OpenXcom Forum
Modding => Released Mods => The X-Com Files => Topic started by: Barghum on March 26, 2024, 06:33:55 am
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I have decided to make a large set of submods for XCF to rebalance and expand the game, (hopefully for the best.)
The first mod is "Chemical laser weapons"
it includes:
1. Laser Blinding mechanics
2. Head and vest slots (they are blocked by power armor and diving suits)
3. New head gear
4. A new line of weapons built for shield stripping
5. A new mission
notice C.L.W. is more of a basis for what is to come than a full mod, expect balance issues.
(notice this mod requires https://mod.io/g/openxcom/m/nmoroz-and-aaddons-sync (https://mod.io/g/openxcom/m/nmoroz-and-aaddons-sync) for use.)
send feedback if applicable :D.
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Seems interesting and quite ambitious. Perhaps too ambitious for such complex scripting work with minimal feature documentation.
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A new weapon family, a mission with custom enemies, a re-niche-ing of laser weapons as lethal flashbangs, and an armor rebalancing? Very impressive. A bit too extensive for my current game, but I will at least check it out.
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Next time on whatever this thing is:
GUN CHICKEN (and more but I'm not giving spoilers)
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Pfft, chickens used to wield SNIPER RIFLES! :D
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ChemLasers Update 1.1
Changes:
+ New recoil marker.
= Rebalanced flyers to act like https://openxcom.org/forum/index.php?topic=11897.0 (https://openxcom.org/forum/index.php?topic=11897.0) Credit to aziza