Detailed Features List of Added Stuff ontop of Vanilla content:Quality of Live OXCE UI changes:
DayNightIndicator (Geoscape UI)
BleedingIndicator (Battlescape UI)
StunIndicator (Battlescape UI)
Burnindicator (Battlescape UI)
CustomArmorPreviews (Soldier Armor)
CustomItemPreviews (Tanks and Drones)
CustomEnemyPreview (Battlescape UI)
SoldierAvatars and TinyRanks (Battlescape UI)
SoldierKneelingIndicator (Battlescape UI)
Improved TU Reserve Sprites (Battlescape UI)
Better Smoke Animation (Battlescape UI)
Better looking Buttons for Inventory (Battlescape UI)
Better Backgrounds for some Screens (Geograph and Battlescape UI)
New Plasma Hit Animation for Heavy Plasma (Battlescape UI)
Colored Explosions (Grey: Smoke, Yellow: HE, Stun: Purple) (Battlescape UI)
SoldierCountryNames and SoldierCountryFlags from 115 Countries
Additional Alien Races/Units:
Waspite
Gazer
Sectoid Elite
Muton Elite
Muton Elite Guard
Muton Berserker Terrorist
Armored Cyberdisc Terrorist
Armored Sectopod Terrorist
Chryssalid Spitter Terrorist
General Gameplay changes:
Your Soldiers will be awarded with Medals (currently there are 61 Medals).
Globe with 347 Cities (including vanilla ones)
Better Globe with more textures
Terrormission will also attack Ships on Sea (TFTD Liner and Cargo Ship)
Research costs are 1,5 times vanilla
Alive Aliens are needed to unlock techs (-> Research Tree Graphic)
8 Armored Vests, which you can to equip on your Soldiers
Melee Weapons apply Skill and Strength
X-Com Soldiers start with Melee Accuracy from range 40-60
More saner starting weapons stock and equipment for the Skyranger
Defensive starting Base layout (with 1 Additional General Stores)
Psi Amp is harder to get throu research
Psi Amp production is much more expensive
Corpses give access to World News and are needed for Meditkits
Alien Alloys can not be produced, they are as precious as Elerium-115 now
Elerium-115 recovery per UFO Power Source is 50% vanilla (25)
Alien Alloys recovered from UFO mission are ~36% lower then vanilla
Terrormissions have multiple Alerts and Terrainhint
Aliens do have more chances to score more points.
Alien Bases will generate missions without Scout Ship (Terror, Abduction, Harvest, Base), it is recommended to not tolerate more then 4 bases on earth at all time!
Interrogating alive Navigators and Engineers will trigger additional monthly Aliens Missions (limited to 2 Missions per Month)
Winning, losing or aborting a Mission will play a small cutscene from the Original PSX version of the game
Flying towards, loosing or winning Cydonia will play Original PSX Version cutscenes
Attacking landed Battleship performing a Infiltrationmission gives 33% to deny the Infiltration Base being built (OXCE only)
Attacking landed Battleship performing a Alien Base Mission from a Alien Base gives 33% to deny the mission success (OXCE only)
Attacking landed Labship on a Harvesting or Abduction Mission gives 33% to deny mission success (OXCE only)
Successfully Attacking a Infiltration Pact Alien Base, lets the country rejoin the council (limited to one country per Month - OXCE only)
X-Com Base Defense damageging a Alien Battelship during a base attack will result in less Aliens spawning (roughly according with the damage done)
X-Com Base modules, which require Alien technology research, have a additional construction cost (Alien Alloys, Elerium-115, UFO Navigation, UFO Power Source, Mind Probe) (OXCE only)
Economic:
The maximum funding you can receive from Nations is cut by 50%
All Alien Items and Alive Aliens give less money when sold (50%)
Base Maintence Cost increased to 10% of base modules price
X-Com Wages and Hire Cost are 1.5 times Vanilla
X-Com Soldiers receive 10% more salary per rank compared to rookie wage:
- Squaddi: 33.000
- Sergent: 36.000
- Captain: 39.000
- Colonel: 42.000
- Commander: 45.000
X-Com Armors and Crafts are a lot more expensive to produce
Drones, Tanks and Soldier Armor is repairable, if the corpses are recovered intact
Drones, Tanks and Soldier Armor is upgradeable
Groundcombat changes:
Chronological Racemixes
Aliens are earlier aware of your presence
Paniced Alien will pick up their weapons
Bigger Map for Terrormissions (60x60 and up to 24 Civilians)
Bigger Maps also for Battleship, Terrorships and Labship (all 60x60)
Alien will use Explosives and Explosive Weaponry from Turn 1 in Ground Combats
Increased PSI Defenses for Aliens, but same Attack values (Soldier with PSI Str 80+ are fine as in vanilla)
Ethereals are immune to MC from Xcom
Aliens receive a Bravery Bonus (+10, Commanders are removed from Battleship and Base Defense Missions, increased numbers panic to quickly)
Aliens have more saner Melee accuracy stats
Chryssalids are slightly vulnarable to HE damage (as stated in the UFOpedia)
Sectopod does Laser Damage (as stated in UFOpedia)
Blaster Waypoints honor DOS Limitation (9 Waypoints)
Shotgun Class Weaponry for Xcom and Aliens
Dedicaded Melee Weaponry for Xcom and Aliens
Medikits and Drone/Medikit can target enemy units, DOS behaviour (OXCE only)
Psi-Amps use 25 TU and 25 Stamina (Energy) for Psi Panic or Psi Mind Control attack. Get your Stims ready! (OXCE only)
Direct fire smoke acts as fire extinguisher (Smoke Grenades don't)
To actually enable X-Com forces to be successful in their Mission to save Earth a good combination of additional weaponry and equipment has been added, for X-Com and Aliens see detailed list:
Storyitems:
Alien Data Slate (currently carried by alien Leaders on LabShips)
Alien Data Core (currently located in Battleships)
Additional Alien Weapons:
Plasma Blade
Plasma Sword
Plasma Shotgun
Plasma Sniper Rifle
Small Launcher with Arcing Shot.
