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Mutonizer

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mutonizer

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About this mod

Designed for: - Impossible Difficulty for the numbers. AIM and CRIT bonus are removed from enemies - Second Wave enabled with \"Not Created Equally\" and \"Absolutely Critical\" Enabled. - Lower HP, more Armor. - Double research times. - More UFO interceptions. - Various weapon modifications.

Permissions and credits
Welcome to the MUTONIZED Mod thread.

While there are plenty (and more everyday) mods popping up, I of course could not find what I wanted. People can make their own quite easily now, but balancing these changes is harder, so here is my version of it, after dozens of hours testing.
This is how I like to play (though some things are still being tweaked), it might not be suited for everyone.

This mod is meant to be played with:
- Impossible Difficulty (The AIM and CRIT bonus are removed, just wanted more enemies)
- Second Wave enabled with "Not Created Equally" and "Absolutely Critical" Enabled (These are the two best features, and they work perfectly).

I highly suggest not using Ironman mode because of the various issues with the game and the fact that modding may cause unsuspected behavior (though I did not encounter any through my lengthy play-tests).
Playing with anything else (difficulty or SW option) is beyond my concern.


The biggest change you will notice right at the start is the doubled research times. This makes scientists very viable and allows you to actively CHOOSE to tech rush as a viable option. You can of course instead just satellite rush as before and it's still viable.

Another thing you will notice is that flanking is now a formidable factor, or a very deadly one. Being flanked WILL screw you over, while flanking will down enemies very reliably. Various mobility factors were adjusted to play better with these changes.

Panic levels were adjusted as you will see in the notes. Overall, the goal is to be more under stress early on, but to avoid the "cascade" of never being able to come back. Later, with all the tech, there is not much change.

To use the 8 slot PSI labs, choose your first soldier normally, then use the keyboard for the rest. Use arrow down to go down, enter to select. You will not see the interface past the 4th slot, but they are there.

INSTALLATION:

1) To unlock SECOND WAVE properly if you have not finished the game.
- http://xcom.nexusmods.com/mods/7/

Note: This will change some of your settings. Be SURE to make a backup first, and don't forget to change your game settings again once you start the game.

2) To Install the mod.
- Download the "Mutonizer Modpatcher Pack" of the latest version.
- Extract this into your Xcom binaries folder, usually \Steam\steamapps\common\XCOM Enemy Unknown\Binaries\Win32 (or any relevant installation folder you used).
- Run "patcher.bat"

Note: This will create a copy of your original .exe file. You might want to make one yourself beforehand if you're overly paranoid.

The Future
- Tweak cover values so they become more relevant.
- Modify the "Revive" option.
- Offer even more UFO missions, more pressure at the beginning, without just making it just impossible.
- Find a way to allow for class selection (somewhere, somehow!)


CHANGE NOTES:
MUTONIZED v0.3, 20/10/2012

- Soldier random starting statistics narrowed to further avoid "soldier roulette" syndrome. Sadly the game only randomize by multiples of 5, but it became apparent that soldiers with 50 AIM were too much of a nuisance, especially when you can can be on the short end of the random drawing stick so easily.
- Workshop "multiples" lowered to be on par with laboratories now so that you don't end up not having enough engineers to build new workshops (was a bit stupid as default).
- Thinman HP slightly lowered. Thinman are DEADLY, but now with their HP at 3, they can be killed with one grenade if you choose to do so. That keeps them as a big threat (since this is still impossible, so tons of spawns), but now provides a better choice between the corpses or just...surviving, especially during council missions.
- The Arc Thrower does not require weapon swap anymore. It still goes into the pistol slot, but in-game, the stun option will appear while your main weapon is in hand.

MUTONIZED v0.2, 19/10/2012

- Lowered floater HP and mobility slightly. This is to lower the effects of their totally screwed up pathing, and make them less murderous with the flanking 100% crit change.
- Lowered Chryssalid HP slightly. These guys are supposed to swarm you on impossible (since zombies appear even in fog of war) but not take an entire squad to down.
- Increased Sniper mobility. Seemed logical and more interesting for either level 2 perks choice.
- Lowered Cyberdisc mobility. cf. Floater change above.



MUTONIZED v0.1, 18/10/2012

ITEMS
- All armors give more HP.
- Titan armor mobility reduced but will now offer 2 backpack slots.
- Archangel armor mobility reduced slightly but will now offer 2 backpack slots.
- All pistols (but laser pistol) will have ammunitions and therefore needs reloading.
- All laser weapons no longer need to be reloaded.
- All laser weapons will have slightly lower critical chance.
- All plasma weapons will have slightly lower aim.
- All plasma weapons will have slightly improved critical chance.
- All relevant weapons will have reduced environmental damage (no more one hit destruction of walls by plasma pistols).
- Ballistic pistol maximum damage upped. It's now on par with laser damage.
- All Sniper rifles will now include an Aim penalty. This makes them need a SCOPE (sniper rifle, heh!) to compensate.
- All Shotguns damage slightly improved.
- Arc Thrower is now a pistol and goes into the SideArm slot. In battle, you will need to swap to it as you would a pistol to use the ability.
- Frag Grenade now has increased range (same as Alien Grenade)
- Alien Grenade now has a slightly increased explosion radius.

SOLDIERS
- All soldiers now start with 2HP.
- Supports will gain slightly more WILL through levelling.
- Heavies will gain much more HP now.
- Heaavies will start with very reduced mobility, and it will get slightly better as they level.
- Assault will have better mobility, but lower Aim.
- Snipers will gain almost no HP overall.
- Tuned the LOW & HIGH for random soldiers so that you don't feel the need to do "Soldier roulette" all the time.

GENERAL TACTICAL LAYER
- Removed all Aim and Crit bonus on Impossible & Classic Difficulty.
- Rest of the difficulty effects for enemies are unchanged
- "Close Range" is now 10 tiles.
- Shotguns made even less useful at range but more useful at close range.
- Sniper rifles made a LOT less usable at close range.
- Panicked troops will no longer shoot friendlies (whoever did that needs to be shot!)
- Maximum critical hit damage reduced to 50% more than maximum weapon damage.

GENERAL STRATEGIC LAYER
- ALL research times are doubled. This includes Autopsies and Interrogations as well.

- The Council will pop up missions more often.
- More UFOs will show on the Geoscape.
- UFOs on mission will show on the Geoscape.
- Overall, there will be much more Geoscape action.
- Crashed UFOs will now stay 96 hours.
- Landed UFOs will now stay 72 hours.
- Terror & Abduction missions now last 48 hours.

- Laboratories now only need 5 scientists to build. You can now build them from the start.
- Workshops now only need 5 engineers to build. You can now build them from the start.
- PSI Labs now accept up to 8 people at the same time.
- Buldings will now take 2 days to destroy.

- Unchecked Terror mission WILL frak up the country a lot, and affect the continent slightly.
- Shooting down a UFO will slightly reduce panic but civilians don't care if you raid it afterwards.
- Abductions will barely move a continent (wether you defeat it or not). Countries targetted will still be "moved" however of course.
- Starting panic level reduced to 8 total.

- Satellites now take 10 days to build.
- Starting number of soldiers up to 20.

- Second Wave Enabled.