Follow TV Tropes

Following

History VideoGame / TheXCOMFiles

Go To

OR

Added: 701

Changed: 107

Is there an issue? Send a MessageReason:
None


* InfinityPlusOneSword: An ''actual sword'', even: the Ancient Katana. It does 50 cutting damage (already difficult for most enemies to resist), and it adds 30% of the user's psi strength, and ''70%'' of the user's melee skill to damage, on top of an exceptionally high accuracy (base of ''100%''). Agents can have up to 100 psi strength, and up to 150 melee accuracy[[note]]realistically, they'll top out at 120[[/note]], which means putting the sword in the right hands can do upwards of ''185 damage'' in a single strike, which is enough to bypass any armor ''in the game''. The disadvantage of having to get close to the target is massively offset by the sheer damage output of one 12-time-unit, 100% accurate attack. It also works [[spoiler: underwater, and in space]], and even in [[spoiler: the Dreamscape]]!

to:

* InfinityPlusOneSword: An ''actual sword'', even: the Ancient Katana. It does 50 cutting damage (already difficult for most enemies to resist), and it adds 30% of the user's psi strength, and ''70%'' of the user's melee skill to damage, on top of an exceptionally high accuracy (base of ''100%''). Agents can have up to 100 psi strength, and up to 150 melee accuracy[[note]]realistically, they'll top out at 120[[/note]], which means putting the sword in the right hands can do upwards of ''185 damage'' in a single strike, which is enough to bypass any armor ''in the game''. The disadvantage of having to get close to the target is massively offset by the sheer damage output of one 12-time-unit, 100% accurate attack. It also works [[spoiler: underwater, and in space]], and even in [[spoiler: the Dreamscape]]!Dreamscape]]! Getting it does, however, requiring defeating [[BossInMookClothing Lo Wo]], which is incredibly dangerous.


Added DiffLines:

** Defeating Cyberweb involves taking control of their battleship in [[spoiler: Dimension X]]. It's mentioned that [[spoiler: there's an entire alien civilization there that has proven hostile to humanity]], but the final mission briefing decides that it's not worth provoking anything with all the ''other'' stuff you have going on.
** Defeating any of the main cults (EXALT, Red Dawn, Black Lotus and Church of Dagon) notes that the cults themselves haven't been shut down, but as you've taken out the leader of the organization [[spoiler: or in the case of Black Lotus, cut off their link to their leader]], the remnants aren't going to be a world-endangering threat anymore, so you can ignore them.

Added: 1840

Changed: 636

Is there an issue? Send a MessageReason:
None


** There ''is'' an option in [=OpenXCOM=] to turn on night vision by pushing the Scroll Lock button, which makes everything (including your agents vision radii) much easier to see. But whatever you do, [[SchmuckBait do NOT push it]] while you're in [[spoiler: Dimension X]].



** Speaking of, ghost missions can be extraordinarily frustrating, as all of your weapons are ineffective against them[[note]]As with most things in XCOM, which is not strictly true: it ''is'' possible to shoot a ghost to death, but they only take about 10-15% damage from ballistic weapons and explosions, your main sources of damage when ghosts start becoming a problem[[/note]]. Until you realize that they have a crippling weakness to [[spoiler: electricity]], which turns things around. [[spoiler: Ghosts take full damage from electricity, but they are ''actually'' weak against Psi weapons, which do a lot more damage to them. You just won't have any good Psi weapons for a long time, unless you're able to reverse-engineer some ghost weapons]].



* InfinityPlusOneSword: An ''actual sword'', even: the Ancient Katana. It does 50 cutting damage (already difficult for most enemies to resist), and it adds 30% of the user's psi strength, and ''70%'' of the user's melee skill to damage, on top of an exceptionally high accuracy (base of ''100%''). Agents can have up to 100 psi strength, and up to 150 melee accuracy[[note]]realistically, they'll top out at 120[[/note]], which means putting the sword in the right hands can do upwards of ''185 damage'' in a single strike, which is enough to bypass any armor ''in the game''. The disadvantage of having to get close to the target is massively offset by the sheer damage output of one 12-time-unit, 100% accurate attack. It also works [[spoiler: underwater, and in space]], and even in [[spoiler: the Dreamscape]]!



