XCOM: Enemy Unknown

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DeadlyTitan

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srujanteja

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  1. srujanteja
    srujanteja
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    Change Log 2.1 - 

    --------------

    - Shredder Ammo Can Be Used By Gunners

    - Chameleon Suit Can Be Used By Everyone And Grants Concealment Perk

    - Chitin Plating Provides +1 DR

    - Reinforced Armor Name Changed To Utility Jacket And Gives Packmaster Perk

    - Restorative Mist Also Provides Adrenaline Surge 

    - Alloy Carbid Plating Provides +1 DR

    - Medic Perks Packmaster And Smoke And Mirrors Swapped

    - Gunner Perk Ready For Anything Replaced By Shredder Ammo 

    - Revamped Weapon Damage

    1. 99stars
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      I don't like necromancy, but I am genuinely stumped, and this is the only mod I can find that does what I want. 

      I am currently trying to get items to provide Packmaster for vanilla LW, but, while the perk does appear, the charge count for the items is not updated.

      I figure it's the same issue as trying to get an item to give lock n load, and your mod already helped me out with that so I figured I would ask: how would I go about getting your version of the packmaster perk out of the full mod and into a convenient UPK patch file?

      I tried to figure out what you did with the lock n load mod, but that's a seriously long piece of hex, of which I understood maybe 5% (that being the name of the variables and functions being called). The only think I got for reasonably sure is that you effectively reimplemented the single-move-reload ability in the mod, so that the item-given perk would grant it. Maybe. Probably.

      Surely there is a way to get those bit of code that you added, to make the item perks work like the perk-perks, out of the full mod and into a nice, convenient, separate UPK patch for basic Long War?

      Right?

      Something that doesn't require learning to read UPK hex?

      Pretty please with sugar on top?
    2. 99stars
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      OK, so, I accidentally left the test perk active and then went playing another mission... As it turns out, the perk actually works while on the tactical map, it just won't show the extra charge while in the loadout screen.

      So, I guess I don't need to do anything weird to the UPK files.

      It definitely didn't work with lock n load though, so thank you for that.
  2. srujanteja
    srujanteja
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    In response to post #59214206.


    Spoiler:  
    Show

    srujanteja wrote:


     
    In response to post #58581666. #58936921 is also a reply to the same post.


    Spoiler:  
    Show

    OtterbearII wrote: Hi DeadlyTitan,

    I love this mod! Thanks for all the hours of work, and for putting it up for us to use.
    I also enjoy modding and messing with the files quite a bit...and I've always wanted to edit the default ammo load-outs and extra mags amounts.
    How did you do this? Do I have to hack the .exe or is it a ini edit only?

    I'm really hoping to use Enhanced Soldier Customization - 1.0j-607-1-0j - (https://www.nexusmods.com/xcom/mods/607)
    Do you know if/why they would conflict?
    This mod unfortunately uses hex hacks, it seems it is messing things up

    I especially love your mod for the increase in weapon ammo load-outs and the solider/squad configuration saves. I suspect that may be where my problem lies.

    I realize this is a big ask...but I'm hoping that you can at least point me in the right direction. I'm a tad familiar with hex editing so if there is a way to fix this that way, I could give that a shot. Again, given a point in the right direction.

    Thanks again!

    PS:I used your casual/normal files, and on my first terror mission, I got Chryssalids with 20 HP!!! I'm not sure how casual this game is going to be.
    Its OK though...I know how to fix that. I was just wondering if somehow the files got reversed?

    srujanteja wrote: Hello, Thank you for your input its much appreciated and it makes me happy to see someone else other than people i know in real life are enjoying what i made, in fact i have been busy lately in making Version 3.0.1 which is 99.99% done and might upload the new one in a day or 2, This one is a huge update with lots of balance changes and other stuff, been working on this patch for awhile now.

    Unfortunately regarding the Enhanced solder customization mod i am unfamiliar with it, but i can make a guess as to what's the problem might be. My mod does use lots of Hex edits on its own to make some things work like explosions that does not destroy fragments and true concealment mod which tweaks the concealment mechanic and other stuff like eliminating ITZ penalty and plenty other stuff so it does not exactly have true matching offset hex records which might be the reason if you have encountered any errors. Either way its safe to backup the files before trying it out as most PatcherGUI mods are compatible with each other most of the time.

    I do not like to take credit for that solder/squad configuration, it all goes to tracktwo who made the awesome LoadoutManager mod.

    The default ammo loadouts and extra mags can be customized in the ini, no need for hex edits.

