M7 modpack is ready, including the changes from R9.1 & R9.2. As usual, if you already have one you won't really need the new modpack itself unless you want the updated and working EmptyMod or the three variable changes included in Notepad++.
* TARGETS R9.2 (cataclysm_version.xt) * [particles3D.xt] Children > Count > Num randomized values are now 1-based (e.g., "-3" chooses from 1~3, not 0~3) * [particles3D.xt] Children > Conditions > "Rate" renamed to EFactor, added Rate and RFactor columns to support variable spawn rates * [particles3D.xt] Added Sounds > EFactor column to support new DELAY event * NEW: Lightmap visualization mode (debug command: ctrl-i) * NEW: ITEM_FIRED SA trigger, targets the item itself (applicable condition is "ATTACK_MODE", default is all!) * NEW: ITEM_FIRED2 SA trigger, as above but targets the shooter * MOD: Removed MELEE_E_ATK_ENT SA trigger (situation covered by using ITEM_FIRED2 with the condition ATTACK_MODE==MELEE) * FIX: <##%> script percentage was inversed * FIX: SCORE_SPECIMENS_RECOVERED now counts once for a large entity, not once per occupied cell
M8 is available, including an EmptyMod compatible with R9.3.
Changes since M7: * TARGETS R9.3 (cataclysm_version.xt) * [props.xt/items.xt] Added Animation > Type/Particle columns (can now animate props and items on the ground with 3D particle effects) * NEW: Tall doors (multiple z-levels) will open together, as long as there is no floor separating them (put more door props in empty cells above other doors) * FIX: TU=DEFAULT didn't work as expected for MUTATE and MUTATE_DELAYED SA effects * FIX: DAMAGE_CELL, DAMAGE_PROP, MOD_ENT HP SUB special ability effects now modify damage amounts by the material involved * FIX: CONVERT_ITEM special ability transfers ammo between weapons without crashing * FIX: GIVE_SA_PROP/GIVE_SA_ITEM/REMOVE_SA_PROP/REMOVE_SA_ITEM compatible with turn-triggered SA (weren't triggering in earlier versions)
Quick note to you guys: Don't be overly worried about the blog post I just put up about the temporary X@COM hiatus. I'm sure some readers (not you guys) will read no more than 10% of it and assume "OMG he's quitting" or some such nonsense. (Can't wait to see the anonymous comments...)
Mod support will continue. Nothing changes in that I'll still add simple features on request, and upload/post any new mods or updates. I'll also still always visit the forums daily and continue to answer any questions, so nothing will really be different around here except for the lack of major updates that will bring X@COM to the next level. Too bad, but it can't be helped right now