Okay Pre-Alpha 1 attached. I decided to try and keep things narrow for this release, so here's what you can expect to find. There's a bunch of rules all prefixed with oXc-WOS you should enable all of them. Bear in mind they will probably conflict with lots of other mods as I've deleted races and items since I'm starting from the ground up in some aspects.
The actual campaign mode is unfinished at this point. I'm just starting research trees and game balance, so while the aliens are there and missions/deployments work, you really won't be able to progress up the research tree very far.
However you can test battles, and that would help me a lot to get a sense of just how out of line my tech tiers may be with their intended targets.
Tech tiers
- Sleepers vs. vanilla xcom gear / marsec equipment / upgraded pistols and rifles as well as alloy ammunition. Should be a bit of a cakewalk honestly
- Mechanoids vs. Upgraded Pistols and Rifles / Marsec Equipment / Storm Gun / Laser Rifle with Power+ or Storage+ clips / Alloy Armor
- Fungoids vs. MARSEC / Laser Rifle / TAC Rifle with DE Ammo and Mortars/Alloy Armor / Heavy Power Armor / Superheavy Railgun / JAEGER MK I
- CHIMERAS vs. TAC RIfle / HEAVY ARMOR / ORGANIC Armor / SMART LASER SNIPER RIFLE / COMPACT BLASTER LAUNCHER / JAEGER MK II / DISRUPTOR
- Cult of Cydonia vs. all of the above plus anti-psi armor and anti-grav armor
I've probably missed some recommendations but feeling like I'm going in ten different directions at the moment so I need to bring it down and focus on a sliver at a time. Right now that's working out the research tree so I can start looking at the campaign setting. I think once the campaign is at least playable with the research tree in place I can release something on the mod portal, but I want to be careful to not release something half baked.