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  1. #1
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    Merciless for XCOM: Enemy Unknown

    The Merciless Experience
    http://xcom.nexusmods.com/mods/98/




    A Strategic and Tactical Enhancement Mod by Yzaxtol(Designer) and Amineri(Programmer)

    Contributors: BlackAlpha, Bokauk, Johnnylump
    Testers: Fredamora, Mezmure, Joote, Kalenics


    Mod Info


    This mod used Warspace Extension v1.72 as a base -
    http://xcom.nexusmods.com/mods/18

    I designed this mod because I believe that there wasn't enough 'Tough Choices' in the original game. Engineers and Satellites anyone?

    Every change I've made in this mod is to balance each and every choice that you might have to make. Be it choosing which ability you want for your Heavy, if you want to save a country from Panicking or gain Scientists for a research project. I have endeavoured to make those choices meaningful every step of the way. The choices you make will matter, every choice should come with great consequences, good and bad.

    Summary of the changes

    Tactical Combat

    The tactical section of the game has been overhauled, enemies now come in many different varieties, with new stats like regeneratio and damage reduction. These range from the Huge, slow, easy-to-hit Sectopod that's tougher then a coffin nail. To the elusive Thinman that is very hard to hit, but really only needs to be hit once. In Normal and Hard difficulties the AI have been unshackled to be much more aggressive and to hunt your team down.

    Equipment

    The weapon types each have their main strengths and weaknesses, so weapon choice is essential for eliminating aliens efficiently. Ballistic weapons are never-ending in supply, Lasers are accurate with unlimited ammo, Plasma weapons are highly dangerous but difficult to aim.

    Armours are now classed as 2 different types: Heavy, granting you substantialy more HP at the cost of mobility or Light, fragile with extra item slots but highly mobile.

    Many items have been modified to provide more meaningful choices throughout the entire campaign. For example Alien explosives though more damaging cover less ground than human explosives. Most Items now require time to be built. You will no longer be able to instantly build the gear that you require.

    UFO Combat

    UFO Combat has been re-modelled and now is another in-depth game-play section that you must decide to focus on or ignore. It takes multiple Interceptors to take down UFOs, they are slower now to allow you to catch them multiple times.

    You start with 4 Interceptors to help you get on your feet. Interceptors gain experience and become more accurate with their weapons the more UFOs they shoot down. There are 2 different types of weapon: Assault which does massive damage against un-armoured targets and Heavy which are capable of penetrating a Destroyer's or Battleship's Armour.

    Most of the resources for this game comes from shooting down UFOs so progressing through the UFO combat is a good way of staying on top of all production requirements.

    Resources

    A greater focus is now on collecting Alien Materials, the more advanced the technology you want to create, the more rare the material you will need will be. The Gray Market has been significantly improved with the value of the item in question heavily dependant on the usefulness of it. Damaged items now sell for next to nothing while the rare UFO Power Sources go for huge amounts of credits.

    Research

    The Tech-tree has been tweaked to allow for a more subtle twist on UFO combat and collecting resources. Also Light and Heavy armours can now be researched in any order instead of Heavy first. Items now cost roughly half of the materials required to research them, once you have finished a research you will have a good idea what the item will cost in materials, never feel like you wasted a research because you can't afford to create the item you wanted. Longer story-based research loosens the pressure for the player to finish the story.

    Panic System

    Panic is now a system that requires great attention, and it also scales with difficulty, though you are no longer rewarded greatly for it. You must decide when a country is worth preventing from defecting to the alien menace. Satellites are now significantly improved in combating panic, even being in the same continent prevents most countries from defecting. As long as you have the air-force to defend your satellites, they will help stem the flood of panic that is sweeping the planet.


    Soldiers

    When you receive recruits for the XCOM project, they may be experienced soldiers but their first sight of the alien menace could send them into a panic. Soldiers start out being pathetic and must be guided through their first mission before they start to kick arse and take names. All of the ability trees for the soldiers have been overhauled. Now the Supports have ample tools in their arsenal to help their teammates. Heavies are now slow, but unstoppable machine of war with unlimited supplies of ammo. Snipers now start with Squad-sight with extra training into special shots or extensive Overwatch training. Assaults now balance themselves between bringers-of-death or being indestructible juggernauts.

    Perk Tree has been uploaded as an Image.

    Miscellaneous

    Be immersed in your XCOM game as many of the game-like terms have been replaced with more in-character wording, Important Research Reports and Item descriptions have been modified to explain certain sublte gameplay changes. Light Plasma Rifle has been renamed to Plasma Carbine, just because. And many more....[/font]

    Current Plans for Future Versions

    Re-Design:
    + Create new Lean Mean Fighting Machine Perk Trees

    Re-Programming: (Hard)
    + Aliens granted Perks e.g. Holo-targeting on Drones (Re-balanced to compensate)
    + Aliens spawning in tactical squads with powerful leaders.
    + Wounded Aliens and Operatives will suffer Aim and Mobility penalties, but scale better with severity then Red Fog.
    + Include more items for SHIVs and more utility items.
    + Re-program the Ammo system for more creativity
    + Re-model the stats for Weapons (Shotgun = Damage focused, Sniper = Crit focus, Heavy = Fire-rate, Rifle = Standard)

    Known Issues

    + The Arcthrower will be visible in the operative's hands for the rest of the mission once used.
    + The Perk Tree cannot be selected with a 360 controller.
    + (Vanilla) Operatives will sometimes become unable to enter cover.
    + (Vanilla) Aliens that are supressing are immune to explosives.
    + (Vanilla) Aliens will sometimes Warp away from where they were revealed.


