![]() This mod changes this mechanic so that each alien base operates individually with number of supplies received being the major growth contributor. Instead all base grows in strength simultaneously at specific time. In base game, successful Supply mission have no effect at all. Independent alien base growth and meaningful supply missions + altered wave strength scaling It also eliminates strategy where player camp until full map reveal, which in particular makes Base Defense missions trivial due to how Alien AI works.ģ. Bombers now generate geoscape events in slightly increased frequency to compensate for this removal and still make them high-priority targets.įull map reveal, convenience measure, has been removed to make it more similar to old XCOM. Since Aerial Terror mission is identical to normal bomber interception and offers very little, it was removed. It also forces the player to maintain large fighter squadron to account for possibility of aerial terror - encouraging what is already popular Geoscape strategy. Removal of Aerial Terror + Full map reveal (terror and base defense) mechanic:Īerial Terror causes massive swing in funding in heavily luck-dependent manner, as success of aerial terror is often determined by site of the bombing rather than skill. The decision when to place base around this area is therefore more important.Ģ. More importantly, these two regions are highly sensitive to Xenonaut feedback, resulting in faster increase or decrease in funding given. Both regions have been boosted to make starting base here viable, but most of the boost has gone to Australasia which is now the third highest paying region. Indochina and Australasia account for ~29% of funding. The benefit of placing starting base here is protection of overwhelming number of regions. These five regions together still make up ~35% of the funding, but without full radar coverage, player should expect to gain the least amount. Northern Africa and Middle East especially offer negligible income and should be protected only to prevent defection. Although Europe and USSR is still major source of income, funding from other three regions have been cut drastically. Usual starting location around Egypt - covering Europe, USSR, Northern Africa, Southern Africa, and Middle East - has been nerfed. Although American base would protect highest source of funding, placing the starting base here is not ideal if the goal is to prevent any region from defecting. Northern America is the highest paying region accounting for ~36% of total funding but is extremely stable and unlikely to defect without failed terror mission, as North America and South America start out with ~700 relations value. However, the world map is now divided into three portions with distinct characteristics which all make for viable starting base location. Initial monthly funding and the maximum amount possible is kept identical to the original game. Geoscape funding rebalanced to allow for varied starting base location: Right click 'Xenonauts' on the Library -> Properties -> Beta -> 'community - Xenonauts: Community Edition branch' to opt in.ġ. THE MOD NEEDS TO BE PLAYED WITH THE COMMUNITY EDITION!!! Minimalist Minpatch should ideally be given the highest priority. This mod is culmination of minor modifications I made to Xenonauts to make it more enjoyable for me, with changes deliberately kept minimal in order to preserve much of the original gameplay, as is the case with CE Balance.
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