Version 1.02 is now ready! Providing you with:
- Tanks Simple: An alternate Tanks Expansion module which enables "vanilla" build and field behavior for tanks. It is simpler but does not offer the same opportunity as the XAE Tanks mod.
(NOTE: FOR OBVIOUS REASONS, THE TWO TANKS MODULES ARE NOT COMPATIBLE, CHOOSE ONE OR THE OTHER
- Elerium Explosives: Proxy grenades, High explosives, Rocket, AutoCannon and Heavy Cannon explosive ammo using Elerium for more damage. A ressource intensive way to get more damage on those pesky cyberdiscs.
- The guided missile (Credits: Clownagent) makes it in the XAE Advanced Weapons mod. Increasing your selection of rocket launcher ammo to 5 with the Elerium Rocket.
- Tweaks:
* Alien Alloy Ammunition: Shotgun and Sniper ammo only show up if the XCom Armoury Expanded mod is used (ie if you have shotguns and sniper rifles in the first place)
* Laser Blasters firing cost increased and minimum range added.
* Elerium Laser Blaster Explosive Powerpack now requires Elerium (1)
* Gauss Launcher accuracy increased
* Gauss Launcher Elerium ammo requires more Elerium (3), to bring it in line with the Elerium Explosives
* Elerium Laser Cannon and DE Gauss Cannon manufacturing cost brought in line with other items
* Elerium missiles pre-requisites changed to fit with Elerium Explosives
* Gauss weapons alien alloy requirements moved to XAE Research and Manufacture so they are no longer required if the mod is used alone, like lasers.
* Laser weapons research cost changed (Overall cost remains the same, cannon research is faster, at the cost of the other infantry weapons)
* Elerium Weaponization now requires some help from aliens
* Plasma weapons entry topic research cost increased.
* UFO Disassembly and Elerium Recovery now have extra UFOPaedia entries to list their produced items. The format sucks but it's the best I found.
* Tanks costs have been brought more in line with vanilla costs.
- Bug fixes:
* Fixed Elerium Laser Blaster hit animation
* Gauss weapons listOrder fixed
* Fixed research dependencies for Gauss weapons. They should be accessible, roughly at the same time as lasers.
* Gauss DE listOrder fix and Cannon Ammo fixed for crafts.
* HitSounds restored for DE Gauss Ammo. It should no longer crash upon hitting.
* Improved MediKit floorobs no longer conflict with Sectopod corpses.
* MagArmour and ScoutArmour UFOPaedia entries no longer show up before being researched.
* Elerium recovery from Plasma Rifles and Heavy Plasma clips no properly consumes the clips
* Laser Storm Pistol manufacture with XAE and Manufacture now takes Alien Alloys like all other laser weapons.
* Hovertank/Rocket can now be manufactured properly
* Fixed missing tank assembly/dismantling and UFOPaedia entries
* Grenade Launcher Flechette ammo now has proper hitAnimation.
* Changed the required terrain files for the Skywarden and Skyguardian. Tanks should be able to get off the planes now.
Stay tuned for more:
- 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 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 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, v1.02:
Part1Part2Part3The triple download remains, mostly because I want to thoroughly test things before posting to the mod portal.