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* [[TheComputerIsALyingBastard The UFOpedia Is a Lying Bastard]]: Certain entries in the [=UFOpedia=] contain outright lies, such as the illustrations for the Deep One and Triscene carrying Pulse Wave Torpedo Launchers (a ''fighter'' weapon, mind you), and the claim that the Hallucinoid can fire freezing bolts (they do not). In the latter case, whether it was a writer's oversight or not is yet unknown.
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* EverythingsSquishierWithCephalopods: The Xarquid, a giant nautilus armed with a sonic cannon. [[ArsonMurderAndJaywalking And it swims backwards]].

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* AmbiguousRobots: Tasoths outwardly appear to be lizard men, but autopsy reveals no internal organs and a power cell with some other odd devices where they should be.



* GenreShift: According to Julian Gollup, after ''X-Com'' he was burned out and flat out of juice. He was done with games about aliens, but he expressed interest in developing one based on the Cthulu mythos. Some of these ideas were incorporated into TFTD and ''Apocolypse''.

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* GenreShift: According to Julian Gollup, after ''X-Com'' he was burned out and flat out of juice. He was done with games about aliens, but he expressed interest in developing one based on the Cthulu mythos. Some of these ideas were incorporated into TFTD and ''Apocolypse''.''Apocalypse''.



* MultiArmedAndDangerous: The Lobstermen, mostly cosmetical in regards of equipment, but not for their close combat ability.

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* MultiArmedAndDangerous: The Lobstermen, mostly cosmetical cosmetic in regards of equipment, but not for their close combat ability.

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** Gas-propelled weapons (''Terror''[='s=] substitute for rockets, grenade launchers and miniguns) do not work on the planet surface. Thus leaving you with the Gas Cannon as your most powerful weapon available and severely limiting your offensive capabilities until you have Gauss technology, which will not be available until ''after'' your first Terror Site at best. (You ''can'' get Gauss pistols by the first Terror Site, but they have low accuracy and attack power.)
** In ''UFO'', Flight Suits would leave Terror Units, such as the fearsome Chryssalid, at your mercy. In TFTD, the Magnetic Ion Armor doesn't work during Port Attacks, so you're better off giving everyone plain Ion Armor.
** Gauss weapons. The Gauss Pistol is researchable as soon as the game begins, much like the Laser Pistol (UFO), but is less accurate due to the high rate of fire. (Contrary to the official Ufopaedia entry, the Gauss Pistol is ''not'' accurate.) Also, unlike the laser pistol, this thing chews through ammo at an alarming pace. Because of these limitations, it can be treated as the 'uzi' of the Gauss family.\\\
The other, more bitter irony of Gauss technology is that most of the aliens encountered are highly resistant to it.

