NokiMo
Solarius Scorch
Solarius Scorch

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The X-Com Files version 1.6 is out!

In this version I have overhauled how AI units work: right now you can only have a small number of them (as they rely on a very rare resource to produce), but you can revive them after "death" as long as the wreckage was recovered. This should help with over-reliance on robots in the end game, and also make this entire arc a bit more grounded and transparent.

I also changed how EMP damage works, and introduced a new damage type BIO. While we've had EMP damage before, it was limited to pretty much one item, and now there's a whole range of weapons to fight robots (mainly yours, heh, heh). And the BIO damage was introduced for better handling of weapons like the Dart Rifle, which should work on organics only.

I also added a bunch of new equipment, such as new grenade types or a new dog suit. Special thanks to Brain_322, Alex D and Perturbator for their sprites - without them it would take a lot more time, and wouldn't look this good!

Two important additions are the result of new OXCE mechanics I could utilize. One is destruction of terrain with melee weapons, which allowed me to do away with the concept of "pseudo-melee weapons", which were in fact shooting weapons with a range of 1 - now they're proper melee weapons (except the chainsaw, which still feels more appropriate as as "pseudo-melee"). the other change is that melee attacks now provoke reactions, which really adds depth to melee combat in general (even though it's not nearly as pronounced in the mod as in for example X-Piratez).

And of course there are new missions, enemies, fixes etc. Enjoy!


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