* JumpedAtTheCall: Most (if not all) of X-Com stuff, but most prominently Chief Engineer. Though in his own words, he's in it solely for the gadgets.

to:

* JumpedAtTheCall: Most (if not all) of X-Com stuff, staff, but most prominently Chief Engineer. Though in his own words, he's in it solely for the gadgets.



** M.A.G.M.A.
* TheMenInBlack: Early on your organization seems to be the Men in Black. The black suits are your default outfit, you are a mysterious organization with some SF gear. Quickly subverted when you end up having to fight the real Men in Black during a [[spoiler:crop circles, alien abduction or cattle mutilation]] mission. They are a mysterious organisation dealing with Hybrid Network and covering up stuff like abductions.

to:

** M.A.G.M.A.
A. They're your allies for the most part, offering advanced technology in exchange for ''your'' advanced technology. [[spoiler: But the fact that one of your first missions to help them involves taking out experimental zombie troopers that had their implants hacked implies that the corporation is not on the up-and-up.]]
* TheMenInBlack: Early on your organization seems to be the Men in Black. The black suits are your default outfit, you are a mysterious organization with some SF gear. Quickly subverted when you end up having to fight the real Men in Black during a [[spoiler:crop circles, alien abduction or cattle mutilation]] mission. They are a mysterious organisation dealing with Hybrid Network and covering up stuff like abductions. [[spoiler: Turns out the Council decided to hedge their bets: XCOM is trying to stop the alien invasion, the Men in Black are trying to work ''with'' the aliens to make sure the Council stays on top of humanity while serving under the aliens.]]



* NotEnoughToBury: Some powerful weapons have a chance to destroy the target's body leaving no corpse and no loot if they hit the target hard enough.

to:

* NotEnoughToBury: Some powerful weapons have a chance to destroy the target's body leaving no corpse and no loot if they hit the target hard enough. Hitting an enemy with a flame weapon will ''incinerate'' the remains.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BoringButPractical: Once you actually get it, the [=BlackOps SmartRifle=] is one of the best ballistic weapons in the game. It has good damage, which only gets better once you get [[spoiler: Tritanium ammunition]], excellent weight for the class, a 50-round magazine, an inherent accuracy bonus from the smart technology, and a five-round autofire. Every single other human weapon is either strictly worse, or has a specific purpose[[note]]Shotguns are better at close range and against unarmored enemies; MAGMA Pulse Weapons are better against shielded but unarmored enemies but have lower range, ammunition and accuracy; explosives are dangerous; heavy weapons are impractically heavy but occasionally necessary[[/note]]. It can take a while to get the contacts needed to be able to purchase the weapon, but there's almost no reason to bother with anything else until you're able to reliably[[note]]as in, with laser weapons you ''make'' rather than ones you ''scavenge''[[/note]] replace it with laser weapons.

Removed: 629

Is there an issue? Send a MessageReason:
YMMV


* StopHelpingMe: Occasionally local militias, police or army may start a mission against monsters and you would face a difficult task of keeping them alive while fighting monsters.
** On most "civilian defense" missions, you'll have a pile of gear at your spawn point, the stuff you didn't equip to your agents. While this isn't a big deal when your spawn point is in your transport, it's a ''very'' big problem on things like Council defense missions, where civilians will see the big pile of weaponry and decide to pick up a gun and fight back. More often than not, this will result in them shooting ''your'' agents in the back.
Is there an issue? Send a MessageReason:
Gag Boobs was renamed to Boob Based Gag. Removing or moving entries that don't fit the description.


* ImpossibleHourglassFigure: Strix. With HartmanHips and GagBoobs (approaching NonMammalMammaries, since they give "energetic blood plasma" and substances that control lesser zombies).

to:

* ImpossibleHourglassFigure: Strix. With HartmanHips and GagBoobs (approaching NonMammalMammaries, since large NonMammalMammaries (since they give "energetic blood plasma" and substances that control lesser zombies).



