor to read correctly
Price Changes:
- Mind Probe up to 500k
- Sectoid Corpses to 15k (reduced)
- Floater Corpses to 35k
- Cyberdisc Corpse to 50k
- Sectopod Corpse to 65k
NOTE: HWPs are only partially tested.

Version 2.0b010
New release for OpenXcom Nightly
Combined armor sprite sheets for 0 & 0.5 armors.
Fixed case sensitivity for *nix systems (I hope)
Switched craft light rocket sound

Nov 1 2018 - 2.0.23

--= 313 Equal Terms 2.0 Modification for Open-X-Com =--
By KingMob4313 and Ickschuss. Created for X-Com: Ufo Defense May 2000.
Last updated Nov 2018.

Equal Terms 2.0 Release Version
Version 2.0b022
--== Current ==--
Release for Nightlies and Prime (1.0) Version.
Added new 'ET_Install.pdf' with install instructions.

Version 2.0b020
Shortened up Wasp/hornet fire noise.
Fixed Alloy Ammo Price
Allow Laser ARifle research after Magnum Research.
Fixed existing armor to read correctly
Price Changes:
- Mind Probe up to 500k
- Sectoid Corpses to 15k (reduced)
- Floater Corpses to 35k
- Cyberdisc Corpse to 50k
- Sectopod Corpse to 65k
NOTE: HWPs are only partially tested.

Version 2.0b010
New release for OpenXcom Nightly
Combined armor sprite sheets for 0 & 0.5 armors.
Fixed case sensitivity for *nix systems (I hope)
Switched craft light rocket sound

Version 2.0b001
- Reconfigured mod to work with new nightly build
- corrected a number of issues with handobs and floorobs again

Fourth State:
Future plans
+ create human elerium high explosives and rockets
+ clean up handobs

Version 1.976 (held as 1.975)
- added new firing sounds for all plasma weapons
- added new hit sounds for all plasma weapons
- fixed handobs oddity with Plasma LMG and SMG
- added French translation by Infini!

Version 1.975
- Corrected massive issues with handobs
- fixed other small bugs
- fixed typos

Version 1.9
- adjusted/added armors
- Power Armor (Original Stats P: 100) P: 64 AP: 45% HE: 50% PL: 65% now requires 7 alloys
- Scout Power Armor P: 55 AP: 45% HE: 50% PL: 65% now requires 6 alloys
- Flying Armor P: 60 AP: 45% HE: 50% PL: 65% requires 7 alloys
- Flying Scout Armor: p: 50 AP 50% now requires 6 alloys

Version 1.8 (Internal)
- added another step into alloys research tree: Alloy Manufacturing (Dependency: Alloys)
- new research: Plasma weapon manufacturing requires a captured alien engineer and alien power supply (ENGINEER (any) + Plasma Weapon (any))
- added new versions of plasma weapons
- added plasma magnum
- added plasma smg
- added plasma dmr
- added plasma sniper
- added plasma lmg
- add clips for all of them
- Will require the proper technology sniper rifle and rifle both to be researched
- change so that Heavy Plasma and Plasma pistols cannot be manufactured by humans.
- clips for those weapons, along with the DMR, SMG and SAW/LMG versions will be able to be manufactured, along with a new Plasma Magnum to differentiate with alien plasma pistol.
- Heavy, rifle and pistols for plasma need to be modded by the manufacturing team to work for humans (consumes the original and produces 'human plasma weapon')
- create option ruleset for other adjusted weapons
- this means adjusted damage and such, but no new weapons
- create option ruleset for other small changes
- this includes the changed research tree

Coherency:
Version 1.96
- laser weapons research cost now increased from 50 to 300.
- added French translation by Infini!

Version 1.95
- shifted ruleset research changes so that lasers start with tank heavy cannons and branches back, laser smg last.
- adjusted/added game armors
- Personal Armour (Original Stats P: 50) P: 34 PL: 80% HE: 60% AP: 55% (Requires Alloy Armor)
- Heavy Personal Armor: P: 46 AP:50% PL:75% Requires 6 alloys (Requires Alloy Armor)
- Alloy Manufacturing allows for creation of alloy crafted interceptor (Requires: Alloy manufacturing)
- create option ruleset for other adjusted weapons
- this means adjusted damage and such, but no new weapons
- create option ruleset for other small changes
- corrected small issue with handobs

Version 1.8 (Internal) - Oct 2014
- added another step into alloys research tree: Alloy Manufacturing (Dependency: Alloys)
- added alloy manufacturing is required for laser research
- added new laser weapons
- shifted laser pistol lose autofire and gain damage
- removed and replace heavy laser with sniper laser
- added laser magnum
- added laser smg
- added laser dmr
- added laser lmg
- added laser array (short range, lower damage, high hit rate)
- modded laser cannon (medium range, higher damage, low rate of fire, lower hit rate)

Wolfram Lance:
Version 1.997
- added new multiple grenade launcher
- added HE, I and AP buckshot type ammo
- added new light guided missile craft weapon (adapted from XOps mod)
- added new research requirement: Alloy Aerospace
- added three new alloy craft missiles, requires Alloy Aerospace
- improved interceptor now Alloy Aerospace
- added a new conventional tank chassis with increased toughness
- added four tank turrets:
- GMG with Grenade Launcher
- Heavy Rocket Launcher with SMG
- Light Rocket Launcher with LMG
- Automatic Grenade Launcher with SMG
+ Secondary weapons do not work right now
- split out armor cosmetic sets to separate addons
- added new requirement for hyperwave decoder: hyperwave encoder (good luck)
- numerous corrections to bigobs, handobs and floorob issues

Version 1.996 (listed as 1.995 still for savegame compat)
- fixed listorder issues with marksman rifle and large and incendiary rockets
- reduced 'size' of armor and a few other items that were too large
- fixed assault rifle, saw and smg handobs
- fixed assault rifle ammo bigobs
- added French translation by Infini!