    Compatability

    Second Wave Options:

    Unplayable: New Economy,
    Buggy: Hidden Potential

    Recommended: Not Created Equal, High Stakes, Results Driven
    Personal Choice:Damage Roulette, Marathon

    Difficult: Red Fog, The Greater Good,
    Insanely Hard: Elerium-115, Total Loss, War Weariness, More Than Human

    Other Mods

    Note: Other mods must be installed AFTER Merciless is 100% verified installed.

    XCOM Toolboks
    This mod is compatible with Merciless with the latest version, just remember that it can revert changes made in merciless back to normal so remember to select EVERYTHING that you want to keep.

    Military Retexture Pack
    Military Retexture Pack works with this mod, I haven't found how to incorporate it into my installer as it involves some user input, the Reccomended Package order is:
    Weapon_Laser_Red.tpf
    Weapon_Ballistic_NoFluff.tpf
    Helmets.tpf
    Weapon.tpf
    Armor.tpf
    Last edited by Yzaxtol; 12-06-2013 at 03:13 PM.

  2. #2
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    Screenshots of the Mod:

    New Funding System - Similar to Original Game




    SHIV Loadout Screen now unlocked to allow using different weapon types.





    Light Armours granting mobility, defense and utility through extra item slots.





    Heavy Armours provide lots of protection from being wounded.
    The Arcthrower is now a Pistol. Pistols are now equal to Rifles after every Foundry upgrade. Choices, Choices.


    Last edited by Yzaxtol; 12-06-2013 at 03:13 PM.

  3. #3
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    Have work in about half an hour but will give this a spin when I get back today, been wanting to go back to X-com for the mods. I especially like the changes you've done for the SHIVS, I've always had a soft spot for drones. One question though, can SHIVS be given the Heavy's rocket ability? It would fit with the mobile weapons platform theme or would that be too OP?
    I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
    Death thought about it.
    "CATS", he said eventually, "CATS ARE NICE.

  4. #4
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    SHIVs are now expensive to research but easier to buy then operatives they end up soaking alot of damage off your valuable operatives in difficult fights. So adding rockets will make them, probably abit too OP.

  5. #5
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    Version 1.4 Change Log

    + UFO System now have Difficulty modifiers.
    + New Ammo system
    -Balistic weapons have High Ammo, Laser has Unlimited and Plasma Low Ammo
    -Ammo by weapon type goes from highest to lowest: Heavy, Rifle, Shotgun, Sniper, Pistol
    + New Weapon System
    - Sniper Rifles rely on critical hits
    - Shotgun rely on pure damage, low critical chance
    - Rifle and Heavy provide suppresion.
    - Heavy weapons rely on rate of fire to provide decent damage.
    + Aliens tweaked to accomodate new weapon statistics.
    + Heavies huge mobility nerf has been removed.
    + New Perk Trees, leaner and meaner then before
    + Many Bug fixes.

  6. #6
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  7. #7
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    Sigh, My first 2 posts have been deleted randomly and I have no idea why, is there a forum bug or something?

  8. #8
    Vector Jams O'Donnell's Avatar
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    Quote Originally Posted by Yzaxtol View Post
    Sigh, My first 2 posts have been deleted randomly and I have no idea why, is there a forum bug or something?
    They got flagged for moderation. If you edited them, you might have added too many links causing them to be auto-moderated.

  9. #9
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    Teaser for the latest beta:

    2013-06-15_00001.jpg

  10. #10
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    New V1.5 Beta Teaser


    Note: This IS a complete and utter rookie being granted new perks and stats through Items and Weapons.



  11. #11
    Secondary Hivemind Nexus Tikey's Avatar
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    Quote Originally Posted by Yzaxtol View Post
    New V1.5 Beta Teaser


    Note: This IS a complete and utter rookie being granted new perks and stats through Items and Weapons.
    That's quite interesting. But isn't it a bit game breaking?

  12. #12
    Secondary Hivemind Nexus
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    I see it more that it gives late game Rookies a chance instead of being cannon fodder.

  13. #13
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    Naturally I'm in full control of the aliens aswell, which are getting a similar perk buff, probably in Version 1.6.

    That rookie was actually using Not Created Equally and was better in every way, most rookies totally suck and require the boost from the equipment to even be useful in the later stages of a game.

    This was really just to showcase that the Sniper rifle grants Squadsight and HEAT Ammo is now an expensive item to build and is no longer solely under the Heavy's jurisdiction (HEAT Ammo wasn't finished and granted +10 will instead of the new -2 Hp for replacing armour plating to house the larger ammo, naturally the Beta will help iron out most of the balancing issues that plague major overhauls.)

  14. #14
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    Uploaded Version 1.5 Beta

    http://xcom.nexusmods.com/mods/98/

    Require Feedback:

    + Difficulty
    + New Items
    + New Perks Trees
    + New Class/Perk/Item combinations
    + New Weapon Balance
    + Any Bugs

  15. #15
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    http://xcom.nexusmods.com/mods/98/


    V1.5 Beta 5 now has automated .exe editing so everyone can now try it out without learning how to edit HEX Bytes.

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