    About the 20 HP Chryssalids, it is intended and is just a balance thingy. This is actually a personal mod which i made for myself and for my friends, and is ment to remove the tedious RNG as much as possible from the long war and make it pure skill based and enjoyable for a casual player. In this mod our solders does considerably more damage than on longwar cause of how the perk trees are designed like for example a gunner with basic LMG can easily dish out 11 Damage when picked the right skills and equipment early game and that really kills the challenge, i mean its just no fun when all it takes is just one guy to take out a single most menancing alien in a single turn, in which case we wouldn't even need an XCom to start with. These changes are done as to complement the increased damage our solders do and to compensate the removal of tedious RNG from longwar. and not to forget the incredible amout of versatility added by all those perk addting items. So lets just say this isint normal longwar so expect 20 HP aliens to be very common and are no longer considered as bosses

    That said i am currently in my 6th campaign (just started a few days ago) and i am in June facing mutons.


    Hello again, and thank you for your very helpful response, srujanteja.
    As I previously mentioned, I too like to make extensive "tweaks" to files that I'm familiar with,(IE:Most ini files.), to remove the RNG as much as possible.
    (I cannot stomach the idea that the best soldiers on the planet - cannot hit the broad side of a barn from point-blank range.) From my experience so far; the only thing that makes this game challenging is the aim RNG,- UNFORTUNATELY!.
    Your last mod did a great job at reducing RNG and making the game very enjoyable. I am eager to try your latest rendition. I am however, a little reluctant, as I have spent the last month making extensive ini edits to just about every aspect of the game.(*I edited and re-arranged a lot of perks to increase aim and crit chance and, I think I may have made it too easy...lol) So, balancing this is tricky. I pull my hair out every time I miss an "in the face" shot...and imagine discussing the RNG aspect of the game with the devs, making various points WITH A BOAT ORE!

    Thanks for the info on the Loadout Manager mod, I really love that aspect of your compilation and cringe at the idea of loosing it, should I decide to try a different mod approach.

    I LOVE that I don't lose fragments with explosions...another GREAT part of your mod!

    Concerning ammo loadouts and extra mags: From what is stated by the long war devs, in the ini...the default "ammo per mag" is hard-coded and I assume cannot be changed without a hex-edit(?). I defaulted to giving the unlimited ammo perk(?) to everybody. (again, not the ideal solution, but the only way I could see to adjust it.)

    I would like to try your new and/or veteran difficulty edits, but I'm concerned that it would take me another month of editing to get things the way I like them. However, my "tweaks" have made the game a bit too easy, and I may do so anyway, to bring back the challenge a bit. (I'll just back up everything first.). I haven't even looked at your latest version yet. I am excited to see what you've done.

    This is completely off-topic I know but,...I really would like to extend the ranks available, as some classes could really use more available slots. for example: Medics have a ton of perks but can only pick the default amount. I know this is intended to force squad differences and such, and I don't want to give them everything, but its just frustrating to not be able to give some of these vital perks to personnel at max rank or higher...just a personal wish. Bottom line I guess, is that I'm wondering if you know if this can be done?

    Another off-topic ramble: I've looked at XCOM-2, and from what I've seen, it looks like XCOM with a facelift(?). It seems the underlying mechanics are the same, if not re-arranged a bit. Even most of the perks are the same.(See:Civilization versions 1-150). In some cases it looks as though they didn't even bother with changing the names. lol I was looking to give it a try...but...Do you think its worth it? Do you think the changes are dramatic enough to call it a new game? Just wanting some feed-back from someone who seems to have a better under-the-hood understanding of the game(s).

    Thanks again, srujanteja.
    I look forward to your newest version, and any modifications you may find enjoyable. I suspect that your ideas are shared by a lot more people than just myself. I am very grateful for all your hard work, and that you chose to let others enjoy it as well.

     


     
     
    The whole game revolves around either killing or getting killed, so aim is rather important and also tricky, make it too low and the game will be hell and wont be enjoyable, make it too high and the game would be too easy and not so enjoyable. That sense of pressure, and tense atmosphere provided by the Aim RNG is what makes the game enjoyable. Have you ever played any FPS games? if so then there should be plenty of times that you/we have missed a shot in close range and got killed by the other player. Consider these missing IN YOUR FACE shots as such, feels more realistic. 
     
    That fragment thing really bothered me since the beginning so i changed it for good. Also that concealment thingy, it was practically useless in long war like when the enemies flank you, you gets revealed, so i changed that too. 
     
    I have uploaded new images showing what's each class's role and how to build them. I have done this to help guide players, these are just suggestions and are there to give players better ideas on different types of build and their roles. 
     