* Main/JumpedAtTheCall: Most (if not all) of X-Com stuff, but most prominently Chief Engineer. Though in his own words, he's in it solely for the gadgets.

to:

* Main/JumpedAtTheCall: JumpedAtTheCall: Most (if not all) of X-Com stuff, but most prominently Chief Engineer. Though in his own words, he's in it solely for the gadgets.
Is there an issue? Send a MessageReason:
None


* BareYourMidriff: Some dossier pictures. Primarily Black Lotus Witches and Hybrid Infiltrators.
Is there an issue? Send a MessageReason:
EMMM disambig


* EenieMeenieMinyMoai: Common decoration for holiday resorts, same as in ''TFTD''.

Added: 23

Changed: 45

Is there an issue? Send a MessageReason:
Trope was renamed to Navel Deep Neckline, ZCE.


* BareYourMidriff / AbsoluteCleavage / {{Stripperriffic}}: Some dossier pictures. Primarily Black Lotus Witches and Hybrid Infiltrators.

to:

* BareYourMidriff / AbsoluteCleavage / {{Stripperriffic}}: BareYourMidriff: Some dossier pictures. Primarily Black Lotus Witches and Hybrid Infiltrators.



* Main/EvilMinions: Syndicate scientists and office employees.

to:

* Main/EvilMinions: EvilMinions: Syndicate scientists and office employees.


Added DiffLines:

%%* {{Stripperriffic}}:
Is there an issue? Send a MessageReason:
spoilered the spoiler


* TimedMission: Crop circles, alien abduction and cattle mutilation. If you don't kill or stun everybody in 10 turns, you will have to face a large wave of Men in Black reinforcements. And an even larger one if you're still there by turn 13. Usually it's pretty simple: find and stun the unlucky farmer. But occasionally you'll meet [[spoiler:zombies or Men in Black]].

to:

* TimedMission: Crop circles, alien abduction and cattle mutilation. If you don't kill or stun everybody in 10 turns, you will have to face a large [[spoiler:large wave of Men in Black reinforcements. And an even larger one if you're still there by turn 13.13]]. Usually it's pretty simple: find and stun the unlucky farmer. But occasionally you'll meet [[spoiler:zombies or Men in Black]].
Is there an issue? Send a MessageReason:
I fuss.


** Recent additions to the lore practically confirms this fact: the [[{{TheOmniscientCouncilOfVagueness}} Council of Earth]] that formed the X-Com organisation consists of factions that are trying to influence the world in their own ways. Notable members include [[spoiler:TheIlluminati (literally)]] and [[spoiler:the Majestic 12, a.k.a. [[{{AssassinsCreed}} The Brotherhood]]]].

to:

** Recent additions to the lore practically confirms this fact: the [[{{TheOmniscientCouncilOfVagueness}} Council of Earth]] that formed the X-Com organisation consists of factions that are trying to influence the world in their own ways. Notable members include [[spoiler:TheIlluminati (literally)]] and [[spoiler:the Majestic 12, a.k.a. [[{{AssassinsCreed}} [[Franchise/AssassinsCreed The Brotherhood]]]].



** There's also the inherent danger of the turn limit: these missions have a maximum duration of 10 turns. In the earlier versions of the mod, after 10 turns, the mission ended and ''everyone and everything'' on the mission was lost. Later versions replaced that with arrival of a large wave of Men in Black forces on turn 10. And if you cannot handle them or leave you will face another, ''harder'' wave at turn 13. Rokies tend to have far less Time Units than veterans, and the maps aren't all that small. Be quick.

to:

** There's also the inherent danger of the turn limit: these missions have a maximum duration of 10 turns. In the earlier versions of the mod, after 10 turns, the mission ended and ''everyone and everything'' on the mission was lost. Later versions replaced that with arrival of a large wave of Men in Black forces on turn 10. And if you cannot handle them or leave you will face another, ''harder'' wave at turn 13. Rokies Rookies tend to have far less Time Units than veterans, and the maps aren't all that small. Be quick.
Is there an issue? Send a MessageReason:
None


* AnarchyIsChaos: Surprisingly subverted. [[spoiler:One of the members of the Council, the Cult of Eris, promotes anarchy, but only out of belief that universal self-determination of all human beings is the best way to better humanity. They also promote [[{{InformationWantsToBeFree}} open distribution of knowledge and technology]].

to:

* AnarchyIsChaos: Surprisingly subverted. [[spoiler:One of the members of the Council, the Cult of Eris, promotes anarchy, but only out of belief that universal self-determination of all human beings is the best way to better humanity. They also promote [[{{InformationWantsToBeFree}} open distribution of knowledge and technology]].technology]]]].

