; TFTDExtender - Mod for X-COM: Terror from the Deep
; NOTE: This project is unfinished. Some of the code is obsolete, useless, or detrimental. Use at your own risk.
; Original UFO Extender is copyright (C) 2008-2010 Seb76. Initial conversion for X-COM: Terror from the Deep was implemented by Xusilak.
; Further conversion and updates by Tycho with a lot of help and support from Kyrub and his work as well.
; TFTDExtender is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

; TFTDExtender is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more details.

; You should have received a copy of the GNU General Public License along with TFTD Patcher.  If not, see <http://www.gnu.org/licenses/>.

; For detailed information about these settings or to check for the latest version: http://www.ufopaedia.org/index.php?title=User:Morgan525 or 
; http://www.strategycore.co.uk/forums/topic/9867-tftd-extender/

== Loader ==
*Executable: name of the XCOM2 executable to load. Default is "Terror From the Deep.exe"
*Show Error Messages: Set to zero to not receive any error messages generated by the Extender.  If an error occurs, the game will exit to the desktop suddenly.

== Features ==
{Video}
*Video Pitch: fix garbled video output due to pitch error (similar to f0dder loader) [Enabled]
*HQ4x: Switches to default monitor resolution and apply a HQ4x filter
*D3D: use Direct3D9 instead of DirectDraw
*D3D Windowed: start the game in a window
*Always On Top: force the window on the foreground
*Clip Cursor: prevent the mouse cusor from leaving the window. 1=clipped in the battlescape only, 2=constant clipping 
*Scale Mouse: prevent the mouse cusor from going off the screen.
*Screen Ratio: fix aspect ratio for non 16/10 screens (D3D only). Common settings are 0.833333, 1.0, or 1.333333. See my UFOpaedia page for more information.
*Max FPS: limit framerate in case you cannot enable vsync. Defaulted to 70.
*Slow Battlescape Animation Speed: This number is a multipler used to slow all animations. The range is 2-15.
*Slow the Clock: The Geoscape is slowed. The way the clock passes time has been changed but the options for accelerating time are still correct.
*Skip Intro: Do not play the introduction movie
*Force Language: skip the language selection screen and use the specified language ([1->English], 2->Deutsch, 3->French 4->Spanish).

{Mods}
*Know Thy Enemy: direct fire damage will be limited to 100% with a small chance of allowing full damage until an autopsy has been performed for that race.
*Start with Alternate Tech Tree: Provides varyious stacking levels of changes to the research paths. (Once chosen, this is set for the game)
Can choose up to 3 levels:
-----level 1: Removes the required research of a live Deep One for Ion Armor.
-----level 2: Also makes the vibroblade available for research when found. A calcinite autopsy is required for the thermic lance.
-----level 3: Also makes aqua plastics available when found and changes the prerequisites for Aqua Armor (similar to original tree) and Ion Armor (something other than a live Deep One, gives a new perspective on Ion and Mag Ion armor.)
**Since some changes are recorded in the game's save files, once a tech level has been chosen, strange things can occur if you decide to reduce the level later for another game. Increasing the level 
**afterward might result in some things becoming unavailable.

*Different Colony Races: Stage 1 has a equal chance of having various mixed races guarding and stage 2 will have aliens corresponing to the race of the supply ships.
*Smaller Colony Size: Stage 2 of the colony will be reduced to the same size as bases in Enemy Unknown.
*Single-Stage Ship Missons: Ship missions will only be the upper level instead of two parts.
*Smaller USO Battle Maps: The maps for landed/crashed alien subs will be the same size as maps in Enemy Unknown.
*Increase Sea Floor Terrain Variety: Inreases the possibility of a better variety of terrain used in tactical missions.

*All Torpedos At Start: Replaces Gas cannons & ammo on subs with D.U.P. torpedos and removes the corresponding stuff from base inventory.
*Improve Rearm Rate of Ajax: The rearming rate at a base is increased from 1 to 2 rounds per hour. Full rearm time is same as DUP torpedoes.
*Show Money: print your current funds on the geoscape screen.
*Block Can't Intercept Messages: Blocks "Cannot Intercept Over Land" and "Misson too Deep" messages. Barracudas will continue pursuit and automatically engage
  once the sub reaches an acceptable depth.  Tritons will only receive the "Mission Too Deep" if dispatched to such a site.
*Crafts Ready State: (two options) =1:allow subs to launch even when not 100% refueled/rearmed/repaired. =2:Damaged subs are grounded. 