    It is possible to have more ranks but that's going to need an entire UI change for the solder stats screen as it was not designed for more than what's provided, also it makes the game well easy. I Was also frustrated by the fact that there were too few Item slots so i made it so higher tire armors provide plenty of item slots, gives you that sense of progression.  
     
    I Strongly suggest you play Dynamic war with Quick and Dirty second wave option enabled, this would make the game much more enjoyable and less tedious and repetitive while still providing enough challenge and would not be so hellish compared to Normal one. 
     
    Coming to XCom 2, Consider it as a more refined XCom EW with new and refined enemies, refined abilities, refined mechanics and a new story not to mention the face lift. 
     
    Thank you for your input and good day. 


    Thanks again, srujanteja.
    Excellent response. I will give your suggestions a try .
    I like the changes and your images. I refer to them a lot.

    PS:How do you get "Miss-managed resources"? I don't think I've ever had that show up on my report.
     


     
     
    You can blame the exalt for that. You'll get it when you forget to scan for Intel and then the exalt steal your funds. 
     
    I did those images not only for others but also as a reference to me, cause when i go to work on a different game and then come back after a while, i'll have no clue as to how am i supposed to build them. More visible info = less time spend squandering plowing through my dev notes to get the info. Its good to know they are serving their purpose.   
    i'll upload the game play of a single mission or a few missions to you tube just as a reference. I always wanted to do it but had no time, maybe i'll do that tmw perhaps. 
  3. srujanteja
    srujanteja
    • member
    • 5 kudos


     
    In response to post #58581666. #58936921 is also a reply to the same post.


    Spoiler:  
    Show

    OtterbearII wrote: Hi DeadlyTitan,

    I love this mod! Thanks for all the hours of work, and for putting it up for us to use.
    I also enjoy modding and messing with the files quite a bit...and I've always wanted to edit the default ammo load-outs and extra mags amounts.
    How did you do this? Do I have to hack the .exe or is it a ini edit only?

    I'm really hoping to use Enhanced Soldier Customization - 1.0j-607-1-0j - (https://www.nexusmods.com/xcom/mods/607)
    Do you know if/why they would conflict?
    This mod unfortunately uses hex hacks, it seems it is messing things up

    I especially love your mod for the increase in weapon ammo load-outs and the solider/squad configuration saves. I suspect that may be where my problem lies.

    I realize this is a big ask...but I'm hoping that you can at least point me in the right direction. I'm a tad familiar with hex editing so if there is a way to fix this that way, I could give that a shot. Again, given a point in the right direction.

    Thanks again!

    PS:I used your casual/normal files, and on my first terror mission, I got Chryssalids with 20 HP!!! I'm not sure how casual this game is going to be.
    Its OK though...I know how to fix that. I was just wondering if somehow the files got reversed?

    srujanteja wrote: Hello, Thank you for your input its much appreciated and it makes me happy to see someone else other than people i know in real life are enjoying what i made, in fact i have been busy lately in making Version 3.0.1 which is 99.99% done and might upload the new one in a day or 2, This one is a huge update with lots of balance changes and other stuff, been working on this patch for awhile now.

    Unfortunately regarding the Enhanced solder customization mod i am unfamiliar with it, but i can make a guess as to what's the problem might be. My mod does use lots of Hex edits on its own to make some things work like explosions that does not destroy fragments and true concealment mod which tweaks the concealment mechanic and other stuff like eliminating ITZ penalty and plenty other stuff so it does not exactly have true matching offset hex records which might be the reason if you have encountered any errors. Either way its safe to backup the files before trying it out as most PatcherGUI mods are compatible with each other most of the time.

    I do not like to take credit for that solder/squad configuration, it all goes to tracktwo who made the awesome LoadoutManager mod.

    The default ammo loadouts and extra mags can be customized in the ini, no need for hex edits.

    About the 20 HP Chryssalids, it is intended and is just a balance thingy. This is actually a personal mod which i made for myself and for my friends, and is ment to remove the tedious RNG as much as possible from the long war and make it pure skill based and enjoyable for a casual player. In this mod our solders does considerably more damage than on longwar cause of how the perk trees are designed like for example a gunner with basic LMG can easily dish out 11 Damage when picked the right skills and equipment early game and that really kills the challenge, i mean its just no fun when all it takes is just one guy to take out a single most menancing alien in a single turn, in which case we wouldn't even need an XCom to start with. These changes are done as to complement the increased damage our solders do and to compensate the removal of tedious RNG from longwar. and not to forget the incredible amout of versatility added by all those perk addting items. So lets just say this isint normal longwar so expect 20 HP aliens to be very common and are no longer considered as bosses

    That said i am currently in my 6th campaign (just started a few days ago) and i am in June facing mutons.