Elerium Bomb for Small Launcher
Smoke Bomb for Small Launcher
Fire Bomb for Small Launcher
Aliens will keep most weaponry through the game
Aliens have all weapons avaible from start
Aliens have a secondary clip type granting +20 Damage to all Plasma Weapons
Additional Alien UFOs:
Fighter (9 Maps)
Sentry (14 Maps)
Excavator (11)
Labship (4 Maps)
Additional Interior UFO Variant Maps:
Medium Scout (8 Maps)
Large Scout (27 Maps)
Harvester (24 Maps)
Abductor (10 Maps)
Terror Ship (8 Maps)
Supply Ship (2 Maps)
Battleship (7 Maps)
Additional X-Com Weapons/Items:
Combat Knife
Alloy Knife
Alloy Blade
Taser Pistol
Taser Pistol Elerium Clip
Shotgun
Sniper Rifle
Grenade Launcher
Elerium Rocket
Scatter Laser
Heavy Laser Replacements:
Heavy Laser/Sniper
Heavy Laser/Auto
Flashbang Grenade
Incendiary Grenade
Alien Proximity Grenade
Stun Grenade
Fire Grenade
Elerium Powered Stun Rod
Fire Extinguisher
Field Medic Pack
Advanced Medikit
All kinetic weapons also get Alloy Ammo once researched.
Pistols, Rifles, Shotguns, Sniper Rifles, Heavy Cannons and Auto Cannons get a 1,5 damage factor for AA-Ammo (AP Alien Alloy Ammo).
Heavy Cannons and Auto Cannons have access to EHE-Ammo (Elerium-115 enhanced explosive ammunition)
Medical Equipment Research depends on Corpse and StoryItem research.
Additional X-Com Tanks:
Drone/Scout
Drone/Scanner
Drone/Medikit
Drone/Taser
Alloy Drone/Scout
Alloy Drone/Scanner
Alloy Drone/Medikit
Alloy Drone/Adv. Medikit
Alloy Drone/Taser
Hoverdrone/Scout
Hoverdrone/Scanner
Hoverdrone/Adv. Medikit
Hoverdrone/Taser
Additional X-Com Tanks:
Alloy Tank Cannon
Alloy Tank Rocket Launcher
Alloy Tank Laser
Hovertank Laser
Hovertank Elerium Bomb
Walkertank Laser
Walkertank Plasma
Hovertank Launcher Ammo does 200 damage instead of 140
Drones and Tanks can be upgraded, repaired and refitted.
Tanks and Drones do have a weak Smoke Launcher for instant LOS block with limited range and limited shots.
Additional X-Com Armor:
Armored Vest
Alloy Vest
Reinforced Power Suit
Reinforced Flying Suit
Soldier Armor can be repaired and upgraded.
Additional X-Com Craft:
Retaliator (Advanced Interceptor)
Skystriker (Improved Skyranger)
Thunder (Lightning replacement)
Additional X-Com Craft Weapons:
Alloy Cannon
Modified Range for Vanilla Weapons
Additional Terrains (95% From Hobbes Terrain Pack Mod, see CREDIT.TXT or TERRAIN_PACK_AUTHORS.md for a detailed list!):
Airfield
Cargo Ship
City Snow
Commercial
Expanded Farm A
Expanded Farm B
Expanded UBASE Maps
Desert Mountain
Desert Temple
Desert Plane
Dawn City A
Dawn City B
Downtown
Expanded Terror
Expanded Terror Snow
Expanded Urban Mix
Expanded Urban Mix Snow
Forest Mountain
Forest Marsh
Grassland Desert
Grassland Desert Mountain
Grassland Forest
Grassland Forest Mountain
Grassland Swamp
Industrial
Industrial UFO
Island
Jungle Mountain
Jungle Swamp
Jungle Temple
Liner Ship (Currently Inactive)
Expanded Urban
Expanded Urban UFO
Expanded Urban Snow
Native (Farm + Jungle)
Native UFO
Polar Desert
Polar Desert Mountain
Polar Mountain
Polar Plane
Docked Cargo Ship
Port Industrial
Docked Liner Ship
Port TFTD
Port Modified
Railyard
Savanna Desert
Savanna Desert Mountain
Savanna Forest
Savanna Forest Mountain
Savanna Swamp
Steppe Desert
Steppe Desert Mountain
Steppe Forest
Steppe Forest Mountain
Steppe Swamp
Taiga Desert
Taiga Desert Mountain
Taiga Forest
Taiga Forest Mountain
Taiga Swamp
Tundra Desert
Tundra Desert Mountain
Tundra Forest
Tundra Forest Mountain
Tundra Mountain
Tundra Plane
Tundra Swamp
Future changes and additions can be found here:
See
Future Development Plan