Attached is a mod collection I am currently using. It does include some content from existing mods,
but tries mostly to tweak and balance the existing rules.
Aim is to remove some bad aspects from vanilla but keep and expand the good ones and add a little more variety.
Main gameplay differences to vanilla are:
- ECONOMY: not so much money from manufacturing items and prices of most items adjusted
- UFOS: Increased UFO weapon strength and durability
- PSI: Psi is nerfed strongly and psi research is more complex
Mod-Compatibility:
To prevent interference with other mods I recommend to not use other mods along this one, which change items, alien deployment or UFO stats.
Detailed Changelog:
Ver 0.3
- Apply MeleeSkill for aliens and X-Com (this means sometimes a melee strike might miss, which makes wounded melee aliens a little less dangerous)
- Adjusted soldier starting stats for melee and psi
- adjusted combatknife and stunrod stats, sounds and animations
- Sniper-Rifle Sprites from MIB Mod
- Flying Armor: Combined Moriarty's Armor sprites with modified flying armor sprites
- Added sprites for jump armor and grav-module
- Included Fusion Torch (Ran)
- Added Taser (Ryskeliini)
- Added Flamethrower (Dioxine)
- Improved Silacoid and Reaper, made Zombie a little weaker and less melee competent
- Improved standard jumpsuit
- Added Psioline based advanced psionics (Raindau)
- renamed stun bomb and stun grenade (Murmur) to cryo bomb.
- Added medipack (yrizoud)
- Added GrenadeLauncher (Ryskeliini)
- Added Anti-Gravity Research (connected with the floater anti gravity device)
- Reduced build time for living quarters and storage
Ver. 0.2
- Adjusted starting items in the base stores and the skyranger
- fusion blaster listorder fixed
- changed sell prices for Ligthning and Avenger
- adjusted handob_sprites for the assault cannon
- fixed: plasma cannon uses elerium as ammunition
- reduced TU for stun rod
Ver. 0.1
Economy:
- Prices adjusted. Selling always gives 75% of the original price
- Cost of manufacturing items is adjusted. Now one cannot earn so much money by manufacturing+selling items.
- All crafts cost maintenance 100000 per month
- Increased cost of scientists and engineers
- Facility maintenance increased
- Facility prices and build times adjusted
Battlescape Weapons:
- Autoshot only for rifles and autocannon
- All Weapon stats adjusted
Plasma weapons: most damage, medium weight, smaller clips, medium accuracy, medium TU
Laser weapons: medium damage, large weight, unlimited ammo, best accuracy, slow firing
Standard weapons: low damage, low weight, medium ammo, least accuracy, fast firing
- Changed sprites for Plasma and Laser weapons (from Chikos images, terranplasma and Alien armoury expanded mods)
- Added incendiary grenade (from custom grenades mod)
- Added Mind Missile
- Added SniperRifle (from Toshiaki)
- StunRod uses Melee Skill
- Motion scanner needs only few TU's for activation
- Blaster Launcher exchanged by Fusion Launcher and Fusion Blaster
HWP:
- Improved weapon stats for Tank/Cannon and Tank/RocketLauncher
Armor:
- Changed graphics for Power Suit and Flying Suit (Moriartys Armor)
- Made Flying Suit weaker than Power Suit
- Flying Suit needs a dead floater for manufacturing
- Added Jump Armor (Solarius Scorch)
- All Armors are recoverable and repairable in the workshop
Crafts and Craft weapons:
- Plasma cannon needs Elerium for rearming and is weaker
- Avalanche is a single, expensive but devastating missile (nuclear!)
- tweaked other craft weapons a bit
- Avenger is more expensive and needs more elerium for refueling than Lightning and Firestorm (it has two reactor chambers)
- Improved UFOs (Both weapon strength and durability).
- Two alien alloy interceptors added(Seeker(from firestrom restyle mod) and Sentinel)
Psi:
- Usage of Psi-Amp needs more TU
- Usage of mind probe needs less TU
- Increased minimum psi defense and bravery of Xcom soldiers to 20
- Psi research and facilities are more expensive
Aliens:
- Alien Item Levels are changed so that the plasma pistol and rifle are not phased out so fast.
- Some Aliens uses a Fusion Blaster (Sprites based on plasma rifle)
- Etherials are more vulnerable to fire (because of their cloak)
- Added alien inventory images (from alien inventory mod)
- Sectopod uses laser animation
Research:
- Research cost and points of most topics balanced.
- Medkit and motion scanner are available from the start
- Alien containment facility needs to be researched
- Alien Alloys are needed for researching and manufacturing Laser weapons
- Elerium research is needed for manufacturing Elerium based alien stuff
Credits and Mods used as resources:
- Sentinel (Warboy)
- Firestorm Restyle (Shadow)
- Jump Armor (Solarius Scorch)
- Alien Inventory (luke83)
- Chiko's laser and plasma weapon sprites (Chiko, civilian, luke83, ascadix)
- Moriarty's Armor (Moriarty)
- Sniper Rifle (robin, Toshiaki)
- Incendiary Grenade from CustomGrenades (simon-v)
- MindMissile (clownagent)
- GravArmor (clownagent)
- Laser Sectopod (LouisdeFuines)
- Combat Knife (Warboy)
- Images from Tyran-Nicks Mod (tyran_nick)
- Images from the piratez mod (dioxine)
- Images from the terran plasma weapons (Shadow)
- Images from alien armoury expanded (Solarius Scorch)
- Fusion Torch (Ran)
- Sprites, images, Taser from Ryskeliini_GunsNGadgets(Ryskeliini)
- Parts from Final Mod Pack (Human Ktulu, Solarius Scorch)
- Sprites from Stun Grenade Mod (Murmur)
- Advanced Psionics (Raindau)
- Some sounds from HQSound (Daedalus)
- Medipack (yrizoud)
- Probably resources from other mods I forgot to mention. Notify me and I will add you to the list. Thanks a lot!