    Hello again, and thank you for your very helpful response, srujanteja.
    As I previously mentioned, I too like to make extensive "tweaks" to files that I'm familiar with,(IE:Most ini files.), to remove the RNG as much as possible.
    (I cannot stomach the idea that the best soldiers on the planet - cannot hit the broad side of a barn from point-blank range.) From my experience so far; the only thing that makes this game challenging is the aim RNG,- UNFORTUNATELY!.
    Your last mod did a great job at reducing RNG and making the game very enjoyable. I am eager to try your latest rendition. I am however, a little reluctant, as I have spent the last month making extensive ini edits to just about every aspect of the game.(*I edited and re-arranged a lot of perks to increase aim and crit chance and, I think I may have made it too easy...lol) So, balancing this is tricky. I pull my hair out every time I miss an "in the face" shot...and imagine discussing the RNG aspect of the game with the devs, making various points WITH A BOAT ORE!

    Thanks for the info on the Loadout Manager mod, I really love that aspect of your compilation and cringe at the idea of loosing it, should I decide to try a different mod approach.

    I LOVE that I don't lose fragments with explosions...another GREAT part of your mod!

    Concerning ammo loadouts and extra mags: From what is stated by the long war devs, in the ini...the default "ammo per mag" is hard-coded and I assume cannot be changed without a hex-edit(?). I defaulted to giving the unlimited ammo perk(?) to everybody. (again, not the ideal solution, but the only way I could see to adjust it.)

    I would like to try your new and/or veteran difficulty edits, but I'm concerned that it would take me another month of editing to get things the way I like them. However, my "tweaks" have made the game a bit too easy, and I may do so anyway, to bring back the challenge a bit. (I'll just back up everything first.). I haven't even looked at your latest version yet. I am excited to see what you've done.

    This is completely off-topic I know but,...I really would like to extend the ranks available, as some classes could really use more available slots. for example: Medics have a ton of perks but can only pick the default amount. I know this is intended to force squad differences and such, and I don't want to give them everything, but its just frustrating to not be able to give some of these vital perks to personnel at max rank or higher...just a personal wish. Bottom line I guess, is that I'm wondering if you know if this can be done?

    Another off-topic ramble: I've looked at XCOM-2, and from what I've seen, it looks like XCOM with a facelift(?). It seems the underlying mechanics are the same, if not re-arranged a bit. Even most of the perks are the same.(See:Civilization versions 1-150). In some cases it looks as though they didn't even bother with changing the names. lol I was looking to give it a try...but...Do you think its worth it? Do you think the changes are dramatic enough to call it a new game? Just wanting some feed-back from someone who seems to have a better under-the-hood understanding of the game(s).

    Thanks again, srujanteja.
    I look forward to your newest version, and any modifications you may find enjoyable. I suspect that your ideas are shared by a lot more people than just myself. I am very grateful for all your hard work, and that you chose to let others enjoy it as well.
     


     
     
    The whole game revolves around either killing or getting killed, so aim is rather important and also tricky, make it too low and the game will be hell and wont be enjoyable, make it too high and the game would be too easy and not so enjoyable. That sense of pressure, and tense atmosphere provided by the Aim RNG is what makes the game enjoyable. Have you ever played any FPS games? if so then there should be plenty of times that you/we have missed a shot in close range and got killed by the other player. Consider these missing IN YOUR FACE shots as such, feels more realistic. 
     
    That fragment thing really bothered me since the beginning so i changed it for good. Also that concealment thingy, it was practically useless in long war like when the enemies flank you, you gets revealed, so i changed that too. 
     
    I have uploaded new images showing what's each class's role and how to build them. I have done this to help guide players, these are just suggestions and are there to give players better ideas on different types of build and their roles. 
     
    It is possible to have more ranks but that's going to need an entire UI change for the solder stats screen as it was not designed for more than what's provided, also it makes the game well easy. I Was also frustrated by the fact that there were too few Item slots so i made it so higher tire armors provide plenty of item slots, gives you that sense of progression.  
     
    I Strongly suggest you play Dynamic war with Quick and Dirty second wave option enabled, this would make the game much more enjoyable and less tedious and repetitive while still providing enough challenge and would not be so hellish compared to Normal one. 
     
    Coming to XCom 2, Consider it as a more refined XCom EW with new and refined enemies, refined abilities, refined mechanics and a new story not to mention the face lift. 
     
    Thank you for your input and good day. 
    1. OtterbearII
      OtterbearII
      • member
      • 0 kudos
      Thanks again, srujanteja.
      Excellent response. I will give your suggestions a try .
      I like the changes and your images. I refer to them alot.