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** Gas-propelled Propeller-driven weapons (''Terror''[='s=] substitute for rockets, grenade launchers (specifically the Hydrojet Cannon and miniguns) the Torpedo Launcher) do not work on the planet surface. Thus leaving you with the The Gas Cannon as is therefore your most powerful weapon available and severely limiting your offensive capabilities on land missions, which are the most difficult missions at the beginning of the game, until you have Gauss technology, which will not be available until ''after'' your first Terror Site at best. (You ''can'' best[[note]]It ''is'' possible to get a limited number of Gauss pistols Pistols by the first Terror Site, Site at the end of January if you rush research and production, which can greatly even the odds, but they have low accuracy it requires very specific actions to get them, meaning you'll probably be using Jet Harpoons and attack power.)
some Gas Cannons instead[[/note]].
** In ''UFO'', Flight Suits would leave Terror Units, such as the fearsome Chryssalid, at your mercy. In TFTD, the ''Terror From The Deep'', Magnetic Ion Armor doesn't work during Port Attacks, so you're better off giving everyone plain only allows flight while underwater, and provides a bare 10 points more armor, meaning that regular Ion Armor is the way to go. In addition, the Chryssalid equivalent, the Tentaculat, ''can fly'', which completely invalidates the advantage provided by Magnetic Ion Armor.
** Gauss weapons. The Gauss Pistol is researchable almost as soon as the game begins, much like the Laser Pistol (UFO), but is less accurate due to the high rate of fire. (Contrary to the official Ufopaedia entry, the fire[[note]]The Gauss Pistol is ''not'' accurate.) reasonably accurate (about on par with the Jet Harpoon), but loses accuracy quickly on Auto Fire and Snap Shot[[/note]]. Also, unlike the laser pistol, this thing chews Gauss Weapons chew through ammo at an alarming pace. Because pace, and your only source of these limitations, it ammunition is what you can be treated as manufacture. The Gauss Rifle is much better than the 'uzi' Pistol, being both more accurate and more powerful, but it still has less than half the power of the alien Sonic Blasta-Rifle. The Heavy Gauss family.\\\
is completely useless, providing a minimal power increase with a dramatic weight increase and lowered accuracy, not to mention the loss of Auto Fire. The other, more bitter irony of Gauss technology is that most many of the aliens encountered are highly resistant to it.it, with only Deep Ones, Aquatoids, and Gill Men taking full damage. It's no surprise, then, that most guides recommend ''ignoring'' Gauss technology altogether and rushing research on the Sonic Pistol, which is ''more powerful than the Gauss Rifle''[[note]]Gauss technology ''does'' have several benefits: even the basic Gauss Pistol does enough damage to take out early game enemies, and the Rifle is a good stop-gap until you can get the Sonic Rifles (which take quite a bit longer to research than the time required to research Gauss Tech, Gauss Pistols + Ammo, and Gauss Rifles + Ammo). The biggest advantage of Gauss technology is the Gauss Cannon, which is an interceptor weapon: it's not good in combat, but it ''is'' the first item you can manufacture for a decent profit, as it sells for quite a bit more than it costs to build[[/note]].
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* AndIMustScream: Molecular Control is functionally the same as Psionic Control from the first game. However, the name (and subsequent research) indicates that you are fully aware of what's happening and ''completely unable to control your body'' as the aliens make it do whatever they want to do. Aquanauts are recover from Molecular Control have a ''very high'' chance of panicking or going berserk.

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* AndIMustScream: Molecular Control is functionally the same as Psionic Control from the first game. However, the name (and subsequent research) indicates that you are fully aware of what's happening and ''completely unable to control your body'' as the aliens make it do whatever they want to do. Aquanauts are that recover from Molecular Control have a ''very high'' chance of panicking or going berserk.



* BrainInAJar: The Bio-Drones.

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* BrainInAJar: The Bio-Drones.Bio-Drones: this is your brain. This is your brain in a jar. This is your brain in a jar after being endlessly tortured. This is your brain in a jar after being endlessly tortured and weaponized ''so that your screams of terror are capable of melting your fellow humans''.
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Again, a lot of wrong info - the Sonic Cannon isn't heavy, its base accuracy is actually higher than the Rifle's, Damage is 130 vs. 95 (not "just a few points more")...


* AwesomeButImpractical: The Sonic Cannon is the most powerful non-explosive weapon in the game (the Disruptor Pulse Launcher does the most damage, period), but is only a few points stronger than the Sonic Blasta-Rifle. In addition to being very heavy, the Sonic Cannon also requires half an Aquanaut's time units to fire a snap shot, has worse base accuracy than the Blasta-Rifle, and only 2/3rds as much ammo per clip as the Blasta-Rifle. By comparison, the Blasta-Rifle does less damage, but is more accurate, easier to carry around, and can allow a unit to move and fire at a respectable pace. [[ButWaitTheresMore On top of all of that]], the Blasta-Rifle's damage is enough to outright kill everything that the Sonic Cannon would kill, and anything that the Sonic Cannon wouldn't kill, the Blasta-Rifle wouldn't kill either. Suffice to say, Sonic Cannons should be sold for money, you should arm your troops with Blasta-Rifles, and laugh as the late-game enemies all find themselves crippled by all the drawbacks of Cannons once they are exclusively armed with them.
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The info on Tasoth Soldiers was just flat out wrong; their stats are superior to Gillemen and Aquatiods', and they have a lot of Health.