Version 1.995
- fixed listorder issues
- corrected massive screwup in handobs
- corrected issue with machine pistol causing crashes
- fixed typos

Version 1.950
- adjusted toughness of base interceptor
- adjusted range of avalanche craft weapon
- sorted listorder issues

Version 1.875 - August 2014
- fixed numerous research issues
- fixed requirements for armor
- adjusted so that laser weapons require alloy manufacturing and takes longer
- adjusted so that personal armor requires alloy manufacturing and takes longer
- merged changes from Equal Terms version 1.011
- fixed grenade weights
- fixed issue with missing corpse object

Version 1.8 - July 2014
- added 'frag satchel' an anti-personnel explosive block
- changed High Explosive radius to 2
- added another step into alloys research tree: Alloy Manufacturing (Dependency: Alloys)
- added alloy ammo types for powder weapons, adjusting normal ammo's damage down towards standard, and current values will be for the alloy rounds (Requires: Alloy manufacturing)
- Explosive weapons changed as well
- Alloy research allows for Alloy Reinforced Armor
- added another step for research: Alloy Armor (Requires: Alloy manufacturing)
- added new body armors
- Improved Light Armor: P: 24 AP: 65% HE: 75% PL: 95% (Dependency: Alien Alloys - Consumes 1 light armor and 2 alloys )
- Improved Tactical Armor P: 28 AP: 55% HE: 60% PL: 90% (Dependency: Alien Alloys - Consumes 1 tactical armor and 3 alloys)
- created option ruleset for other adjusted weapons
- this means adjusted damage and such, but no new weapons for laser or plasma
- created option ruleset for other small changes
- this adjusts plasma research and laser research to make them take longer to make the gunpowder weapons more viable
- adjusted weight for grenades & explosives

Version 1.03 (Post Branch Fix)
- Fixed *nix compatibility issue with file pathing case sensitivity

Version 1.02
- Changed directory structure to move all resources into a mod-name folder
- Added French translation from Infini
- Added omitted weight information for personal armor
- Power Suits carry themselves, so have no weight

Version 1.012 - August 2014 (Hotfix┬▓!)
- Fixed crash from missing corpse
- Adjusted weight of grenades: 2 for grenades 3 for canisters
- High Explosive blast radius reduced to 2

Version 1.01 - August 2014 (Hotfix!)
- Added omitted assault rifle handob
- fixed description of Machine Pistol (18 rounds)
- fixed description of small radar (detection rate)
- fixed description of large radar (detection rate)

Version 1.0 - August 2014
- fixed issue with list order for incendiary grenade
- adjusted range based accuracy for LMG autofire
- changed Avalanche missile description to remove nuclear from description
- adjusted detection rate for small radar & large radar to 30 and 15 respectively.
- shortened range of small radar
- adjusted size of mag for machine pistol down to 18
- added new graphic and sound for machine pistol
- fixed issues with cropping in inventory graphics for a few items
- added full hand view for SMG
- added full hand view for DMR
- added full hand view for SAW
- added new graphics for assault rifle
- added one shot rocket launcher (AT-4 analog)
- created modified graphic for small rocket & APFSDS rocket
- added conventional body armor with 3 different camo types (Jungle, Arctic, Urban)
- Light Armor P: 16 AP:90%, I:90% HE: 97%
- Tactical Armor P: 22 AP:80% I:75% HE:90% PL:98%

== Equal Terms 1.0 Release ==

Version 0.871 - July 2014
- added full hand view for magnum
- changed sound for magnum
- added sound for SAW
- small change to fix text for magnum
- fix of inventory size of Marksmans Rifle ammo
- fix to autofire range for SMG
- small modification for SMG and Magnum inventory graphic
- fixed oddity with hand graphics for a few weapons

Version 0.87 - July 2014
- added a magnum pistol
- fixed sniper rifle mag size 2x1 to 1x1
- added pixel art for SAW/LMG
- fixed minimum ranges for all relevant weapons

Version 0.86 - July 2014
- ruleset cleaned up by 'yrizoud'. Base weapons are removed from buy list and initial base stores and new weapons are added, instead of the ruleset overwriting the base weapons.
- added Designated Marksman's Rifle, a using a modification of a graphic added by 'Chiko'
- added an incendiary grenade
- added a Submachine gun
- adjusted TU and fire rate on laser rifle and plasma weapons slightly
- adjusted Range based accuracy numbers based on battlescape scale research
- removed rifle launched grenades
- changed ufopedia for machine pistol
- ufopedia cleanup

Version 0.85 - June 2014 (internal)
- added a shotgun and improved technology shotgun mod based on Warboy1982's mod
- added new graphic to sniper rifle and magazine based on Toshiaki2115, Warboy1982's work
- added new sound to sniper rifle
- added new sound to assault rifle

Version 0.80 - June 2014
- first version for OpenXcom - Would later become Equal Terms 1.0