      PS:How do you get "Miss-managed resources"? I don't think I've ever had that show up on my report.
  4. OtterbearII
    OtterbearII
    • member
    • 0 kudos
    Hi DeadlyTitan,

    I love this mod! Thanks for all the hours of work, and for putting it up for us to use.
    I also enjoy modding and messing with the files quite a bit...and I've always wanted to edit the default ammo load-outs and extra mags amounts.
    How did you do this? Do I have to hack the .exe or is it a ini edit only?

    I'm really hoping to use Enhanced Soldier Customization - 1.0j-607-1-0j - (https://www.nexusmods.com/xcom/mods/607)
    Do you know if/why they would conflict?
    This mod unfortunately uses hex hacks, it seems it is messing things up

    I especially love your mod for the increase in weapon ammo load-outs and the solider/squad configuration saves. I suspect that may be where my problem lies.

    I realize this is a big ask...but I'm hoping that you can at least point me in the right direction. I'm a tad familiar with hex editing so if there is a way to fix this that way, I could give that a shot. Again, given a point in the right direction.

    Thanks again!

    PS:I used your casual/normal files, and on my first terror mission, I got Chryssalids with 20 HP!!! I'm not sure how casual this game is going to be. ;)
    Its OK though...I know how to fix that. I was just wondering if somehow the files got reversed?
    1. srujanteja
      srujanteja
      • member
      • 5 kudos
      Hello, Thank you for your input its much appreciated and it makes me happy to see someone else other than people i know in real life are enjoying what i made, in fact i have been busy lately in making Version 3.0.1 which is 99.99% done and might upload the new one in a day or 2, This one is a huge update with lots of balance changes and other stuff, been working on this patch for awhile now.

      Unfortunately regarding the Enhanced solder customization mod i am unfamiliar with it, but i can make a guess as to what's the problem might be. My mod does use lots of Hex edits on its own to make some things work like explosions that does not destroy fragments and true concealment mod which tweaks the concealment mechanic and other stuff like eliminating ITZ penalty and plenty other stuff so it does not exactly have true matching offset hex records which might be the reason if you have encountered any errors. Either way its safe to backup the files before trying it out as most PatcherGUI mods are compatible with each other most of the time.

      I do not like to take credit for that solder/squad configuration, it all goes to tracktwo who made the awesome LoadoutManager mod.

      The default ammo loadouts and extra mags can be customized in the ini, no need for hex edits.

      About the 20 HP Chryssalids, it is intended and is just a balance thingy. This is actually a personal mod which i made for myself and for my friends, and is ment to remove the tedious RNG as much as possible from the long war and make it pure skill based and enjoyable for a casual player. In this mod our solders does considerably more damage than on longwar cause of how the perk trees are designed like for example a gunner with basic LMG can easily dish out 11 Damage when picked the right skills and equipment early game and that really kills the challenge, i mean its just no fun when all it takes is just one guy to take out a single most menancing alien in a single turn, in which case we wouldn't even need an XCom to start with. These changes are done as to complement the increased damage our solders do and to compensate the removal of tedious RNG from longwar. and not to forget the incredible amout of versatility added by all those perk addting items. So lets just say this isint normal longwar so expect 20 HP aliens to be very common and are no longer considered as bosses

      That said i am currently in my 6th campaign (just started a few days ago) and i am in June facing mutons.
    2. OtterbearII
      OtterbearII
      • member
      • 0 kudos
      Hello again, and thank you for your very helpful response, srujanteja.
      As I previously mentioned, I too like to make extensive "tweaks" to files that I'm familiar with,(IE:Most ini files.), to remove the RNG as much as possible.
      (I cannot stomach the idea that the best soldiers on the planet - cannot hit the broad side of a barn from point-blank range.) From my experience so far; the only thing that makes this game challenging is the aim RNG,- UNFORTUNATELY!.
      Your last mod did a great job at reducing RNG and making the game very enjoyable. I am eager to try your latest rendition. I am however, a little reluctant, as I have spent the last month making extensive ini edits to just about every aspect of the game.(*I edited and re-arranged a lot of perks to increase aim and crit chance and, I think I may have made it too easy...lol) So, balancing this is tricky. I pull my hair out every time I miss an "in the face" shot...and imagine discussing the RNG aspect of the game with the devs, making various points WITH A BOAT ORE!

      Thanks for the info on the Loadout Manager mod, I really love that aspect of your compilation and cringe at the idea of loosing it, should I decide to try a different mod approach.

      I LOVE that I don't lose fragments with explosions...another GREAT part of your mod!