** The Tasoths are a varient of this. All Tasoths have potent M.C. strength, but on lower difficulties, aquanauts with high enough M.C. stats can use mind control on them with relative ease. In addition, lower-ranking Tasoths have ''no'' M.C. ''abilities'', meaning they can't use M.C. attacks, and their stats make them subpar combatants (comparable to a Gill Man or an Aquatoid). They tend to go down very quickly, especially since they are introduced ''after'' the deadly Lobstermen.
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''UFO'' cares about you. It wants you to have a good time. There is a bit of [[TheComputerIsACheatingBastard cheating]] involved (reaction time preference), but overall, it treats you nicely if you follow the house rules. ''Terror from the Deep'' is another ball of wax. That reaction shot will ''[[PerfectPlayAI always]]'' hit you, and you won't get a chance of surviving. Chrysalids can fly now. Gauss weapons (laser equivalents) now have [[{{Nerf}} ammo requirements.]] Aliens holding [[TheComputerIsACheatingBastard one-handed Blaster Launchers.]] Certain weapons will function underwater [[PhlebotinumBreakdown but not on land.]] ''Multi-part'' Terror Missions. Only a Lobsterman Commander can get you the game-ending research, rather than an easier Aquatoid or Gillman. ''Terror from the Deep'' will put hair on your chest. It is a one-sided alien mosh pit of death and gloom.

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''UFO'' cares about you. It wants you to have a good time. There is a bit of [[TheComputerIsACheatingBastard cheating]] involved (reaction time preference), but overall, it treats you nicely if you follow the house rules. ''Terror from the Deep'' is another ball of wax. That reaction shot will ''[[PerfectPlayAI always]]'' hit you, and you won't get a chance of surviving. Chrysalids can fly now. Gauss Particle weapons (laser (Laser equivalents) now have [[{{Nerf}} ammo requirements.]] Aliens holding [[TheComputerIsACheatingBastard one-handed Blaster Launchers.]] Launchers. Certain weapons will function underwater [[PhlebotinumBreakdown but not on land.]] ''Multi-part'' Terror Missions. Only a Lobsterman Commander can get you the game-ending research, rather than an easier Aquatoid or Gillman. ''Terror from the Deep'' will put hair on your chest. It is a one-sided alien mosh pit of death and gloom.
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''UFO'' cares about you. It wants you to have a good time. There is a bit of [[TheComputerIsACheatingBastard cheating]] involved (reaction time preference), but overall, it treats you nicely if you follow the house rules. ''Terror from the Deep'' is another ball of wax. That reaction shot will ''always'' hit you, and you won't get a chance of surviving. Chrysalids can fly now. Gauss weapons (laser equivalents) now have [[{{Nerf}} ammo requirements.]] Aliens holding [[TheComputerIsACheatingBastard one-handed Blaster Launchers.]] Certain weapons will function underwater [[PhlebotinumBreakdown but not on land.]] ''Multi-part'' Terror Missions. Only a Lobsterman Commander can get you the game-ending research, rather than an easier Aquatoid or Gillman. ''Terror from the Deep'' will put hair on your chest. It is a one-sided alien mosh pit of death and gloom.

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''UFO'' cares about you. It wants you to have a good time. There is a bit of [[TheComputerIsACheatingBastard cheating]] involved (reaction time preference), but overall, it treats you nicely if you follow the house rules. ''Terror from the Deep'' is another ball of wax. That reaction shot will ''always'' ''[[PerfectPlayAI always]]'' hit you, and you won't get a chance of surviving. Chrysalids can fly now. Gauss weapons (laser equivalents) now have [[{{Nerf}} ammo requirements.]] Aliens holding [[TheComputerIsACheatingBastard one-handed Blaster Launchers.]] Certain weapons will function underwater [[PhlebotinumBreakdown but not on land.]] ''Multi-part'' Terror Missions. Only a Lobsterman Commander can get you the game-ending research, rather than an easier Aquatoid or Gillman. ''Terror from the Deep'' will put hair on your chest. It is a one-sided alien mosh pit of death and gloom.
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TFTD has [[MissionPackSequel the look of a "reskin" or an expansion]], but is an actual sequel to ''UFO Defense''. It has the same game engine, but the difficulty and map size are increased, making it much lengthier. There are also UI improvements: You can reserve time to ''kneel'' as well as shoot, and it remains set for the rest of the battle (or until you un-toggle it), streamlining the tactical phase significantly. Most of these features were bundled into the open source clone of ''UFO'' ([=OpenXCom=]) in 2010.