Changed: 129

Is there an issue? Send a MessageReason:
Additional fix on timed missions.


* TimedMission: Crop circles, alien abduction and cattle mutilation. If you don't kill or stun everybody in 10 turns, all your agents outside the exit grid die. Usually it's pretty simple: find and stun the unlucky farmer. But occasionally you'll meet [[spoiler:zombies or Men in Black]].

to:

* TimedMission: Crop circles, alien abduction and cattle mutilation. If you don't kill or stun everybody in 10 turns, all your agents outside the exit grid die.you will have to face a large wave of Men in Black reinforcements. And an even larger one if you're still there by turn 13. Usually it's pretty simple: find and stun the unlucky farmer. But occasionally you'll meet [[spoiler:zombies or Men in Black]].

Changed: 599

Is there an issue? Send a MessageReason:
UF Os are no longer guaranteed to spawn near the base at the beginning; minor text edits


** Interceptors no longer can carry ray guns or MagneticWeapons, because anything advanced is powered by an elerium reactor. Even the previously existing InfinityMinusOneSword got removed .

to:

** Interceptors no longer can carry ray guns or MagneticWeapons, because anything advanced is powered by an elerium reactor. Even the previously existing InfinityMinusOneSword got removed .removed by making the craft unable to carry the needed weapon.



* NinjaPirateZombieRobot: So far, there are only ninja cyborgs in the unfinished Ninja Assassins arc.

to:

* NinjaPirateZombieRobot: So far, there are only ninja cyborgs in the unfinished Ninja Assassins arc.Assassin Clans Bank Robbery missions. Those are the remnants of the Black Lotus assassins turned cyborg by the Cyberweb.



* NotEnoughToBury: Some powerful weapons have a chance to destroy the target's body leaving no corpse and no loot.

to:

* NotEnoughToBury: Some powerful weapons have a chance to destroy the target's body leaving no corpse and no loot.loot if they hit the target hard enough.



** Additionally, unscrupulous scientists create militarized forms of the latter: zombie troopers, megazombies.
* PeninsulaOfPowerLeveling: Flying saucers before 1999 probably qualify. Several [=UFOs=] on "research" mission are guaranteed to land near your base in January 1997 and stay on the ground a few days -- long enough to reach them by car. Several more may appear randomly in 1997-1998, but not necessarily within your reach. They are crewed by Sectoids armed with plasma, shields and often psionics. If you win (hint: use cover), the spoils are worth a lot, though you won't be able to research most artefacts until much later.

to:

** Additionally, unscrupulous scientists create militarized forms of the latter: zombie troopers, troopers and megazombies.
* PeninsulaOfPowerLeveling: Flying saucers before 1999 probably qualify. Several [=UFOs=] on "research" mission are guaranteed to land near your base in January 1997 and stay on the ground a few days -- long enough to reach them by car. Several more may appear randomly in 1997-1998, but not necessarily within your reach. They are crewed by Sectoids armed with plasma, shields and often psionics. If you win (hint: use cover), the spoils are worth a lot, though you won't be able to research most artefacts until much later.



* SanitySlippage: While not a problem at first, eventually, most missions will have an "eerie atmosphere" or worse, an "oppressive atmosphere". These moods represent the amount of sanity damage your agents will take each turn. At high Sanity, agents get a boost to Energy and Morale regeneration, but at low Sanity, regeneration is penalized, and at very low levels, even Time Unit regeneration (normally 100% every turn) can be penalized. Sanity also doesn't automatically get restored at the end of combat either: agents will normally only get 3 points back ''per day''.
* ScrewThisImOuttaHere: This mod has many more missions that penalize letting them expire than the vanilla game, but it's still possible to arrive, see the situation is unwinnable and leave. Of course, if there are any civilians or crucial installations, you are penalized for leaving them to die or be destroyed.

to:

