aliens

Author Topic: [Submod (s)] Project Xenophobia  (Read 607 times)

Offline Barghum

  • Sergeant
  • **
  • Posts: 29
  • Doing my best to help (:
    • View Profile
[Submod (s)] Project Xenophobia
« 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 for use.)
send feedback if applicable  :D.

Offline Juku121

  • Commander
  • *****
  • Posts: 1635
  • We're all mad here.
    • View Profile
Re: [Submod (s)] Project Xenophobia
« Reply #1 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.

Offline HinterDemGlas

  • Captain
  • ***
  • Posts: 56
    • View Profile
Re: [Submod (s)] Project Xenophobia
« Reply #2 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.

Offline Barghum

  • Sergeant
  • **
  • Posts: 29
  • Doing my best to help (:
    • View Profile
Re: [Submod (s)] Project Xenophobia
« Reply #3 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)

Offline Juku121

  • Commander
  • *****
  • Posts: 1635
  • We're all mad here.
    • View Profile
Re: [Submod (s)] Project Xenophobia
« Reply #4 on: April 17, 2024, 11:02:30 pm »
Pfft, chickens used to wield SNIPER RIFLES! :D

Offline Barghum

  • Sergeant
  • **
  • Posts: 29
  • Doing my best to help (:
    • View Profile
Re: [Submod (s)] Project Xenophobia
« Reply #5 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 Credit to aziza