''UFO'' cares about you. It wants you to have a good time. There is a bit of cheating involved ([[TheComputerIsACheatingBastard reaction time preference]]), but overall, it treats you nicely if you follow the house rules. ''Terror from the Deep'' is another ball of wax. That reaction shot will ''always'' hit you, and you won't get a chance of surviving. Chrysalids can fly now. Gauss weapons (laser equivalents) have [[{{Nerf}} ammo requirements.]] Aliens holding [[SmartGun one-handed Blaster Launchers.]] Certain weapons will function underwater [[PhlebotinumBreakdown but not on land.]] ''Multi-part'' Terror Missions. Only a Lobsterman Commander can get you the game-ending research, rather than an easier Aquatoid or Gillman. ''Terror from the Deep'' will put hair on your chest. It is a one-sided alien mosh pit of death and doom.

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TFTD has the look of a [[MissionPackSequel the look of a "reskin" or an expansion]], but is an actual sequel to ''UFO Defense''. It has the same game engine, but the difficulty and map size are increased, making it much lengthier. There are also UI improvements: You can reserve time to ''kneel'' as well as shoot, and it remains set for the rest of the battle (or until you un-toggle it), streamlining the tactical phase significantly. Most of these features were bundled into the open source clone of ''UFO'' ([=OpenXCom=]) in 2010.

''UFO'' cares about you. It wants you to have a good time. There is a bit of cheating [[TheComputerIsACheatingBastard cheating]] involved ([[TheComputerIsACheatingBastard reaction (reaction time preference]]), preference), but overall, it treats you nicely if you follow the house rules. ''Terror from the Deep'' is another ball of wax. That reaction shot will ''always'' hit you, and you won't get a chance of surviving. Chrysalids can fly now. Gauss weapons (laser equivalents) now have [[{{Nerf}} ammo requirements.]] Aliens holding [[SmartGun [[TheComputerIsACheatingBastard one-handed Blaster Launchers.]] Certain weapons will function underwater [[PhlebotinumBreakdown but not on land.]] ''Multi-part'' Terror Missions. Only a Lobsterman Commander can get you the game-ending research, rather than an easier Aquatoid or Gillman. ''Terror from the Deep'' will put hair on your chest. It is a one-sided alien mosh pit of death and doom.gloom.
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Fixing apostrophe abuse


* DiabolusExNihilo: The Great Dreamer. Apparently you can't kill it. Nothing can. What works, however, disrupting it's awakening so that it can't wake up and destroy everything: whether this actually kills the Dreamer is unknown. Nobody on Earth can guess where the creature came from as it's a closely-guarded secret: ''none of the aliens'' actually know.

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* DiabolusExNihilo: The Great Dreamer. Apparently you can't kill it. Nothing can. What works, however, disrupting it's its awakening so that it can't wake up and destroy everything: whether this actually kills the Dreamer is unknown. Nobody on Earth can guess where the creature came from as it's a closely-guarded secret: ''none of the aliens'' actually know.
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* MookCommander: As with the last game, you need to capture a commander alive in order to unlock the last level. However, in this game it's much easier, as every base has an unarmed lobersterman commander on stand-by in the command center. You don't even need to bring any stun weapons at the start of the mission to get him, as there will be plenty of thermal shock launchers available to take from the enemies you encounter on the way to him.
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** Tentaculats, this game's version of the Chryssalid, is a much bigger threat. Unlike the Chryssalid, they can fly, meaning flying armor no longer protects your troops from them. This also means they can ambush your team by coming over walls and other various obstacles, making it much harder to spot them in time. Oh and every single Alien Colony and Artifact sight has several of them. Have fun.
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** Deep Ones: They have a ranged attack, but no reaction fire ability. So it's perfectly safe to position your troops for an optimal shot or run up to them at whack them with melee weapons. They are totally harmless during your turn.
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* BoringButPractical: Sonic Blasta Rifles. They are basic single-shot rifles. While not the most powerful or stylish weapons in the game, they are extremely well balanced as a light weight, high damage weapon.
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** Bases are always staffed with a mixture of species, so it's not like you can run an early game Commander capture (not that you will survive a base assault in the early game, anyway).

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** Bases are always staffed with a mixture of species, so it's not like you can run an early game Commander capture (not that you will survive a base assault in the early game, anyway). Furthermore, the sheer number of aliens in bases that have molecular control ability makes them nearly impossible to assault before you have your own MC lab.
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** While most weapons in the game are simply equivalent versions of prior XCOM weapons made for underwater combat, there is no equivalent substitute for XCOM's laser weapons that had infinite ammo. All guns in TFD require ammo, which makes the item limit on your troop transport ships far more difficult to manage.

