XCOM: Enemy Unknown
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Drake1Storm

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Drake1Storm

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About this mod

OBOH for short. This mod further specializes just about everything while removing some of the cheap parts of the game. WARNING!: This mod changes major parts of the game. Do not base tactical decisions on experience from the vanilla game. You have been warned.

Permissions and credits
Nearly everything about the various weapons and aliens has been changed.

-NOTE: This mod is still in development. All feedback is welcome on how to further balance the game. This mod is meant to make the game slightly harder with more emphasis on tactics, so try and keep all suggestions along these lines.

-NOTE2: This mod is best played with Second Wave options Not Created Equally and Damage Roulette turned on. You will thank yourself for the second one when you meet the mutons.

-Changes
Aliens:
Sectoids and Floaters have had their health improved.
Thinmen have been re-balanced to fit their scout/sniper role.
Mutons have traded in defense for health
All enemy mechanical robotic units have been supercharged
Chryssalids have been re-balanced to fit their role of "war-dogs"
All remaining late game units have been re-balanced. You have been warned.
Classic and impossible difficulty have had their aim and crit bonuses nerfed (removed in classic).

Weaponry:
Heavy weapons have had damaged lowered, but now have an accuracy bonus (more bullets=better chance to hit.)
Pistols now require reloading (except for laser pistol).
shotguns have had their range adjusted to be more like shotguns.
Sniper Rifles have had their damage reduced.

Laser Weapons no longer require reloading in exchange for no base chance of critical. They also provide a +5 will boost (Shiny new technology).

Plasma weapons now have increased critical damage and come with a +10 will boost (Evening the odds). Alien plasma weapons have also been given the same perks of soldier plasma.

Normal grenades now do less environmental damage and more enemy damage.
Alien grenades now do more damage, have a wider blast radius, and the same throw range as other grenades.
Psi grenades now have the same radius as normal grenades and the damage of an alien grenade, but with a chance of critical damage.
All rocket range, damage, and radius has been re-balanced.

All backpack equipment has been edited.
Arc thrower now goes in the pistol slot.

Misc:

Abduction and terror UFOs should now be intercept-able.
Panic has been tweaked (The whole continent freaking out over an abduction. Why?)
No more shooting teammates in the face (I did your job, devs...)
Chryssalids will now always infect off screen kills on classic.
Second Wave has been enabled (Not sure which work. Positive marathon and red fog do not).
Second Wave not created equally ranges have been edited to better reflect XCOM's position as humanities last hope.

Installation:
Run XCOM ini patcher using this for the patch file. Note, most of this will not run (or not run well) unless you play with steam in offline mode. Should also work if you replace other mod patch files with this, and run their patcher batch file.

Change Log:
Version 0.3
-Archangel armor has traded in some of its health bonus for a slight mobility and defense increase
-Fixed light plasma rifles. They should now, once more, have the damage of laser rifles.
-Set new environmental damage for weapons (damage*5= envirodamage). Pistols now have a -5 to environment damage, and shotguns have the same as assault rifles. Laser weapons have a +5, and plasma has a +10.
-Made it possible to have multiple "volunteer" ranked psi soldiers. If they survive long enough.
-Psi soldiers are now even rarer if you use the second wave option.
-Mutons are now more likely to use grenades on classic. Not as bad as impossible, but you may want to cherish your cover while it lasts.
-Decided against making crits impossible with lasers while flanking. If you get behind someone, what would stop you from carving your name in their hide?

Version 0.2
-The grapple range should actually be reduced now. It is now the same distance as the soldier base movement range, but with an added vertical component.
-The commander is no longer lying. Taking out the alien base now does, indeed, annoy the aliens.
-Sharp claws are now more likely to cut something vital.




Credit to taleden for making the ini patcher.

You are humanities last hope, Commander. Make us proud.