      Concerning ammo loadouts and extra mags: From what is stated by the long war devs, in the ini...the default "ammo per mag" is hard-coded and I assume cannot be changed without a hex-edit(?). I defaulted to giving the unlimited ammo perk(?) to everybody. (again, not the ideal solution, but the only way I could see to adjust it.)

      I would like to try your new and/or veteran difficulty edits, but I'm concerned that it would take me another month of editing to get things the way I like them. However, my "tweaks" have made the game a bit too easy, and I may do so anyway, to bring back the challenge a bit. (I'll just back up everything first.). I haven't even looked at your latest version yet. I am excited to see what you've done.

      This is completely off-topic I know but,...I really would like to extend the ranks available, as some classes could really use more available slots. for example: Medics have a ton of perks but can only pick the default amount. I know this is intended to force squad differences and such, and I don't want to give them everything, but its just frustrating to not be able to give some of these vital perks to personnel at max rank or higher...just a personal wish. Bottom line I guess, is that I'm wondering if you know if this can be done?

      Another off-topic ramble: I've looked at XCOM-2, and from what I've seen, it looks like XCOM with a facelift(?). It seems the underlying mechanics are the same, if not re-arranged a bit. Even most of the perks are the same.(See:Civilization versions 1-150). In some cases it looks as though they didn't even bother with changing the names. lol I was looking to give it a try...but...Do you think its worth it? Do you think the changes are dramatic enough to call it a new game? Just wanting some feed-back from someone who seems to have a better under-the-hood understanding of the game(s).

      Thanks again, srujanteja.
      I look forward to your newest version, and any modifications you may find enjoyable. I suspect that your ideas are shared by a lot more people than just myself. I am very grateful for all your hard work, and that you chose to let others enjoy it as well.
  5. srujanteja
    srujanteja
    • member
    • 5 kudos
    V3.0.1 Uploaded. As of now there is no different veteran and normal mods, both are merged into a single mod and are available in 2 flavors one is to be used with the Dynamic war second wave option and the other is to be used without Dynamic war second wave option.  
     
    New cheat mod uploaded - Soft Cheat Mod - 
     
    Soft Cheat - 
    ---------
    - Build Based On V3.0.1 Dynamic War
    - Civilians have 99 HP 
    - Solders Weapons (SMG's, Assault Rifles, Carbines, Mec Basic, Shiv Basic, Battle Rifles) Have 150% AIM and does 99 Damage 
    - Aircraft have huge HP and Armor 
    - Avalanche missiles are modded to be 100% do less damage but have insane re attack time. 
    - Tac Armor, mec and shiv basic armor Have 99 HP and Gives 50 Mobility 
    - Aliens capture cannot fail.

     
    • Change Log V3.0.1 - Changes that effect Both Vet And Normal Versions 
      ----------------- 
      - Integrated Show Real Hit Chances Mod 
      - Changed INTERCEPTOR Engage Duration (Battle Speed)(From 10 ~ 15 And 15 To 20) (No Change In Dynamic War Mod) 
      - Increased Mec Guns Reaction Range To Match Its Weapons Range 
      - Increased LMG's Reaction Range To Match Its Weapon Range 
      - Increased Sawed Off ShotGun Range From 9 To 14 
      - Increased Maskmen Rifle Range And Reaction Range To 50 
      - Decreased Mec Flamethrower Radius From 180 To 120 
      - Increased Med Flamethrower Range From 8 To 12 
      - Integrated Enhanced Soldier Nicknames - Long War 
      - Changed Weapons Ammo Capacity 
      - Permanent Will Loss is 7 
      - Ghost Armor Perk Changed From Concealment To Low Cover. 
      - Ghost Armor Have Poison Immunity. 
      - Flake Ammo Have Deadeye Perk. 
      - Breaching Ammo Have Ranger 
      - Gunners Can Equip Armor Piercing Ammo, Engineers Cannot. 
      - Heat Ammo further Nerfed (From 75% to 50%) 
      - Corrected Descriptions of all armors. 
      - MSGT gain random stats after every mission, instead of every 3 missions. This is done so we can get back the lost will with its 30% chance every mission. 
      - Edited XComStrategyGame.UPK to make sure MSGT's do not gain extra HP, Def and Aim and only Gain Will. 
      - Carbines have +5 Aim (They already had it but it was +6 so i fixed it back to +5) 
      - Reduced Machine Pistols Aim Penalty to -5 from inconsistent numbers. 
      - Engineer Perk tree level repair and ranger swapped places 
      - Arc Thrower capture rate nerfed from 900 to 10. 
      - Infantry Perk Lock N Load Replaced With Bombard 