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** The Lobstermen. [[{{Determinator}} They. Will. Not. DIE.]] Let's put it this way... unless you drop them with the heaviest melee weapons, chances are, they're [[OnlyAFleshWound actually unconscious, not dead]][[note]]Lobstermen take 20% damage from most weapons, with the exception of Gauss (30%) and Sonic (50%). Thermal weapons inflict full damage (100%), but are relatively impractical due to melee range, or due to being a single-shot weapon. In addition, lobstermen have the highest armor value in the game, almost 20% higher than the best armor you can get for your aquanauts (which is the second best armor in the game), meaning that even if you DO hit the lobsterman, there's a good chance it's not going to do anything because your shot didn't get through the armor. Now imagine facing a full Dreadnought of these guys, which can be in excess of ''twenty-five'' lobstermen! And just in case you were reassured by the fact that they take 200% damage from drills, they have a natural melee attack that's as strong as a Thermic Lance. And they still have a gun in their hand. Enjoy![[/note]].

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** The Lobstermen. [[{{Determinator}} They. Will. Not. DIE.]] Let's put it this way... unless you drop them with the heaviest melee weapons, chances are, they're [[OnlyAFleshWound actually unconscious, not dead]][[note]]Lobstermen take 20% damage from most weapons, with the exception of Gauss (30%) and Sonic (50%). Thermal weapons inflict full damage (100%), but are relatively impractical due to melee range, or due to being a single-shot weapon. In addition, lobstermen have the highest armor value in the game, almost 20% higher than the best armor you can get for your aquanauts (which is the second best armor in the game), meaning that even if you DO hit the lobsterman, there's a good chance it's not going to do anything because your shot didn't get through the armor. Now imagine facing a full Dreadnought of these guys, which can be in excess of ''twenty-five'' lobstermen! And just in case you were reassured by the fact that they take 200% damage from drills, they have a natural melee attack that's as strong as a Thermic Lance. And they still have a gun in their hand. And they also carry multiple grenades. Enjoy![[/note]].


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* IronicName: Gillman Terror units are named "The Deep One", yet you never find them in the ocean.
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* TooDumbToLive: Just like in the last game, civilians in the terror missions just wander around aimlessly and completely ignore the aliens who are gunning them down.
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* HeavilyArmoredMook: Lobstermen are so well armored they can absorb an obscene amount of damage. If you run into these guys before you've researched anything beyond the starting weapons, you should leave immediately. Dart and Harpoons are about as effective against them as tennis balls.

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* HeavilyArmoredMook: Lobstermen are so well armored they can absorb an obscene amount of damage. If you run into these guys before you've researched anything beyond the starting weapons, you should leave immediately. Dart Darts and Harpoons are about as effective against them as tennis balls.
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* HeavilyArmoredMook: Lobstermen are so well armored they can absorb an obscene amount of damage. If you run into these guys before you've researched anything beyond the starting weapons, you should leave immediately. Dart and Harpoons are about as effective against them as tennis balls.
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** A "sub construction" item must be in your base stores before researching Zrbite and Transmission Resolver. If you research both of these without a sub construction item, there is a chance you won't be able to research sub

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** A "sub construction" item must be in your base stores before researching Zrbite and Transmission Resolver. If you research both of these without a sub construction item, there is a chance you won't be able to research sub construction.

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* UnWinnable: The state of game in which the Tasoth Commander has been researched. Thankfully, patches and mods keep this (and other deadly bugs within the TechTree) from happening.

