Ratings are calculated using Evan Miller's method (based on a Wilson score confidence interval) that is self-correcting. This means that the % of positive ratings & number of ratings decide a mods position on the top charts. The benefit of this approach is a mod with 2 positive ratings will not outrank one with 10 positive ratings but 2 negative. Nor will a mod with tons of rankings outrank everything unless most of the ratings are positive.
Rating levels
Ratings range from overwhelmingly positive to overwhelmingly negative. The color changes depending where on the scale the mod fits.
Goal: Have you ever wondered from where the authors of TFTD took all those fancy supersonic submarines and underwater tanks? Yes, this is the future (the year 2040, in case you forgot), but it’s not the far future. I mean, we have only 20 years left, and we still don't have any such technology, just like we didn’t have it 28 years ago. Do we? Well, I tried to explain this a bit; and yes, the game became slightly harder.
New content: You’ll find over 90 new weapons and items, new crafts and new craft armaments, a lot of new missions (LORE friendly), and 36+ new units (yours and enemies), as well as many USOpedia topics, and even new maps.
Included mods from other authors: "Extended facilities" by Blank. "Moray" by tyran_nick. "Carharodons" by Xops. Swapped small and very small USO maps, so you don’t need to use an external mod. Included new_civilian's TFTD patch.
Available languages: US English and Russian.
Thanks: to OpenXcom authors for a brilliant game; to Yankes and Meridian for powerful OXCE, to Solarius Scorch for priceless help, to long6oarder for spell checks, to ohartenstein23 for script help, to artbycarlos for great Triton fan art, to new_civilian and the other modders from whom I borrowed something.
Installation:
Windows: the package contains all that you need except original TFTD files. Extract archive anywhere you want and copy the original TFTD files to "TFTD" folder. Then start "openxcomex.exe".
Android: 1) Install OXCE (with original TFTD). 2) Extract "user/mods/TWoTS" folder to your "openxcom/mods". 3) Launch the game and activate the mod in menu.
Linux: 1) Install OXCE (with original TFTD). 2) Extract "User/Mods/TWoTS" folder to your "~/.local/share/openxcom/mods". 3) Launch the game and activate the mod in menu.
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- added new weapon, acid pistol;
- now small retaliation USO must bombard your base instead of assault (not checked);
- increased range of microtorpedo launcher;
- minor bugfixing;
- Now all units have inventory images, and let no one go offended;
- New shield level indicator - when unit is hit, flash message shows shield left;
- minor fixes;
- OXCE 6.4 used.
- Fixed Poseidon map;
- Fixed/rebalanced melee time costs and aim;
- Fixed drone sounds (checked);
- Rebalanced Sonic Oscillator;
- Now Oscillator and Ion craft cannon require ammo;
- New loot - neurointerface components;
- Now one mag.navigation needed to produce 4 gauss pistols or 2 rifles;
- Mag. navigation manufacturing;
- Minor fixes;
- Newest OXCE used.
- Cormorant now have 2 harpoints for cannons;
- Fixed shard weapons(armor damage, no more armor piercing, proper rifle name, proper sell costs and recovery points);
- Fixed melee weapons TU cost;
- new sounds for drones;
- more space for large storage and large quarters;
- minor balancing.
- Added new tier of alien weapons: shard guns;
- Added new craft weapon - aquaplastic cannon;
- Added recycling of termal shock bombs and pvt rounds;
- Increased HP of enchanced aquatoids;
- Minor bugfixing.
- Fixed armor MC-defense;
- Fixed T'leth level 2 exit zone;
- New unit - naga honor guard;
- ion armor and ogre shields improved;
- mag-ion armor now calls "mag armor";
- jellymen reaction improved;
- sonic oscillator nerfed even more;
- naga spawn reduced, and additional naga missions stops not after research alien key, but after research naga commander;
- alien key manufacture fixed;
- exosuit now gain additional light in abyss;
- minor fixes, mostly reported by Meridian in his letsplay;
- updated to OXCE 5.6.2.
- Fixed MC Battlearmor special weapon;
- Added ALL units armor overview in USOPedia;
- Included wonderful pWWWa's "Alt Drills";
- Reworked some USOPedia pages;
- Improved russian texts;
- Minor fixes.
