Version 1.01 is ready! Providing you with:
- An all new tier of tanks with alloy hulls. (Currently.. overpowered? They have the same armor as hovertanks which might be too much.. Let me know!)
- A complete rework of tanks to be modular: Hull and Weapon are separate. You can now replace the obsolete cannon turret with a shiny new laser cannon, or put a rocket launcher on your hovertanks! (For those who want "regular tanks", an alternate ruleset will be coming soon)
* Destroyed tank hulls are repairable, to work along the new armours and the changes made by the GravArmors mod (Strongly recommended, to be incorporated eventually) which allow infantry armour to be repaired. Tank weapons are destroyed, however, as the aliens always make sure to take them out.
- Bug fixes (thanks to BBHood217 for many reports):
* Elerium Laser Cannons now have a proper listOrder
* Improved MediKits floorob graphics no longer replace one of the Sectopod corpse tiles
* Scout and Mag Armours no longer show up in the ufopaedia before being discovered (No spoilers!)
* Elerium recovery from plasma rifle clips and heavy plasma rifle clips should now work properly
* Erroneous renaming of Alien Reproduction removed
* The Alloy Cannon craft weapon now properly uses its ammo to reload (case sensitivity..!
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Stay tuned for more:
- XAE Elerium Explosives: New ammunition for our old weapons using the destructive power of Elerium (Heavy Explosive, Rockets, Heavy Cannon, AutoCannon). Will also include an alternate path to Elerium Bombs and Elerium missiles since the bombs proved to be very elusive. An immediate benefit of the "Elerium Weaponization" research.
- XAE Melee: Ever thought of slashing/smashing some aliens to bits? This module will give you all the tools you need to do so: Combat Knife, Alloy Knife, Alloy Sword, Laser Sword, Plasma Sword and Two-settings Elerium Mace.
- XAE Attack Dogs: And expansion on the Attack Dog mod by Dioxine, adding two tiers of armoured dogs, corresponding to Personal Armour and Power Suit protection level.
- XAE Hard Mode: Add an extra challenge to your game! Makes research longer and more complex, weapon requirement changes, hovertanks explode on death if not stunned/exploded (like Cyberdiscs), etc. If you have ideas, let me know!
The XCom Armoury Expanded, v1.01:Part1Part2Part3My apologies for the triple download, such is life without the mod portal.. I will eventually figure out a hosting solution.
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@HelmetHair: I am glad the mod peaked your interest!
I just managed to get the nightly OpenXCom to run properly. 2 weapons HWP are something I am considering for sure. It should be simple to implement within the structure I already have. It most likely will be in an optional ruleset since the manufacture list is already getting long and it does not work for 1.0.
Regarding a quick draw sling slot, I am thinking about something like that, also related to the melee module I intend to make. If you have to keep a sword in your backpack and drawing it eats lots of TUs, then they become much less attractive. It could work for rifles as well.
I am concerned, however, by the flexibility it gives to XCom operatives, compared to the poor aliens who barely know how to use one weapon (almost always use snap shots, unaware of chance to hit when choosing which shot to use) and grenades.
Our operatives can already carry.. 2-7 weapons in battle. I sometimes use 2 rifles + 1 pistol, you can push it to 4 pistols + 3 rifles! And use the best one every time, unlike an alien who only has one weapon and no clue that snap shots lose accuracy after 15 tiles. I am planning a mod for aliens ("Starspawn: Horrors from Above" is my working name) and there is a lot to address.