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* UnWinnable: UnwinnableByMistake: The state of game was initially released with some brutal bugs in which the Tasoth Commander has been researched. research tree that could ruin a player's chances of finishing the game without them even realizing it. Thankfully, patches and mods keep have fixed some of these problems:
** If a player researches a captured Deep One terrorist before researching a Deep One Corpse, Aqua Plastics, Plastic Aqua Armor, or Ion Beam accelerators,
this (and will make it impossible to acquire Ion armor. Since the most advanced armor is needed to make a submarine that can reach the last level, this renders the game unwinnable.
** If a player researches a Tasoth Commander before researching the final mission, this will not unlock it and will make it impossible to unlock since
other deadly bugs within the TechTree) from happening.commanders cannot be researched after this.
** A "sub construction" item must be in your base stores before researching Zrbite and Transmission Resolver. If you research both of these without a sub construction item, there is a chance you won't be able to research sub
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** In addition, all the research from the First Alien War is functionally useless: alien alloys react poorly to seawater, meaning they can't be used for armor or weapons (invalidating plasma weaponry), and lasers are impractical underwater due to blooming and other issues (invalidating laser weaponry). Meaning you're fielding operatives with basic projectile weaponry and zero combat armor. At least the principles of plasma weaponry can be adapted into Gauss technology.

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** In addition, you will start out with basic weapons and no armor because all the research from the First Alien War is functionally useless: useless underwater: alien alloys react poorly to seawater, meaning they can't be used for armor or weapons (invalidating plasma weaponry), and lasers are impractical underwater due to blooming and other issues (invalidating laser weaponry). Meaning you're fielding operatives with basic projectile weaponry and zero combat armor. At least weaponry). Of course none of this explains why you can't simply use the principles of plasma weaponry can be adapted into Gauss technology.old alien weapons for missions when you aren't underwater, such as terror alerts or base defense, but the game still doesn't let you.
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* EarlyGameHell: At the start of the game, money is tight, your single base provides very limited coverage for the world, your technology is massively outclassed by the aliens, your troops lack combat skill, and the lack of armor means a hit from practically anything will kill them. Furthermore, new players may not know what research to prioritize to best bring their forces up to par with the aliens.
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Titles are not to be bolded


'''''X-COM: Terror from the Deep''''' is the '95 follow-up to ''X-COM: UFO Defense'' (or ''Enemy Unknown'', depending on your nationality) which tries to [[MissionPackSequel change as little as possible.]] After their last failed bid to TakeOverTheWorld in the previous game, the aliens on Cydonia sent a message...to the oceans of Earth. Turns out they visited Earth a long time ago, and then never left due to crash-landing. Now, they're upset that humanity had the audacity to deny their space-borne brethren the rite of conquest, so they're picking up where the war left off. They're still [=UFOs=]. [[OceanPunk Just underwater]].

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'''''X-COM: ''X-COM: Terror from the Deep''''' Deep'' is the '95 follow-up to ''X-COM: UFO Defense'' (or ''Enemy Unknown'', depending on your nationality) which tries to [[MissionPackSequel change as little as possible.]] After their last failed bid to TakeOverTheWorld in the previous game, the aliens on Cydonia sent a message...to the oceans of Earth. Turns out they visited Earth a long time ago, and then never left due to crash-landing. Now, they're upset that humanity had the audacity to deny their space-borne brethren the rite of conquest, so they're picking up where the war left off. They're still [=UFOs=]. [[OceanPunk Just underwater]].


TFTD is a sequel, not merely a "reskin" or an expansion. It has the same game engine as ''UFO Defense'', but the difficulty and map size are increased, making it much lengthier. There are also UI improvements: You can reserve time to ''kneel'' as well as shoot, and it remains set for the rest of the battle (or until you un-toggle it), streamlining the tactical phase significantly. Most of these features were bundled into the open source clone of ''UFO'' ([=OpenXCom=]) in 2010.

''UFO'' cares about you. It wants you to have a good time. There is a bit of cheating involved ([[TheComputerIsACheatingBastard reaction time preference]]), but overall, it treats you nicely if you follow the house rules. ''Terror from the ''[[PrecisionFStrike (Mother***kin')]]'' Deep'' is another ball of wax. That reaction shot will ''always'' hit you, and you won't get a chance of surviving. Chrysalids can fly now. Gauss weapons (Laser equivalents) have [[{{Nerf}} ammo requirements.]] Aliens holding [[SmartGun one-handed Blaster Launchers.]] Certain weapons will function underwater [[PhlebotinumBreakdown but not on land.]] Multi-part Terror Missions. Only a Lobsterman Commander can get you the game-ending research, rather than an easier Aquatoid or Gillman. ''Terror from the Deep'' will put hair on your chest. It is a one-sided alien mosh pit of death and doom.

