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Solarius Scorch

Solarius Scorch

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Solarius Scorch posts

The X-Com Files version 2.3d is out!

A small update this time, dealing with a few minor issues, the most important one being one .rmp file missing from the previous 2.3 release. Also, a new Multi-Launcher handob (donated by Kato) and some minor tweaks.

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The X-Com Files version 2.3 is out!

Shortly after the huge 2.2 update, I have the pleasure to announce another release, and I daresay this one is even more revolutionary! Sometimes there's little going on for a month or two, and sometimes it's like this. Creative magic!

What makes this release so special is that it makes significant changes to the 4 cults, effectively expanding them well into mid-game. They now expand their area of influence more aggressively, build permanent bases and evolve into more serious threats ove...

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The X-Com Files version 2.2 is out!

This is probably the biggest update I have ever released. It is hard to summarize such a monster, but in short:
- completely overhauled how missions are generated, giving enemy factions greater liberty at where on the globe they operate (but still constraining some of them to specific regions);
- reworked some missions to use UFOs instead of appearing out of nowhere;
- new missions, units, weapons, etc.;
- expanded lore and narrative arcs (including interaction with your staff mem...

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The X-Com Files version 2.1 is out!

Another major update. This one introduces the new concept of a carrier, a special HWP chassis which can release mall drones on the battlescape, designed and coded by Alex D.  There's also a new mission, some new maps (especially for the Urban Low terrain), important Council lore, and more.
Enjoy!

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The X-Com Files version 2.0 is out!

The new 2.0 version overhauls much of how terrain generation works, introducing new 30x30 blocks and adding some interesting features, like sand slowing you down (but not Snakemen and similar creatures). There is one new big mission with Osiron. There are new weapons, outfits and balance changes. But I think the most important thing is that I finally started adding serious lore articles, which will then be crucial for my future plans. So, have fun!

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X-Com Files v. 1.9.1 has been released!

There's a rare bug in 1.9 which would make your game crash if you use the Tritanium Vest with one particular face (the first female one), which this release fixes. There are also some tweaks to terrains, new M.A.G.M.A. logo and some other sprite improvements (thanks Brain_322!).

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Version 1.9 has been released!

New version is out, and it contains some revolutionary changes, most notably enemies that can kneel (heresy, I know). Also a new agent transformation (psionics anyone?), an alien space station assault, several new units, and other fun stuff!

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The X-Com Files version 1.8 is out!

It took significantly longer than normal, but that's because this release required so. much. content.

Finally there's an end to the UAC arc. Perhaps something will be added, but we have a grand finale and all. I can't express how glad I am to have this done!

Other than  that, probably the most important change are some tweaks to training, which hopefully will make veteran agent replacement less of an issue.

Naturally, there are new items, missions, enemies... And even a...

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The X-Com Files version 1.7 is out!

The biggest thing about it is the a UAC mission and a new UAC base terrain, filled with marvellous sprites drawn by Brain_322.

I have also addressed item prices and manufacturing costs, so late game economy should no longer be this... idyllic. This goes hand in hand with tougher UFOs.

Also, thanks to the latest inclusions in the OXCE, Crop Circles and Cattle Mutilation missions are no longer hard-capped at 10 missions; instead you get a nasty- er, exciting surprise if you run out ...

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The X-Com Files version 1.6 is out!

In this version I have overhauled how AI units work: right now you can only have a small number of them (as they rely on a very rare resource to produce), but you can revive them after "death" as long as the wreckage was recovered. This should help with over-reliance on robots in the end game, and also make this entire arc a bit more grounded and transparent.

I also changed how EMP damage works, and introduced a new damage type BIO. While we've had EMP damage before, it was limited to p...

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The X-Com Files version 1.5 is out!

After 91 days, The X-Com Files finally gets a new version! In this version I have finally addressed some important balance changes, such as adjusting pistols' effective range or parts of tech tree related to late game armours. I've also introduced a number of new armours and vehicles, expanded some terrains, spiced up rural maps with farm animals and so on.

I would also like to post special thanks to some very talented people who contributed to this release:
- Brain_322: for making g...

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Version 1.4 has been released!

Another month, another release! And this one is pretty big - 4 new missions, 5 new units, 2 new facilities, a couple items (mostly guns, but not only), and many improvements.

Those with zoological interests will now get the opportunity to breed giant rats right in your base (if the concept get enough attention, other critters might be enabled).

And you'll never roll low damage when shooting from a sniper rifle. Ever! :)

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The X-Com Files version 1.3 is out!

This release took a whole two months to make, but also it is particularly big. First of all, the Readiness feature was polished into something a bit more stylish and less frustrating; now it's called Sanity and made things spookier. Secondly,  Dioxine and I we developed and improved a bunch of cool new terrains to fight in (check out Dioxine's supercool mod, X-Piratez - I helped with that a little bit). Thirdly, we have - tadadam - the X-Com Enforcer! And an overhaul of how Alie...

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The X-Com Files version 1.2 is out!

Another version with some tasty stuff in it. There's a cool new ship, a new mission, a new faction appearing in it, a new urban terrain (we've worked really hard on this one with Finnik) and other goodies.

An important change: from now on, the X-Com Files are no longer a normal mod, but a master mod. This means that from the player's point of view, it is now considered a separate X-Com game. Instead of enabling it normally, now you need to switch to it in the same way you would switch f...

