Update by Meridian: updated to
v0.98 to be able to run on the latest OXCE v7.1, download here:
https://openxcom.org/forum/index.php/topic,2913.msg142458.html#msg142458Update by Meridian: updated to
v0.97 to be able to run on the latest OXCE v6.6, download here:
https://openxcom.org/forum/index.php/topic,2913.msg131015.html#msg131015Update by Meridian: updated to
v0.96 to be able to run on the latest nightly and on OXCE, download here:
https://openxcom.org/forum/index.php/topic,2913.msg114978.html#msg114978Current Mod Version: 0.958 Updated on: 1/25/18
What is this mod?Xeno Operations is a large expansion mod that verges on a total conversion. It adds new weapons, armor, aliens, and maps. It also reworks much of the spritework such as overhauling the artwork for the UFOs and Alien Base. With all of the new content, the tech tree has also been extended in order to give the player enough time to play with all of the new toys.
InstallationExtract the zip file contents into your mods folder. The mods folder is located where your save files are. If you need help, see here:
https://www.ufopaedia.org/index.php?title=Installation_FAQ_%28OpenXcom%29#How_do_I_install_mods.3FCompatibility IssuesXENO OPERATIONS IS NOT COMPATIBLE WITH 1.0. You must update to the latest nightly in order to play this mod.
The nightlies are here:
https://openxcom.org/git-builds/For help on installing the nightlies see here:
https://www.ufopaedia.org/index.php?title=Installation_FAQ_%28OpenXcom%29This mod will not likely play well with other mods, especially ones that are similar in size and scope. As such, I consider this a standalone mod for the most part. I cannot offer much support in the case of mod conflicts.
Highly Recommended SettingsAlien weapon self-destruction: YES. The game is balanced with this option in mind. Playing without self-destructing alien weapons will not be game breaking, but it makes it far easier and makes alien weapons far more abundant to the player which renders much of the human weapons redundant.
UFO Extender accuracy: YES. The mod does take this into account and this option greatly diversifies weapons. Playing without this option renders many of the weapons redundant.
Known IssuesThis mod is a beta. Expect things to change. I am really bad for gutting systems on a whim and redoing large swaths of the mod if I find them lacking. There is also a lot of areas that I want to fix, but just haven't gotten around to. However, there are a few notable issues that will be addressed in the upcoming versions.
-Clicking on the UAV's camera icon freezes the game. Right clicking fixes this. The camera icon is just for show. It doesn't do anything. It is necessary since I can't have an HWP without a weapon for some reason.
-Much of the UFOpaedia is missing. This will be gradually updated as I go along. Most critical information should be there, like how to win the game.
-
Alien weapons are not usable for now. Flavor text will be updated when I get the chance in order to reflect this. If you research plasma weapons and find you are unable to use them, don't panic. That is by design. Updated: They are usable after certain techs have been discovered, but not buildable.
-Pacing is a mess. I can only fix this after feedback.
-Item prices are all over the place. This will be gradually fixed.
-Research times are erratic. In addition, some research items may be cut as I update.
-There isn't much variety in terms of air combat, especially with weapons.
-Weapon balance still needs work.
-List orders are a mess.
-Much of the final end game content is missing. It's not that big of a deal. Most of it is utterly broken in terms of balance.
-The battlescape sprite for the nerve suit is missing. Only the paperdolls are finished.
-Sectopod corpse and UFOPaedia entries don't match the battlescale sprite. I'll fix this eventually.
TipsThese are spoiler free
Xeno Operations Loot GuideClick on the spoiler to know what's useful and what isn't.
Help I'm stuck!Click on the spoiler for help if you are completely lost.
Warning, spoilers.Spoiler:
Beating the game requires advancing along two separate tech trees.
The first tech tree advances like thus
Any Alien autopsy>Xeno Physiology and UFO Life Support>Alien Containment
Then you must capture aliens for interrogation. You will need, in rough order...
Soldier, Navigator, Leader or Commander, Another Leader or Commander, a Commander, and an Ethereal Commander or Muton Warlord
The other tech tree requires you to research a codex fragment and then build a Codex. Building or upgrading a Codex is expensive, but required to win the game. The Codex must be built through all six stages in order to win the game, though you only have to research each stage once if you wish.
You must also find two Codex Keys to complete the last stage of the codex. These can only be found during Codex Recovery missions. There should be at least two of these missions pop up in the first year (they occur randomly in place of terror missions). During the recovery mission, you must destroy the uplink device and grab the Codex Key. Do not use explosives to destroy the uplink device, or the explosion will destroy the key too.
Once you acquire two Codex Keys and upgrade the Codex to its completed stage, the Completed Codex is used as a component to build the most powerful craft in the game. This is the only craft that can go to Mars.
Codex Mechanics
Each Codex stage has a number of technologies it grants randomly upon being researched. It can be researched multiple times per stage and each stage has a unique set of technologies exclusive to that stage. Upgrading to the next stage replaces those technologies with a new set of more advanced technologies. Each stage takes longer to research than the last, but the technologies it yields are far more powerful and far more expensive to produce.
In summary: The higher the stage, the longer the research times, but the more advanced technologies the Codex grants.
Upgrading a Codex is fairly simple assuming you have the resources and engineers for it. Each stage gets progressively more expensive in money, time, alloys, fragments, and elerium. The balancing act of Xeno Operations is the choice of whether to allocate resources to upgrading the Codex or using those resources to build advanced weapons, armor, and craft. Wait too long to upgrade the Codex and you may find yourself out paced technologically by the advancing alien threat. Upgrade your Codex beyond your current infrastructure and you may find extracting technologies takes to long and the costs of those weapons too high to build.
There is not enough resources or time to build everything, at least not in the early to mid game.