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TFTD is a sequel, not merely has [[MissionPackSequel the look of a "reskin" or an expansion. expansion]], but is an actual sequel to ''UFO Defense''. It has the same game engine as ''UFO Defense'', engine, but the difficulty and map size are increased, making it much lengthier. There are also UI improvements: You can reserve time to ''kneel'' as well as shoot, and it remains set for the rest of the battle (or until you un-toggle it), streamlining the tactical phase significantly. Most of these features were bundled into the open source clone of ''UFO'' ([=OpenXCom=]) in 2010.

''UFO'' cares about you. It wants you to have a good time. There is a bit of cheating involved ([[TheComputerIsACheatingBastard reaction time preference]]), but overall, it treats you nicely if you follow the house rules. ''Terror from the ''[[PrecisionFStrike (Mother***kin')]]'' Deep'' is another ball of wax. That reaction shot will ''always'' hit you, and you won't get a chance of surviving. Chrysalids can fly now. Gauss weapons (Laser (laser equivalents) have [[{{Nerf}} ammo requirements.]] Aliens holding [[SmartGun one-handed Blaster Launchers.]] Certain weapons will function underwater [[PhlebotinumBreakdown but not on land.]] Multi-part ''Multi-part'' Terror Missions. Only a Lobsterman Commander can get you the game-ending research, rather than an easier Aquatoid or Gillman. ''Terror from the Deep'' will put hair on your chest. It is a one-sided alien mosh pit of death and doom.



'''For tropes shared with the original ''X-COM'', see ''[[VideoGame/XComUFODefense X-COM: UFO Defense]]''.'''

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'''For tropes shared with the original ''X-COM'', see ''[[VideoGame/XComUFODefense X-COM: UFO Defense]]''.''VideoGame/XComUFODefense''.'''



** Early versions of the first game had a bug that enforced low difficulty mode. Due to player complaints, the sequel had the challenge rating cranked up -- sure the bug was gone, but even "easy" mode was a fair challenge without SaveScumming. In addition, while the first game only had one two-stage mission (the final assault), ''TFTD'' has many: ship terror missions, alien base attacks, and Synomium sites. [[spoiler: And the last mission has ''three'' phases.]]

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** Early versions of the first game had a bug that enforced low difficulty mode. mode - every time the player saved and then loaded the game, it would dial the difficulty back to the easiest difficulty. Due to player complaints, complaints from high-level players that Superhuman difficulty was too easy, the sequel had the challenge rating cranked up -- sure ''across the bug was gone, but even "easy" mode was a fair challenge without SaveScumming.board''. In addition, while the first game only had one two-stage mission (the final assault), ''TFTD'' has many: ship terror missions, alien base attacks, and Synomium sites. [[spoiler: And the last mission has ''three'' phases.]]



** The Calcinites in bear a laughable resemblance to the title antagonist of the B-movie ''Robot Monster'' due to them impersonating old-school divers.

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** The Calcinites in bear a laughable resemblance to the title antagonist of the B-movie ''Robot Monster'' due to them impersonating old-school divers.



* SpaceFillingEmpire: The Nations in 2040, Including:

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* SpaceFillingEmpire: The Nations in 2040, Including:including:

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** Also, the Bio-Drones. Full stop.



* AndIMustScream[=/=]TorturedMonster: The Bio-Drones.



** The Tasoths are a varient of this. All Tasoths have potent M.C. abilities, but on lower difficulties, aquanauts with high enough M.C. stats can easily use mind control on them. In addition, lower-ranking Tasoths have ''no'' M.C. abilities, and their stats make them subpar combatants. They tend to go down very quickly, especially since they are introduced ''after'' the deadly Lobstermen.

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** The Tasoths are a varient of this. All Tasoths have potent M.C. abilities, strength, but on lower difficulties, aquanauts with high enough M.C. stats can easily use mind control on them.them with relative ease. In addition, lower-ranking Tasoths have ''no'' M.C. abilities, ''abilities'', meaning they can't use M.C. attacks, and their stats make them subpar combatants.combatants (comparable to a Gill Man or an Aquatoid). They tend to go down very quickly, especially since they are introduced ''after'' the deadly Lobstermen.