- Added new USO interiors by Blank;
- Added soldier transformations to cyborgs and MC-shielded ones;
- MC-shielded aquanautc MC-strength increased;
- rebalanced a few things;
- defined names for craft weapon slots;
- Fixed new music;
- Fixed island civilian spawn;
- minor fixes;
- suited for OXCE 5.5. And exactly this version is used.
V 2.26
- Fixed barge map, so foot units wont fall off the barge;
- Fixed aquanaut corpses recovery;
- Fixed sometimes-critical error with sunken ufos;
- Fixed russian translation for new OXCE rules;
- Special to Meridian: added possibility to repair Paladin armors;
- Minor fixes.
V 2.26 fixed: Now all this should work properly.
V 2.24
- Fixed Ufopedia entry about high pressure;
- Fixed holes in Leviathan;
- Small rebalance of Zrbite ammunition and Magna-Pack;
- Minor changes in mission scripts;
- Minor bugfixing;
- Newest OXCE build.
V 2.23
- fixed ion armor;
- newest OXCE build used;
- added new item - bubble.
V 2.22
- added new rare item: handheld mc-shield;
- improved routes of many normal maps, focused on floating units;
- increased weight of explosives;
- minor changes in enemy resistances;
- fixed Usopedia order;
- fixed small bugs in research;
- minor bugfixes;
- newest spellcheck from long6oarder included.
V 2.21
- fixed hole in triton/poseidon;
- fixed officer laser pistol accuracy;
- fixed item categories;
- fixed facility moving price;
- fixed human corpses size;
- increased weight of plasma cannon;
- small fixes;
- added two help articles in USOpedia about hotkeys;
- new background in some mission briefings;
- seaman now called fishfood. (by Meridian);
- newest english text redaction. (by long6oarder).
V 2.20
- fixed abandoned crypt map, terrain and text strings;
- different directions for P8M deployement;
- added a pair of ufopedia articles;
- newest OXCE build used.
V 2.19
- fixed shock mechanic;
- fixed a pair of text strings;
- minor fixes;
- new Poseidon appearance, Triton sprites are also updated (minor fixes);
- newest OXCE build used.
V 2.18
- minor fixes;
- naga sorceror fix;
- decreased chances for alien biolab to spawn;
- new english translation by long6oarder;
- proudly present to you: new TRITON appearance, gratefully stolen from Carlos Cabrera (original art: Img00.deviantart.net)
V 2.17
- fixed x-com base spawning nodes;
- added new armor - carapace;
- added new weapon - plasma gun;
- added new manufacture projects - repair/decompose broken armors;
- experimental - added large polyphs to jellymen base;
- newest oxce+ build used, thanks to Meridian;
- MC-armors now use special weapons.
- Also cyborg names now have 'CS' prefix.
V 2.16
- nerfed polyph TU. Expect less reaction fire.
- improved hellcrab resistances;
- added shields to all Freaks;
- implemented sniping mechanics;
- implemented spray fire mechanics;
- implemented ability to cease alien missions by shooting down uso;
- implemented ability to regain lost country;
- decreased infiltration chances even more;
- all ion weapons now have 10% armor piercing;
- added ufopedia articles about game mechanics;
- mc-controller now lose aim due to range (maybe need to balance);
- mc-focus lose power;
- decreased zrbite portion per accelerator (to 20 units);
- added missing thermalvision to armors;
- fixed bug with T'leth third stage;
- some options made unchangeable;
- modified darts sprites to better type visibility;
- minor bugfixing;
- newest OXCE+ used.
V 2.15
- fixed bug with needler movement;
- fixed bug with hazmat suit torso;
- fixed bug with final mission research;
- fixed bug with ion rifle disassembly;
- changed alien infiltrations. They will spawn rarely, use smaller crafts and finish faster. Please try and provide feedback. Remember: if last craft is landed, infiltration counts as succeded.
- changed alien key research. Now you can produce new one, if the first one was lost;
- some more unnamed bugfixes.
V 2.14
- Fixed second stage map bug (excavation site and ancient dungeon);
- Fixed/changed biodrone research;
- Fixed missing music;
- Now you can recycle alien ammunition for zrbite.