      Dynamic War Mod Changes - 
      ---------------- 
      - Integrated Exalt ini Tweak Mod 
      - Increased Fatigue Per Officer From 0 To 6 
      - Removed Max Fatigue Mod (Since It Makes Dynamic War Mod Too Easy) 
      - Increased INTERCEPTORs Repair Time To 288 From 144 
      - PSI Training Time Increased To 240 From 168 
      - Decreased Number Of PSI Testing Slots To 4 
      - Gene Mods Time Increased 50% 
      - Increased Mec Chop Up Duration To 15 Days 
      - Increased Mec Chop Up Cost 100% 
      - Faster To Get Arc Thrower (Cause Its Annoying If U Miss Sectoids In DW) 
      - Decreased Alien Containment Cost From 75 To 50 
      - Reduced Alien Containment Construction Time by half. 
      - Increased Item Elerium. Alloys, Meld Cost Multiplier 1.5x To 2x 
      - Increased Arc Thrower Cost From 100 To 450 
      - Increased Item Time From 1 To 1.5 
      - Dynamic War Changed To 0.5 And Missions Changed To 120 
      - Increased OTS Squad Size 2 Research Cost 2x 
      - Decrease Cost Of Weapons And Other Salvage Stuff 
      - Reduced Alloys(1 to 0.4), Elerium(20 to 6), Meld(1.0 to 0.6) Income 
      - Critical Wound Fatigue Penalty 12 
      - Integrated Virtual Reality Training Mod With 1 xp Per Day 
      - Deceased Alien Research Speed From 240 To 100 
      - Removed OTS Squad Size Upgrade Requirements
  6. aleks133
    aleks133
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    Hey, how did you do instant gene mods? Or atleast how to decrease thier time?
    1. srujanteja
      srujanteja
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      I Know Am Very late For The Reply But Hope It Still Helps At least Someone

      In Your DefaultGameCore.ini line - 3333 Change The DaysinTank

      Have A Good Day
  7. srujanteja
    srujanteja
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    As Of v3.0.0 All The Recommended Mods Are Merged To Make One Hassle Free Version. And Hence Are No Longer Needed.  

    Here After All Further Versions Shall Be Hassle Free

     


    Change Log V3.0.0 -

    ----------------------

    - Revamped Officer Promotions 

      - 4 Field Commanders

      - 4 Colonels

      - 8 Majors

      - 4 Captains

      - 4 Lieutenants 

     

    The Idea Is To Have At least 1 Field Commander Per Team Assuming U Harbor 4 Teams

     

    A Team Can Have 1 Field Commander, 1 Colonel, 2 Majors, 4 Captains

    B Team Can Have 1 Field Commander, 1 Colonel, 2 Majors, 4 Lieutenants

                        Or U Can Go For 

    A Team Can Have 1 Field Commander, 1 Colonel, 2 Majors, 2 Captains, 2 Lieutenants

    B Team Can Have 1 Field Commander, 1 Colonel, 2 Majors, 2 Captains, 2 Lieutenants

     

    While C And D Teams Will Only Have 1 Field Commander, 1 Colonel, 2 Majors Each

     

    Or Really Whatever Combination U Really Want Them. Am Just Sharing My Personal Preference. 

     

    Change Log V2.9.1 -

    -----------------------

    - Wider Spread Of Alien Defense Stat In Veteran Mod So That Aliens Gradually Grow In Time, Not Sudden Jump In Difficulty 

    - Increased Psi Chance To  70% 

    - Revamped Body Armor Stats

    - Increased Engineer Requirements Drastically 

    - Slowed Down Research Speed Significantly

    - increased construction of items and buildings cost, Meld And Alloys And Elerium Requirements

    - Mec And Shiv Armor Stats Revamped

    - Sniper And Gunner Double Tap Replaced By Light Em Up (Cause Double Tap Is Buggy And Annoying At Times) 

    - Pulse Research Revamped

    - Plasma Research Time increased

    - Reduced Alien Research Speed 

    - Decreased Dynamic War Missions Rate (For A More Relaxing But Still Tough As Nuts Dynamic War Game, Cause Less Missions = Less Resources

     

    - Cheat Mod Changes - 

      - NO INTERCEPTOR REPAIR Time

      - 100% psi Chance 

      - Pistol And SMG Damage Buff

     

     

    Change Log V2.9 -

    ---------------------

    - PSI XP Back To Normal (It Didnt Really Needed Any Adjustment In The First Place, My Bad) 

    - Aircraft Weapons Revamped (Now The Combat Is More Fluid And Enjoyable And Less Dependent On The Mercy Of The Great RNG GOD)

    - Increased Alien Harvest Resource Gain From Missions 

  8. srujanteja
    srujanteja
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    Change Log 2.8 -