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* AndIMustScream: Molecular Control is functionally the same as Psionic Control from the first game. However, the name (and subsequent research) indicates that you are fully aware of what's happening and ''completely unable to control your body'' as the aliens make it do whatever they want to do. Aquanauts are recover from Molecular Control have a ''very high'' chance of panicking or going berserk.



** Molecular Control supposedly works through mind control implants. But aliens can control soldiers with no implants just fine because HEY LOOK OVER THERE ''*screeching tires*''
** The [[strike:Interceptor]] Barracuda not only boasts propulsion that allows supersonic speeds ''underwater'', it's also capable of flight and VTOL. Truly an engineering marvel. (Alien ships also travel ''ridiculously'' fast considering they're miles underwater!)

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** Molecular Control supposedly works through mind control implants. But aliens can However, Molecular Control attacks don't require the victim to have a mind control soldiers with implant: it's implied that this is why MC attacks must be repeated every round (without the implant, there's no implants ''lasting'' control of the victim), but that just fine because HEY LOOK OVER THERE ''*screeching tires*''
raises further questions, such as why your MC-enhanced Aquanauts are not constantly under alien control after getting their own implants.
** The [[strike:Interceptor]] Barracuda not only boasts propulsion that allows supersonic speeds ''underwater'', it's also capable of flight and VTOL. Truly an engineering marvel. (Alien ships also travel ''ridiculously'' fast considering they're miles underwater!)underwater, but then, [[AWizardDidIt alien technology...]])



** The Tasoths are a varient of this. All Tasoths have potent M.C. abilities, but on lower difficulties, aquanauts with high enough M.C. stats can easily use mind control on them.
** Deep Ones possess an attack that can kill an aquanaut in one hit, regardless of armor, but are fairly easy to kill.

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** The Tasoths are a varient of this. All Tasoths have potent M.C. abilities, but on lower difficulties, aquanauts with high enough M.C. stats can easily use mind control on them.
them. In addition, lower-ranking Tasoths have ''no'' M.C. abilities, and their stats make them subpar combatants. They tend to go down very quickly, especially since they are introduced ''after'' the deadly Lobstermen.
** Deep Ones possess an electric acid attack that can kill an aquanaut in one hit, regardless of armor, armor[[note]]None of the armor available to XCOM provides a good defense against acid attacks: the attack will always be full strength, with no damage mitigation[[/note]], but are fairly easy to kill.kill, even with basic weaponry. They do, however, get a lot of attacks.



** The Lobstermen. [[{{Determinator}} They. Will. Not. DIE.]] Let's put it this way... unless you drop them with the heaviest melee weapons, chances are, they're [[OnlyAFleshWound actually unconscious, not dead]][[note]]Lobstermen take 20% damage from most weapons, with the exception of Gauss (30%) and Sonic (50%). Thermal weapons inflict full damage, but are relatively impractical due to melee range, or due to being a single-shot weapon. In addition, lobstermen have the highest armor value in the game, almost 20% higher than the best armor you can get for your aquanauts (which is the second best armor in the game), meaning that even if you DO hit the lobsterman, there's a good chance it's not going to do anything because your shot didn't get through the armor. Now imagine facing a full Dreadnought of these guys, which can be in excess of ''twenty-five'' lobstermen! And just in case you were reassured by the fact that they take 200% damage from drills, they have a natural melee attack that's as strong as a Thermic Lance. And they still have a gun in their hand. Enjoy![[/note]].

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** The Lobstermen. [[{{Determinator}} They. Will. Not. DIE.]] Let's put it this way... unless you drop them with the heaviest melee weapons, chances are, they're [[OnlyAFleshWound actually unconscious, not dead]][[note]]Lobstermen take 20% damage from most weapons, with the exception of Gauss (30%) and Sonic (50%). Thermal weapons inflict full damage, damage (100%), but are relatively impractical due to melee range, or due to being a single-shot weapon. In addition, lobstermen have the highest armor value in the game, almost 20% higher than the best armor you can get for your aquanauts (which is the second best armor in the game), meaning that even if you DO hit the lobsterman, there's a good chance it's not going to do anything because your shot didn't get through the armor. Now imagine facing a full Dreadnought of these guys, which can be in excess of ''twenty-five'' lobstermen! And just in case you were reassured by the fact that they take 200% damage from drills, they have a natural melee attack that's as strong as a Thermic Lance. And they still have a gun in their hand. Enjoy![[/note]].

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