- New armor: Ogre (2x2) with integrated weapons.
- Replaced weapons between Ogre and Cyclop;
- new image for advanced medikit;
- shielded USO have modified interception pics;
- minor fixes;
- newest OXCE+ build used.
V 2.13
- Another critical bug fixed. Now Freaks spawns properly.
- MC battlearmor animation fixed.
- Some other fixes.
- Research and manufacture slightly changed due to balancing.
V 2.12
- critical bug fixed, noe you can win the game. I hope...
- many small bugs are fixed too, including advanced bio armor.
- added two new USO, both with shields (for late game). Maps are stolen and then reworked. :)
- reworked tech tree.
- balancing
- newest OXCE+ build.
V 2.11
- Major bugfixing, including critical bugs.
- added new weapon - vibro knife
- Triscene now have fire weapon
- research tree has been changed slightly, one major thing - you need to destroy one alien base or artifact site to build one transmission resolver.
- added two buildings - Naval control center and transmission nexus.
- minor rebalancing
- rebalanced manufacturing costs.
- newest OXCE+ used.
V 2.10
- bugfixing.
- added equipment - chemical neutralizer.
- fixed new animation of static units.
- newest spellcheck applied.
V 2.09
- new item: biogel injector.
- new facilities: medbay, regeneration bay.
- finished sprites for hybrid armor and advanced bionic armor.
- rebalancing.
- more bug fixes.
V.2.08
- Fixed crash in willage.
- Fixed stun darts
- Fixed corpse names and some other strings
- Spellcheck by long6oarder
- Minor bugs fixing
- New armor - advanced biosuit, sprites of hybrid armor changed, ufopedia picture is in progress.
V.2.07
- newest version of OXCE+, all praise Meridian!
- Hunter-Killers will drown your subs, if you will be not cautious enough.
- A whole new quest arc added: The Jellymen. With new missions, new units, new weapons and new USO. Easter eggs included.
- Stingray can now land for small assaults (still 2 crew members)
- many upgraded Ufopedia pics, some new pages too.
- fixed bugs with upgraded aliens capture.
- fixed some other bugs (may forget the list after two monts)
- maybe something more was added, but i can not remember.
- special thanks to ohartenstein23 for animated torso script.
V.2.06
- Fixed broken routes in suken galleon map.
- Fixed naga sorceror capture.
- Fixed hazmat armor production.
- Maybe fixed a bug in mutant maps, at least i hope so.
- Angler craft renamed to Mako.
- Fixed Mindworms usopedia articles.
V.2.05
++Fixed facilities building
++Improved English translation, thanks to long6oarder.
- Archive contains full packgage. Just unrar and copy original TFTD files into "TFTD" folder.
- Added 4 new races with new units and their own terror units.
- Added 9 (or close to that) new weapons.
- Added new armors, including shielded ones.
- Some alien units also gain shields.
- Added 5-6 types of missions, like alien floating barge and defense of military base with the help of soldiers.
- Multiple rebalancing changes. Like lobsterman has more armor and less health.
- Many ufopedia pics.
- Many changes in research tree.
- Multiple fixes.
- Improved english translation, thanks to long6oarder.
- Graphic updates: animated terrain, fixed "artifact site" groundblocks, etc. Also added previews for armor and SWS in craft equipment screen.
V.2.03
- added hazmat armor;
- added sonic sniper rifle;
- added small barracks called outpost, for your interceptors pilots;
- added craft weapon - Nuclear torpedo;
- fixed facilities sprites;
- fixed vanilla alien deployement in xcom base attack;
- fixed melee weapons (error "no ammunition loaded");
- behavior of some units changed to leeroy jenkins;
- minor fixes.
V.2.02
- added missing strings for OXCE+;
- fixed knife damage type;
- fixed hook ufopedia;
- fixed stun grenade sprite;
- fixed russian translation.
V.2.01
- small bugfixes in research tree and usopedia order;
- mutants now armed with shotguns;
- medikit requires SORESO database now.
13.82mb
2.23
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Greetings! Can somebody please tell me where can I find an Abyssian Commander? In what kind of ship or base? I've encountered only medium size abyssian ships without commanders so far.
