As some might remember, this thread was an old sprite repository. Modding the game was not as hard as I imagined so I started to make my own mod, Alternate Xcom.
The idea is mostly to expand the content and the duration of the game campaign by extending the tech tree, adding more items, rebalancing some stuff, changing the lore a bit, but all of this within the Xcom universe. Major changes include:
General Changes:
-New inventory graphics for some of the vanilla weapons.
-The Rifle has been separated into two weapons, Assault Rifle and Sniper Rifle.
-Auto Cannon now fires in auto mode only and their ammo has smaller blast radius but it needs considerable less TUs to use, fires 5 rounds per attack and has more rounds per clip.
-The Cannon has been replaced by a new weapon, the Siege Cannon. It can fire over obstacles and buildings with the help of a spotter. Their ammo has smaller blast radius since now it's a lot more deadly. It's basically a grenade launcher.
-The Piercing Ammo for Siege Cannon has been replaced by Smoke Ammo for for tactical uses.
-Changed the resistances to fire to make that damage type more deadly to unarmored characters.
-Renamed some damage types. Armor Piercing is now Piercing, Incendiary is now Heat, High Explosive is now Blast, Acid is now Chemical.
-Replaced laser damage with shock damage. Shock damage have been rebalanced to better suit its new role. Laser weapons now deal heat damage.
-Added a new grenade, Incendiary Grenade. It can cover a decent area with flames.
-Added a short range fire dealing weapon, Spitfire Cannon. It's similar to a flamethrower in concept but it launches 5 bolts of fire that can cover a small area with flames depending of the spread of the shots.
-Researching all non mechanical corpses, Alien Alloys and Alien Polymer will now let you research a Dart Rifle, which can deal either chemical or stun damage.
-Researching All mechanical corpses and a muton corpse and Alien Alloys will let you research better armor piercing ammo for pistols, assault and sniper rifles.
-Hovercraft HWPs now need a Cyberdisc corpse as main component to be built.
-Edited many of the vanilla description to better suit and describe the changes made by this mod.
Shock Weapons:
-Shock weapons will be the first human weapons available for research. Laser weapons will be available after all shock weapon tech is researched.
-Shock weapons have limited range and ammunition and they cannot be recharged in the field but they deal extra damage to mechanical enemies or targets with implants.
-The shock rod also needs this research to be available.
Laser Weapons:
-The Laser Weapons research has an actual ufopedia entry now.
-Laser Weapons now use Power Cells so their ammo is no longer infinite.
-Having all basic Laser Tech Tree, Alien Alloys and Elerium 115 will allow you to research Elerium Lasers.
-As soon as you research Elerium Lasers, you will be allowed to manufacture powerful ammo cells for personal laser weapons. (HWPs, Craft and Facilities with Laser Tech are unaffected for now)
-Laser power cells do a bit less damage than vanilla laser weapons and the new Elerium ones do damage between the first Laser power cells and Plasma weapons.
-Laser Rifle has been split into Laser Assault Rifle and Laser Sniper Rifle.
-Laser Sniper Rifle uses Heavy Laser Power Cells or Heavy L115 Power Cells.
-Heavy Laser now has auto shot, is less accurate but uses less TUs.
Plasma Weapons:
-All plasma weapons have reduced rounds in their ammo clips.
-Plasma Pistol and Rifle cannot fire in auto mode.
-Heavy Plasma cannot be fired in aimed mode now but it can be fired over obstacles, making it more useful.
-You will be allowed to research alien plasma weapons and learn how to use them but you cannot manufacture them, and their ammo.
-Once you have researched all laser tech, Elerium 115, Alien Alloys and all alien plasma weapons and their ammo clips, a new research topic will appear, Plasma Technology Adaptation.
-When you finish researching it, you will also get a free research, Human Plasma Pistol, and be allowed to research the rest of the human version of alien weapons, along with Plasma Defense and Plasma Cannon for Craft and HWP.
-There's also a Tank/Plasma HWP, which is available as soon as you research the Plasma Cannon.
-There's now further research for human plasma weapons which allow you to develop new ammo cells to deal heat or shock damage.
Fusion Weapons:
-Researching any Fusion Tech (Fusion Grenade, Fusion Blaster or Blaster Bomb) will give you the Alien Fusion Weapons Ufopedia Entry.
-Soon after researching a fusion weapon, your agents will be allowed to use them but manufacturing them won't be possible.
-Upon researching all Fusion Weapons, a new research will appear, Fusion Technology Adaptation.
-Researching that will allow you to manufacture fusion grenades and will unlock the rest of the fusion adaptation research, including Craft, HWP and Facility Weapons.
Non-Lethal Weapons:
-Researching any dead alien will unlock the Non-Lethal Weapons research.
-Researching that will allow you to research Electro-Shock Rod (renamed Stun Rod) and the Alien Containment Facility.
-Upon researching either an Alien Stunner Gun (renamed Small Launcher) or a Stun Bomb, you will be given the Alien Abduction Weapons ufopedia entry.
-Researching a Stun Bomb will also give you knowledge of Alien Polymer, which you will be able to manufacture and use in the construction of more Stun Bombs and other Non-Lethal Weapons.
-Having knowledge of Alien Polymer will allow you to research Stun Grenades, which are hand thrown version of Stun Bombs.
-Having knowledge of the Alien Stunner Gun, Alien Alloy and Alien Polymer will allow you to manufacture human version of Stunner Guns.
-Having knowledge of Electro-Shock Rod, Alien Alloy and Alien Polymer will allow you to research and develop the Stunner Rod, which will need ammo but it will do more stun damage.
-Stunner Guns will shot their Stun Bombs in an arched manner, just like the Siege Cannon, to make them more useful than Stun Grenades.
Here are some of the item sprites. Some of them are in the mod, others are vanilla sprites put in there for comparison, and the rest are unused sprites:
Standard-Issue WeaponsCombat Knife / Pistol / Assault Rifle / Sniper Rifle
Heavy WeaponsSiege Cannon / Auto Cannon
AP Ammo / Explosive Ammo / Incendiary Ammo
Self-Propelled WeaponsRocket Launcher
Small Rocket / Large Rocket / Incendiary Rocket
Throwable DevicesExplosive Grenade / Smoke Grenade / Incendiary Grenade / Explosive Mine / Electro-Flare
Electromagnetic WeaponsEMP Pistol / EMP Rifle / EMP Cannon
EMP Grenade / EMP Mine
Laser WeaponsLaser Pistol / Laser Rifle / Laser Cannon
Alien Plasma WeaponsAlien Plasma Pistol / Alien Plasma Rifle / Alien Plasma Cannon
Plasma Power Cells
Human Plasma WeaponsPlasma Pistol / Plasma Rifle / Plasma Cannon
Plasma Power Cells
Mass Acceleration WeaponsMA Pistol / MA Rifle / MA Cannon / MA Autogun
Kinetic Rounds / EMP Rounds / Plasma Rounds / Fusion Rounds
Alien ExplosivesAlien Grenade / Alien Proximity Grenade
Alien Abduction WeaponsAlien Stunner Gun
Stun Bomb
Advanced Non-Lethal WeaponsStunner Gun
Stun Bomb / Stun-Gas Grenade / Stun Ammo
Handheld DevicesMotion Scanner / Personal Shield / Personal Cloaking
WIP Mod:
https://www.dropbox.com/s/u6veu3znnxwcgdk/ChikoXcom008.rar?dl=0Known Issues:
-Most of the new items have no custom hand/floor sprites.
-Some of the items are not sorted correctly in the lists since I'm still adding new stuff.