*Manual Interception Fire Mode: craft do not fall back when a weapon runs out of ammo nor fallback when damage taken.
*USO Responds to Interception: Aliens will close to weapons range when attacked. GAME difficulty affects how USO responds.
*True Cautious Mode: when both weapons are the same,sub only fires one weapon until ammo exhausted before switching to the other.
*Auto sell: Options to either manufacture items indefinitely *** or sell automatically $$$. Press the down arrow from 0 to access.
*De-equip Crafts: you can remove weapons from your crafts.
*Reorder Soldiers In Crafts: change the deployment of the soldiers in tactical missions
*Improved Gauss Tank: Armor is improved but requires research into Aqua Plastics before available.  Production requires 5 aqua plastics. In-game UFOpaedia updated with new information.
*Improved Detector: After research on MC Reader, PD scanner's range is doubled and it will detect motionless creatures.
*More Reaction Fire: Allow units to reaction fire on units changing their orientation
*Hot Grenades: Primed grenades will detonate on schedule even if they are still held
*Alien Inventory: Allow direct inventory access of mind controlled units
*Save Reserve Mode: Save the TU reserve mode between turns
*No Blaster Bomb Drift: disable the drift that happens between waypoint. Solves the "Collectors Edition Blaster Bomb Bug" as a side effect
*Smaller Stun Blast: reduced the thermal bomb blast radius to a 2x2 square, 3 squares long on each axis (same area as a Gas Cannon HE round.)
*Modified Loadouts for Aquatoid: Aquatoids will not carry sonic cannons but have them replaced by pistols or rifles depending on the unit's rank.
*Alien Bleeding: aliens take fatal wounds too
*No Alien Freak Out Messages: remove the "alien soldier has panicked" messages
*Doubleclick Movement: change the requirement for moving a unit in the battlescape from clicking a tile once, to doubleclicking it (within 500ms)
*Use All Items On Land: Allows all items normally restricted to underwater to be used on land. Magnectic Ion armor can fly.
*Remove Background Land Sound: The background effect for land missions sounds bad on modern system so this disables it. Music still plays.

{ Equipment Screen }
*Show Stats: Shows some stats in the equipment screen so that you can adapt weaponry according to the unit's strengths and weaknesses
*Show Grenade State: Change the object description when it's an armed grenade [Enabled]
*Save Equipment: Save the equipment from mission to mission [Enabled]
*Auto Flares: Automatically equip flares during night missions

{ Enhanced Tactical AI }
*Apply: Aliens are less indecisive and more aggressive.
*Autofire Distance: The number of squares that if a target is within, an alien will try to use autofire against it.
*Snap Distance= The number of squares that an alien will use a snap shot against a target.  Otherwise, alien will try to use an aimed shot.

{Range Based Accuracy: Apply an "efficiency" factor to the accuracy based on the distance of the target.}
*Apply: Enable/disable the patch
*Minimum Efficiency: The maximum penalty that any unit can incur.
*Snap Penalty Distance: Distance above which accuracy starts decreasing when using snap shots
*Auto Penalty Distance: Distance above which accuracy starts decreasing when using auto shots

{Line Of Fire Check}
A soldier will need a line of fire toward the targeted alien to use psi. It is configurable for each mind trick:
*Mind Control
*Panic
*Mind Probe

{Initial Base: Change the layout of your starting base}
* Apply: Enable/Disable the section.
Possible modules [use this notation in the INI]:
*AirLock                                *LivingQuarters
*Laboratory                             *Workshop
*Standard Sonar [StdSonar]              *Wide Array Sonar [WideSonar]
*TorpedoDefense                         *GeneralStores
*AlienContainment                       *GaussDefense
*SonicDefense                           *Power Wave Torpedo Defense [PWTDefence]
*Bombardment Shield [BombShield]        *Molecular Control Shield [MCShield]
*Molecular Control Laboratory [MCLab]   *Transmission Resolver [TransRes]
*SubPenTL                               *SubPenTR
*SubPenBL                               *SubPenBR
*Empty

{OBDATA: make changes to object data}
*Apply: Enable/disable the mod
[options] 
damage
resistance
weight
damage type
auto accuracy
snap accuracy
aimed accuracy
auto TUs
snap TUs
aimed TUs
size    {clip size}

{Music: Plays music from the PSX version of the game (CD or MP3)}
*Apply: Enable/disable the patch
*Source: PSX CD/MP3
*CD Drive: Drive letter containing the PSX CD
*MP3 Folder: Folder containing the mp3 files (relative to the game executable's folder)
*Battlescape, ..., Terror Mission: semicolon (;) separated list of files to play. Wildcards are accepted

{Caps: Increase the maximum stats of aquanauts}
*Apply: Enable/Disable the option.

{Battlescape Shortcuts: Add some shortcuts during tactical mode.}
*Apply: Enable/Disable the option.

Default key mapping (warning, the keyboard is considered qwerty):
 -UpArrow: unit goes up
 -DownArrow: unit goes down
 -LeftArrow: left menu
 -RightArrow: right menu
 -Return: end of turn
 -Escape: options menu
 -BackSpace: go to next unit, remove current from the queue
 -Tab: go to next unit
 -Space: go to inventory
 -PageUp: view goes up one level
 -PageDown: view goes down one level
 -1: reserve mode off
 -2: reserve mode snap
 -3: reserve mode auto
 -4: reserve mode aimed

{Geoscape Shortcuts: Add some shortcuts for geoscape.}
*Apply: Enable/Disable the option.

Default key mapping (warning, the keyboard is considered qwerty):
 -UpArrow: Rotate Up
 -DownArrow: Rotate Down
 -LeftArrow: Rotate Left
 -RighArrow: Rotate Right
 -MouseWheelUp: Zoom In
 -MouseWheelDown: Zoom Out
 -1: Geo Speed1
 -2: Geo Speed2
 -3: Geo Speed3
 -4: Geo Speed4
 -5: Geo Speed5
 -6: Geo Speed6
 -I: Intercept
 -B: Bases
 -G: Graphs
 -U: Ufopaedia
 -O: Options
 -F: Fundings