This is gonna be a negative feedback. Well. I like this mod, but i hate how It's very heavy reliant on manufacture.
What i am playing? Factorio or X-com, damn it.
The ammount of stuff you have to produce to properly equip your squad is rediculous. Squadwipe? Yep, you got to remake everything, even if you had reserves. Dropship shot down? Yep. Rebuid the ship and rebuid all the equipment. An explosion inside your craft? Same. Techological advance? Same untill you get sonic weapons. Run out of ammo? Yep.
It's just a chore to manufacture EVERY damn THING. Everything that you can buy just gets outdated expect for a few specific items.
I have completed Hardmode expansion and i nowhere near have i experienced such need to produce everything.
I do like the idea of manufacturing proximity granades, i'll give you that, since they are OP and it's a good semi-fix to them. But ,overall, vanilla TFFD weapons should be able to be bought once unlocked, in my opinion.
Btw granade are OP. You know how streamers play your mod? They just turn on Instant granades, and spam those Magna-Blast Grenades. At first i thought they are abusing those granades. But nope, they are just lazy to manufacture stuff. It's just easier to buy those.
Btw #2. One streamer had alien base spawn near his base. Now he triggers alien fighters every day and farms them, getting 1 million each day.
Well, this is not really negative. Just some like playing that way, some dont. Yes, grenades are op, and this is a problem of original game.
Thanks for feedback.
Great mod so far, I'm just having one problem. A lot of the new custom maps that the mod adds are lacking any color, and everything on the map is the same shade of brown. For example, the missions where you intervene during an alien attack on a military base or fighting a land mission on a farm. All the characters and sprites during the mission are in full color, it's just the map tile set that has the issue. I haven't experienced any other issue so far. Has anyone experienced this issue before? If so, is there a solution? I'm sure this is my fault and not an actual problem with the mod, but any help is appreciated.
Hi! I love this mod. One question about research: I’ve hit a dead end where I have Jet Harpoons but am unable to research anything better. I tried the Deep On Terrorist interrogation but I didn’t get the usual progress. I’m now getting put up against shark men and set missions that are almost impossible. Is there a research cheat sheet? Will there be further releases?
As for your dilemma - you can press Q to access the tech tree to see what you need. Generally, gauss will be your friend and isn't too difficult to research (Magnetic Navigation, Aqua Plastic Armaments and Zrbite). Failing that, HydroJets and Gas Cannons are still very powerful, especially the Heavy Gas Cannon. More advanced weapons like Sonic weapons are locked behind the biolab building.
This mod kicked my *** and I liked it
It is truly an “expansion”, i.e it feels like a true extension of TFTD and is true to its flavor which is something I really appreciate
Hi all! I'm getting an error saying "Map generator encountered an error: no alien units could be placed on the map." Is there a fix? What would you need to help getting it fixed?
I had to abandon several campaings now because alien bases spawned very close, or in one case, basically directly on my main base. At that point in game, I had no way to shoot down the interceptors they send when you launch a sub. Am I just very unlucky, or is that happening to others, too?
No comment were found matching the criteria specified. We suggest you try the comment list with no filter applied, to browse all available. Join now to participate.
66 comments
OpenXcom has crashed: Sprite MEDBAYUPIMAGE not found ?
1
Not installed properly, maybe?
1
Installed strictly according to the instructions. The version for Linux, maybe this will help in some way?
1
Greetings! Can somebody please tell me where can I find an Abyssian Commander? In what kind of ship or base? I've encountered only medium size abyssian ships without commanders so far.
1
In bases or tsunami generators mostly.
2
This is gonna be a negative feedback. Well. I like this mod, but i hate how It's very heavy reliant on manufacture.
What i am playing? Factorio or X-com, damn it.
The ammount of stuff you have to produce to properly equip your squad is rediculous. Squadwipe? Yep, you got to remake everything, even if you had reserves. Dropship shot down? Yep. Rebuid the ship and rebuid all the equipment. An explosion inside your craft? Same. Techological advance? Same untill you get sonic weapons. Run out of ammo? Yep.
It's just a chore to manufacture EVERY damn THING. Everything that you can buy just gets outdated expect for a few specific items.
I have completed Hardmode expansion and i nowhere near have i experienced such need to produce everything.