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We're back! And X-Com Files version 1.1 out!

I'm happy to announce that I have finished removing the offending terrains. This took a lot of work, as I had to make some replacements, and also was quite bugogenic, but I think it's done. Just... save often for now, okay?

Now I hope to finally start making the rewards stuff. Stay tuned!

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The X-Com Files and Final Mod Pack temporarily down

Guys, a situation arose where a certain modder demanded all his content to be removed from all other mods. This was very sudden and unexpected, since the entire community has been using his content for many years, but it happened and that's a fact. I have no intention of arguing with this decision, so I temporarily disabled the links to my both main mods, The X-Com Files and Final Mod Pack, until all relevant content is removed from these mods.

No need to panic, guys: ...

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X-Com Files version 1.0.1 is out!

It has happened; we have reached 1.0. The mod is now officially "ready"!

Yes, I know, 1.0 came out last month. But I wanted to gather some feedback and catch any obvious bugs before I notified you guys. This was a good thing, since I actually made some corrections and released 1.0.1 - now the game should be 100% fine (to my best knowledge).

The 1.0 release changes... well, pretty much everything. There's a commendations system, giving your soldiers awards for actions taken, which ...

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X-Com Files version 0.9.9e is out!

I know I said the next release would be 1.0, but there were some annoying bugs, so we decided to release 0.9.9e as an intermediary phase. It fixes a fatal crash when catching Samael alive, streamlines some behind-the-scenes things and adds a few visual embellishments, such as visual effect on flashbang hit. There are no new missions, units or items (that will be in 1.0), but at least it means that there are absolutely no issues with updating your save!

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X-Com Files version 0.9.9d is out!

Another glorious release. Well, this one is mostly about fixes and rebalances, but it features a new heavy armour (mundane and tritanium versions) and a new prize mission, "Project Samael".

There's also the previous release 0.9.9c, which I... forgot to report here, sorry. Featuring new faces and some other improvements of the paperdolls.

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X-Com Files version 0.9.9c is out!

Well, there were two fatal crash bugs, so I decided to release an update.

But I also added 8 new faces, so it's not just a hotfix!

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X-Com Files version 0.9.9b is out!

This is mostly a bugfix/rebalance version, but I also expanded the list of countries significantly, so now you can have even more displeased members to criticize you on the Council.

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X-Com Files version 0.9.9a is out!

This is probably the biggest release in years. First of all, there is a whole new "arc" allowing you to reclaim lost countries after a series of difficult encounters with ADVENT (yes, ADVENT, though reimagined to fit the classic X-Com). There are also other many other missions,  weapons, enemies - etc.

A huge part of this release was made by Finnik, whose invaluable and ambitious ideas - and a huge amount of work - made it possible. He has his own Patreon, so check it out ...

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X-Com Files version 0.9.8h is out!

The spring is almost upon us, while I'm sick and hoping it's not pneumonia. But it doesn't stop me from modding!

As you probably noticed, I switched from version numbering 0.9.0,  0.9.1,  0.9.2 etc. to  0.9.8a,  0.9.8b etc. That's because I want the mod to be 100% complete when I release 1.0, and I don't think it's at 100% yet. So I had to slow down with the numbers. :)

Anyway, as always, new stuff, streamlining, bugfixing. Special thanks go to Panzerschlag, wh...

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X-Com Files version 0.9.8 is out!

Another year, another version!

This time it's cool stuff (hence the "X-Cool" name for this release), like  cool coats, cool shades, and cool flashbang grenades! Also new maps palettes, soldier looks, and of course - fixes!

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X-Com Files version 0.9.7 is out!

Took a bit longer than necessary, but that's because this time the content is quite complex: an overhaul of alien missions, new encounters, DREAMWALKING, more Reptoid stuff, etc. etc.

Many thanks to Finnik, who really helped out a lot with this release!

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X-Com Files version 0.9.6 is out!

This time we have a lot more T'leth content, some serious rebalancing (lasers, smoke), some new missions... And old ninja masters!

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X-Com Files version 0.9.5 is out!

New month, new portal, and new version! This one has a lot of new eye candy content (like new terrains), some new toys and missions, new fluff and a ton of new information in the Pedia to absorb if you're into such things. I hope you'll like it!

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X-Com Files version 0.9.4 is out!

This took a while to make (especially since I had to scrap one sub-project, since I didn't like the results), but in the end we have a fairly big update. Late game finally got a bit harder with elite aliens and less accessible Advanced Lab, the hybrids also got some buffs (as they were kinda pathetic). But on the other hand I removed some annoyances, like making Alien Electronics and Shogg artefacts easier to find. Also countless small fixes!

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X-Com Files version 0.9.3 is out!

This new release introduces Ufopaedia info on known enemy armours (much like you can see your X-Com armours). There are also lots of weapon rebalances, a new Zombie type, some new maps and the usual: fixes...

As always, kudos to all you guys who donated. This really works as an incentive, as it gives me a solid proof people actually care about X-Com Files. I'll keep doing my best to deliver!

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Fix for X-Com Files 0.9.2

So, uh... I screwed up alien shields in 0.9.2. I have now updated the link with a fixed version.

SORRY!

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