Good news everyone! I finally have my own topic for Arsenal Expanded; no more piggy-backing on Rockfish's topic!
Current version is
1.63Read the changelog first!Link to Mod:
https://openxcom.mod.io/arsenal-expandedList of contributors:
Rockfish - the original creator who made the original skeleton
XOps - Mass Drivers and some conventional weapons
hellrazor - debugging and formatting (file merging between version 0.9 and 1.0)
Warboy - debugging and coding assistance
Hobbes - debugging and coding assistance
nadir - pistol and magazine sprites and data slate floorobs
Dioxine - Heavy Cannon Mk2, Alien Multi-Launcher, Alien Auto-Launcher
ohartenstine - Tau weapons
!WARNING!
DO NOT ADD THIS MOD MID-PLAYTHROUGH. IT REQUIRES A FRESH GAME!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
DO NOT ADD THIS MOD MID-PLAYTHROUGH. IT REQUIRES A FRESH GAME!
!WARNING!1.63 change log:
- Fixed: multiple code errors
- Fixed: incorrect pallet colours
- Fixed: Tau Assault Cannon Clip unable to be manufactured
- Nerfed: Plasma Grenade
- Nerfed: Tau Assault Cannon auto shot removed (it was just so hilarious OP!)
1.62 change log:
- Fixed (hopefully): Racial bases not spawning with the correct items (may be biased toward certain races.) Special thanks to Hobbes for helping me with this one!
Alert! New game required for it to properly apply the patch!1.61 change log:
- Fixed: Sound error with Heavy Machine Gun
1.6 change log:
- Fixed: Tau Shotgun unplayable
- Fixed: Multi Launcher ammunition unable to be manufactured
- Fixed: Auto Launcher ammunition unable to be manufactured
- Fixed: Alien Research no longer suffers from the "missing pistol" problem
- New: Compatibility with UFO Extender Accuracy
- New: New sprites for the Tau Weapons courtesy of ohartenstein
- New: New hitSound for the Tau Weapons
- Update: Heavy Machine Gun flogged with the Nerf Bat to better fit its role as a middle ground between Rifle and Auto-Cannon
1.51 change log:
- Fixed: racial alien bases not spawning!
1.5 change log:
- New: Multiple Grenade Launcher, three ammo types, HE, Stun, and Smoke.
- New: Heavy Machine Gun, three ammo types, AP, HE, and IN. Lighter, faster, and more accurate than the Auto-Cannon, but doesn't hit as hard.
- New: Multi Launcher (Alien Heavy Cannon), three ammo types, AP, HE, IN! Enjoy!
- New: Auto Launcher (Alien Auto Cannon), three ammo types, AP, HE, IN! Enjoy!
- New: Plasma Grenade, twice as much boom as the Alien Grenade~
- New: Stasis Grenade, not all grenades are lethal!
- New: Alien Gauss Weapons! Seven new weapons that can screw up your day with unique sounds, sprites, and animations!
- New: Laser Sniper Rifle! Finally!
- New: Tau Weapons! Research pays off! Strike back at the aliens with these unique weapons! They're hard to get though, so have fun~
- New: Flechette Weapons have a unique firing sound to tell them apart!
- New: Elerium Slugs! The Plasma Shotgun now has a single, accurate, high damage round it can fire in addition to the plasma burst from Cydonia!
- Restored: Heavy Cannon! A favourite heavy weapon has returned, complete with a new sprite and buffs!
- Restored: Auto Cannon! A new set of sprites and new sounds!
- Updated: Heavy Pistol has a new sprite!
- Updated: Small Rocket changed to Guided Rocket, two waypoints and 65 damage!
- Updated: Heavy Launcher can totally make your day suck!
- Updated: Racial alien bases! All aliens now have unique weapon sets for their bases! (makes getting Data Slates less obnoxious)
- Removed: Blaster Launcher. (I truly apologize for this one, but it was WAY broken!)
Please, for the love of all things holy to us alien-hating humans, report bugs immediately and with detail so I can fix them properly!