Download Links Hardmode ExpansionDownloads:
Mod.io:
mod.ioGithub Release:
github.comREPORT BUGS
HEREUfopaedia entry, it can be found here:
Hardmode Expansion Ufopaedia(Big thanks to Steelpoint)
Its not complete and pretty out of date!IvanDogovich made Video with Installation Help:
Installing Hardmode Expansion ModPeople LPing the Mod:
Loonsloon Hardmode LP PlaylistThe_Voice_ Ironman Hardmode LP on YoutubeDocumentation:
Development Only github repository DO NOT PULLCurrent ToDo ListCredit ListChangelogList of Submods, spawned from Hardmode Expansion (All Submods are part of the Big Modpack):
[UFO]UFO Vanilla Variants[EQUIPMENT]Advanced Medikit Mod[MAPS]Expanded Ubase Reworked[MAPS]Expanded Terror Reworked[CRAFT]Alternate Lightning - Thunder[HWP]Support Drones#Hardmode Expansion Mod by hellrazor
#Standalone intended
#Prerequisites:
This mod requires at least:
OXCE: OXCE v7.9.8 see:
https://openxcom.org/forum/index.php/topic,5258.0.htmlor newer (Newer Versions can include changes, which requires the mod to be updated or patched)
Please report all issues and bugs here:
https://openxcom.org/forum/index.php/topic,4968.0.htmlREADME for Version 0.99.9.4
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# This Mod is aimed at experienced X-Com Players #
# Who like a challenge
#
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About this mod:
My Personal approach on creating a sort of Long War Mod for the Original UFO - Defense.
I originally created it as a player torture device *evilgrin*, but it turned out to be a Mod people like to play because of the challenge it offers.
When designing this Mod, I decided to stick on the core Vanilla Original Game Principles and create basically a Expansion Pack, which
offers a much better Research Tree, a Economy were you need money desperately, where you will face difficult decisions and set backs during your campaign.
All this has been enriched with a lot of additional Weapons and Tanks, which all have a unique use case.
Enemies, which will give a Nightmare during your dreams (at least I hope so, *grin*).
Its a LONG war to free earth (ingame time: 14-16 Months). So are you ready for the ride?
This mod intends to make the gameplay more challenging and deals with
most of vanilla versions flaws, like overpowered Psi and early Plasma ownage.
It sticks strongly towards the vanilla core components and builts upon them.
It is aimed at experienced X-Com players, who know the game well and are
not afraid of a difficulty higher then Superhuman. The Aliens have more
variants and your weapons will slowly become obsolete due to them.
Research progress is a must, but comes at costs.
For playing you should choose difficulty Superhuman, since the mod is balanced
to be played on Superhuman difficulty, otherwise you wouldn't have the full experience.
The difficulty will be actually far higher then Superhuman, considering mainly the changes in economy and research.
Technologies will need alive aliens captures to unlock and will trigger additional mission.
Research takes longer and you do not have access to a alien
containment from the beginning. It is recommend to get between 200-250
scientists by November. Otherwise the game becomes extremly difficult.
The vanilla game always lacked proper weaponry sets including melee weapons, shotguns, sniper rifles. All of these have been added for the ballistic and laser weaponry for X-Com and the Alien plasma weapons.
A extended set of additional grenades and small launcher ammo together with added grenade launcher gives very good indirect fire possibilities. Small launcher acts as a artillery style weapon, arking shot
.
More armors, starting with ballistic vests up to reinforced power and flying suits expand the survival capabilities of your soldiers. Power armor also extends stamina and increases carry capacity.
Have fun exploring the new drones and tanks, which will draw alien fire and help detecting targets to shot or support your wounded troops. Drones may even help with capturing alive aliens.
A large number of terrains from Hobbes terrain pack and other mods (65+ additonal terrains) have been integrated and partially overworked (bugfixes mostly).
A extended set of maps has been added, featering turned version and additonal maps modules to make fighting within alien bases more enjoyable and tactical challenging.
Aliens have a couple of more UFO types, Fighter, Sentry, Excavator and LabShip.
Vanilla UFOs and new UFOs types all have extended set of interior maps variants (total 124 map). So enjoy exploring these.
Aircombat has been balanced, UFO's especially big ones will shot your interceptors.
A faster and much more durable interception craft has been added, also a enhanced skyranger version, with a back door.
Swarming Terrorships with interception craft is highly recommended.
The Laser cannon is actually useable now
Being able to interrogate alive aliens requires you to raid a nearby Alien Base early.
