XCOM: Enemy Unknown
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Bilfdoffle

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bilfdoffle

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About this mod

A minor balancing of the airgame. Overall intent of stingrays is to be a late/mid game upgrade (between lasers and plasma)

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Overall intent of stingrays is to be a late/mid game upgrade (between lasers and EMP/plasma)
Apply mod with patchergui
- made stingrays not unlimited
- changes the initial stores of stingray weapons to 0
- gates stingrays behind advance gauss
- lower air game consumable corpse requirements (easily configurable in the mod)
- remove aim bonus from large / medium UFOs
- EMP cannons require mechtoid cores instead of sectopod wrecks. I'm assuming this was supposed to be removed, but I'm lazy, so this was my fix. 

Merge changes from the DGC.ini, or rename and replace the whole file
- complete overhaul air game armor. 
- It now scales from 0 to 100%
- neither xcom nor UFOs can crit
- foundry projects should be considerably more meaningful
- completely redone xcom weapons
- each tier and foundry project is a 25% DPS upgrade and 5% penetration upgrade, though this is just a rule of thumb
- there's not currently a "penetration" line and "non-penetration" line, as I didn't think there was enough room there. It might come back eventually.
- Elerium Afterburner foundry project now requires elerium instead of alien propulsion
- Map speed should be able to accommodate many more encounters. I forgot I wanted to also remove the ability to send out damaged planes, but that's not terribly common anyways.

If you don't like these changes, the 1.20.03 version is otherwise fully compatible with 1.21.01. The patchergui portion of the mod should be documented enough to remove bits as well.


I haven't updated any of the localization, so a lot of stuff is wrong. you can use this spreadsheet to figure out what stuff does:
https://docs.google.com/spreadsheets/d/1XChhJaupRV-zL_T1PbEKzuv4dfSEhCH_QKd0GEcyLDo/edit#gid=395768991