I do like the idea of manufacturing proximity granades, i'll give you that, since they are OP and it's a good semi-fix to them. But ,overall, vanilla TFFD weapons should be able to be bought once unlocked, in my opinion.
Btw granade are OP. You know how streamers play your mod? They just turn on Instant granades, and spam those Magna-Blast Grenades. At first i thought they are abusing those granades. But nope, they are just lazy to manufacture stuff. It's just easier to buy those.
Btw #2. One streamer had alien base spawn near his base. Now he triggers alien fighters every day and farms them, getting 1 million each day.
1
Well, this is not really negative. Just some like playing that way, some dont. Yes, grenades are op, and this is a problem of original game.
Thanks for feedback.
1
Great mod so far, I'm just having one problem. A lot of the new custom maps that the mod adds are lacking any color, and everything on the map is the same shade of brown. For example, the missions where you intervene during an alien attack on a military base or fighting a land mission on a farm. All the characters and sprites during the mission are in full color, it's just the map tile set that has the issue. I haven't experienced any other issue so far. Has anyone experienced this issue before? If so, is there a solution? I'm sure this is my fault and not an actual problem with the mod, but any help is appreciated.
Thank you in advance.
1
Can you provide a screenshot?
1
Hi! I love this mod. One question about research: I’ve hit a dead end where I have Jet Harpoons but am unable to research anything better. I tried the Deep On Terrorist interrogation but I didn’t get the usual progress. I’m now getting put up against shark men and set missions that are almost impossible. Is there a research cheat sheet? Will there be further releases?
The mod gives TFTD another lease of life!
1
Agreed that the mod is amazing.
As for your dilemma - you can press Q to access the tech tree to see what you need. Generally, gauss will be your friend and isn't too difficult to research (Magnetic Navigation, Aqua Plastic Armaments and Zrbite). Failing that, HydroJets and Gas Cannons are still very powerful, especially the Heavy Gas Cannon. More advanced weapons like Sonic weapons are locked behind the biolab building.
0
This mod is awesome :)
1
I attemted an update and got this:
[ERROR] FileMap::mapExtResources(xcom1, UFO): external resources not found.
[30-09-2020_18-13-35] [INFO] Active mods:
[30-09-2020_18-13-35] [INFO] - xcom2 v1.0
[30-09-2020_18-13-35] [INFO] - TWoTS v2.47
[30-09-2020_18-13-35] [INFO] - UFOextender_Gun_Melee_TFTD v1.0
[30-09-2020_18-13-35] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[30-09-2020_18-13-35] [INFO] - XCOM_Damage v1.0
[30-09-2020_18-13-35] [INFO] - XcomUtil_Infinite_Gauss v1.0
[30-09-2020_18-13-35] [INFO] - XcomUtil_Improved_Gauss v1.0
[30-09-2020_18-13-35] [INFO] - XcomUtil_Starting_Improved_Base_TFTD v1.0
[30-09-2020_18-13-36] [INFO] Loading rulesets...
[30-09-2020_18-13-39] [ERROR] Error processing 'DRONE_S_ARMOR' in armors: Item INV_BLANK_1X1_BELT not found
Error processing 'POWERZOMBIE_ARMOR_UC' in armors: Item STR_ZOMBIE_CORPSE not found
Error processing 'STR_WALKER2' in armors: Missing battle corpse item(s).
Error processing 'TURTLE_ARMOR' in armors: Item STR_COELACANTH_CORPSE not found
1
Fixed in 2.48
1
This mod kicked my *** and I liked it
It is truly an “expansion”, i.e it feels like a true extension of TFTD and is true to its flavor which is something I really appreciate
1
Hi all! I'm getting an error saying "Map generator encountered an error: no alien units could be placed on the map." Is there a fix? What would you need to help getting it fixed?
1
Fixed in 2.48
1
how can i disable UFO Extender accuracy without unistalling this mod? It's not funny when my soldier misses on pointblank range.
2
Hi Nord, do you have an account in Discord?
1
I had to abandon several campaings now because alien bases spawned very close, or in one case, basically directly on my main base. At that point in game, I had no way to shoot down the interceptors they send when you launch a sub. Am I just very unlucky, or is that happening to others, too?
1
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