Otherwise you have no tech progress. The base is located in your starting
region. For the time being also one of the Story Items is located in
the alien base. Raid this base as early as possible!
The game can only be won by capturing and interrogating a Ethereal Commander who unlocks the final mission.
However your run goes, let me know your feedback and how i can enhance the mod further.
For a detailed list of changes (may contain spoilers) see the Features further down.
For a real challenge play the game in Iron Man Mode!
Please do no use the OpenXcom Iron Man option and enforce your own Iron Man Mode, its a big mod, so bugs may happen.
I hope you will enjoy this collection of 60+ Mods (i stopped counting)
and please report any possible Bug you might find on the forum.
Feedback of any form is also appreciated.
Compability to OpenXcom Extended is now given :>
Compability to other mods:
This mod is intended to be a Standalone Mod.
Mods which only add new Items and New Crafts may not pose a problem.
UFO Extender Accuracy (Full support)
High Quality Sounds (
https://mod.io/g/openxcom/m/hqsounds-by-daedalus) from Daedalus
Not compatible:
Commendations Mod (already integrated)
PSX Static Cydonia Map
XcomUtil Improved Base Layout
XcomUtil Defensive Base Layout
XcomUtil Improved Tanks
XcomUtil Improved Heavy Laser
All Mods which bring their own:
alienDeployments
itemLevels
alienMissions
The list of included Mods is pretty big (60+) see Features.
Mostly Graphics, New Units, Terrains and Weapons.
Recommended Advanced Options: (In OXCE this options are enabled when loading the mod for the first time)
Show Funds on the Geoscape
Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response
Storage Limits for Recovered Items - Encourage selling excess items after combat
Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture
Realistic Globe Lightning
Psi Training Anytime
UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported
Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures
Path Preview shows TU and Energy Usage
Saved Pre-primed Grenades - For smoke grenade usage
Show Stats on Inventory Screen
Sneaky AI
Alternate Movement Methods - To enable better tactical options and faster fights
Alien Bleeding
Autosell Manager for OXCE
OpenXcomExtened Links
Creditlist:
see CREDIT.TXT (
https://openxcom.org/forum/index.php/topic,4965.0.html)
also see TERRAIN_PACK_AUTHORS.md for all Terrain Pack Credits (also added in CREDITS.TXT)
Featurelist:
see here:
Feature ListLanguage SupportCurrently Supported Languages:
English US (en-US)
English UK (en-GB)
Japanese JA (ja)
Partially Supported Languages (50%+):
Russian RU (ru)
Italien IT (it)
Polish PL (pl)
German DE (de)
Hungarien HU (hu)
Czech CS (cs)
Korean KO (ko)
Portugese PT (pt_BR)
Spanish Latin America ES (es_419)
Spanish ES (es_ES)
If you want to help translating this Mod or any other OpenXcom Mods, take a look at:
https://www.transifex.com/openxcom/openxcom-mods/content/Terrain Pack Licence Notice: All content from Hobbes Terrain Pack Mod Version 4.3 is under a Creatvie Common Licence!
All modified and bugfixes Terrain Pack Mod files, which I use are also under the same licence, see point derivates.
The XCOM Terrain Pack and its contents are being distributed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0).
This license gives you the freedom to distribute and modify its materials for non-commercial proposes only and requires you to provide proper attribution.
For proper attribution you need to include on your mod's credits a mention to Terrain Pack as well as to include the repository link (
https://github.com/Hobbes74/Terrain-Pack) as well as the specific terrain(s) you are using and their author(s) and their author's original mod page, if it exists.
In alternative, you can simply credit the entire pack on the top section of your authors/credits file because of its overall importance to your mod, while providing the above repository link.
Any derivatives made from the XCOM Terrain Pack also have the CC BY-NC-SA 4.0 license, which means that you cannot alter the original materials and share the modified versions without giving them the same CC BY-NC-SA 4.0 license (
http://creativecommons.org/licenses/by-nc-sa/4.0/).
You can find a full list of the authors along with the terrains and the versions/variants they contributed to on the AUTHORS file provided together with this LICENSE.
This license is irrevocable and permanent as long as you fully comply with these conditions.
Failure to comply with the terms stated above will result in an initial warning. If necessary, it will be followed by proper reporting of the license violation to the host site, and if the violation continues, revocation of your license and permission to use/modify/distribute the Terrain Pack.
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Changelog here---
Please Report bugs to me in this thread:
Bugreports.
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Alternatly you can also try to catch me on the IRC Channel (freenode #openxcom)