    ---------------


    - Mec Carry 7 Items 

    - Mec Holo Targeter Turned Into Aim Assist - +5 Aim, Ranger Perk 

    - CCS Shifted To The Trumper From Knietic Strike Module

    - Goliath Mec VPT And RST Swapped 

    - Valk Mec Flush And Rapid Fire Swapped

    - Random Will Gain Changed 

    - changed xp and psi xp

    - MSGT gain random stats after every 3rd mission 

    - Shadow Armor Gives +10 Will

    - Aurora Armor Gives +15 Will 

    - Vortex Armor Gives +30 Will 

    - Solders Level Up Faster 

    - PSI XP Grind Is No Longer A Pain In The Back. Solders Gain PSI XP Faster, And Level Up Faster, No Longer Need To Do Over A Hundred Missions To Max Ur PSI Troops. 

    - Aliens Tech Up Faster 

    - Fixed Max Flat Damage Resistance Bug 

    - Adjusted Aliens HP And DR According To New Bug Fixed DR Values  

    - No Items Give Negative Will (All Items That Reduce Will No Longer Reduce Will)

  9. srujanteja
    srujanteja
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    Due To Difficulty The In Updating The Mod With Its Large Number Of Optional Mods, I'll Be Scrapping The Mod To Just 3 Modules Starting From Next Update (v2.8, Which Can Be Expected In About Some 2 To 3 Days) 

     

    Normal Mod - Default Setting Of The Mod, Aliens Will Have Normal Intended HP And No Additional Difficulty Like Extra Aim, Defence, HP Bonus For Aliens.  

     

    Veteran Mod - Aliens Gain +10 Aim, +20 Defense Over Time Depending On Their Research Level. Aliens Also Will Have Higher HP Than Normal Mod. 

     

    Cheat Mod - 

    - No fatigue times 

    - weapons are more accurate 

    - armor gives ton of hp and mobility 

    - Fragments give $100

    - Instant psi training

    - Instant gene mods

    - Instant ITEM Building 

    - Instant Building CONSTRUCTION 

    - Instant Excavation 

    - Tac Armor Have Big DR

    - aircraft weapons are better (Avalanche And Phoenix Cannons)

    - Instant Mec Troopers 

    - aircraft have huge hp 

    - enemies wil have less HP 

     

    New Commands - (Only Works On Cheat Mod)

    ------------

    Alt + m = toggle FOG (NOTE - Wont Reveal Hidden Aliens, To reveal Aliens U Need To Press Both Alt + M And Alt + L)

    alt + n = Disable Aliens Turn 

    Alt + l = Show All Aliens (Note - U Still Cant See Aliens If They Are Hidden In FOG)

     

    Note -

    -----

    Cheat Mod Is Meant For Retrieving Lost Game Progress In A Fast But Honest Way. Cheat Mod Only Helps U Finish Missions Faster, By Helping U Kill Aliens Faster. It Wont Help U Cheat Resources, Nor Will It Help U To Finish Research Projects Faster. You Should Still Work For Them By Doing Missions. Which Is Why I Never Provided Any Commands To Give Additional resources For Players.

     

     

    The Reason For Scrapping Down All The Additional Optional Mods Is Cause It Just Takes Too Much Time To Update Them All And Upload Them One By One Not To Mention Its A Lot Confusing Keeping Track On What Module U Have Edited. 

     

    This Just Eases My Work, No Longer Need To Edit All 20 Files When Someone Points Out At A Bug Or When Someone Suggests A Good Idea 

     

    Thank You 

  10. srujanteja
    srujanteja
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    Change Log 2.7 -

    --------------

    - Valkyrie Mec Perk Tree Fixed 

    - Heat Ammo Nerfed (From 100% to 75%)

    - Infantry Perk Ready For Anything Replaced With Tactile Sense 

    - Tweaked Aircraft Armaments- (Coil Guns Are Focused On Armor Penetration While Laser Cannons Focused On Raw Damage)

    - Increased Alien Weapons Costs A Bit (Since It Became A Staple For XCom $ Source)

    - Tweaked Alloys And Elerium Balance 

    - Will Stat Nerf (Its No Fun When No One Ever Panics, Also Makes Some Items/Perks Useless)

    - Updated Will Stat For All Classes (For Details Look At The Infographs Or Read The Read Me)

    - Goliath Perk Tree Tweaked

    - master sergeants no longer gain additional stats (cause it gets boring when all ur troops have 20 hp, 120 aim, 120 will, 20 defense, takes out the uniqueness out of the game)

    - Arc Rifle Disable Shot Fixed (Apparently should have never removed that sniper property lol my bad)