OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Barghum on March 26, 2024, 06:33:55 am

Title: [Submod (s)] Project Xenophobia
Post by: Barghum on March 26, 2024, 06:33:55 am
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.
Title: Re: [Submod (s)] Project Xenophobia
Post by: Juku121 on March 26, 2024, 09:31:36 pm
Seems interesting and quite ambitious. Perhaps too ambitious for such complex scripting work with minimal feature documentation.
Title: Re: [Submod (s)] Project Xenophobia
Post by: HinterDemGlas on March 29, 2024, 04:38:40 pm
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.
Title: Re: [Submod (s)] Project Xenophobia
Post by: Barghum on April 17, 2024, 10:51:34 pm
Next time on whatever this thing is:

GUN CHICKEN (and more but I'm not giving spoilers)
Title: Re: [Submod (s)] Project Xenophobia
Post by: Juku121 on April 17, 2024, 11:02:30 pm
Pfft, chickens used to wield SNIPER RIFLES! :D
Title: Re: [Submod (s)] Project Xenophobia
Post by: Barghum on April 23, 2024, 05:47:40 am
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