* SanitySlippage: While not a problem at first, eventually, most missions will have an "eerie atmosphere" or worse, an "oppressive atmosphere". These moods represent the amount of sanity damage your agents will take each turn. At high Sanity, agents get a boost to Energy and Morale regeneration, but at low Sanity, regeneration is penalized, and at very low levels, even Time Unit regeneration (normally 100% every turn) can be penalized. Extremely high Bravery (100+, which rarely occur naturally) can mitigate Sanity loss, but it won't remove the issue. Sanity also doesn't automatically get restored at the end of combat either: agents will normally only get 3 points back ''per day''.
* ScrewThisImOuttaHere: This mod has many more missions that penalize letting them expire than the vanilla game, but it's still possible to arrive, see the situation is unwinnable and leave. Of course, if there are any civilians or crucial installations, you are penalized for leaving them to die or be destroyed. But sometimes coming and leaving is preferrable to skipping the mission outright.



** It's ''expected'' that some missions will be too difficult to actual complete. Being completely surrounded at your arrival point will happen more often than not, and since you move first, the enemies will have full Time Units and ''will'' get reaction fire if you don't down them immediately. In those cases, it's usually better to hit the Abort Mission button and take the penalty: there will be other opportunities to succeed.

to:

** It's ''expected'' that some missions will be too difficult to actual actually complete. Being completely surrounded at your arrival point will happen more often than not, and since you move first, the enemies will have full Time Units and ''will'' get reaction fire if you don't down them immediately. In those cases, it's usually better to hit the Abort Mission button and take the penalty: there will be other opportunities to succeed.



* SnakePeople: Snakemen.

to:

* SnakePeople: Snakemen.Snakemen, like in the [[VideoGame/{{XCOMUFODefense}} original game]].

Added: 758

Changed: 758

Removed: 31

Is there an issue? Send a MessageReason:
More updated information regarding lore and tropes associated with it. Also fixed some writing to be consistent with internal naming conventions


* AnarchyIsChaos: Surprisingly subverted. [[spoiler:One of the members of the Council, the Cult of Eris, promotes anarchy, but only out of belief that universal self-determination of all human beings is the best way to better humanity. They also promote [[{{InformationWantsToBeFree}} open distribution of knowledge and technology]].



** Recent additions to the lore practically confirms this fact: the [[{{TheOmniscientCouncilOfVagueness}} Council of Earth]] that formed the X-Com organisation consists of factions that are trying to influence the world in their own ways. Notable members include [[spoiler:TheIlluminati (literally)]] and [[spoiler:the Majestic 12, a.k.a. [[{{AssassinsCreed}} The Brotherhood]]]].



* BalanceBuff: Sectoids went through several over the course of development. Earlier versions made psionic attacks much more frequent than in ''UFO''. As of 0.9.1 the psionics seem to be back to normal, but now they have force field shields. Killing them now requires to inflict all damage in the same turn. Still, not much of a problem, even with the starting Glock.

to:

* BalanceBuff: Sectoids went through several over the course of development. Earlier versions made psionic attacks much more frequent than in ''UFO''. As of 0.9.1 the psionics seem to be back to normal, but now they have force field shields. Killing them now requires to inflict all damage in piercing the shield first on the same turn.turn, since those partially regenerate. Still, not much of a problem, even with the starting Glock.



** You can use [[HeroicDog dogs]], and so can some of your enemies. You can also tame any [[RodentsOfUnusualSize Giant Rats]] you capture, after a little research, and even breed them to get more.

to:

** You can use [[HeroicDog dogs]], and so can some of your enemies. You can also tame any [[BatOutOfHell Shadowbats]] or [[RodentsOfUnusualSize Giant Rats]] you capture, after a little research, and even breed them the rats to get more.



** [[spoiler:Mrrshan (as in ''VideoGame/MasterOfOrion'')]] weapons appeared in version 0.6.8.

to:

** [[spoiler:Mrrshan (as in ''VideoGame/MasterOfOrion'')]] weapons appeared in version 0.6.8. Also, a special craft given to the player (Kitsune-106) is told to initially contain "...visual representations of humanoid forms with cat-like or bat-like ears.", which is another nod to the race.



*** orange for soldiers;

to:

*** deep orange for soldiers;



*** dark orange for leaders;

to:

*** dark orange red for leaders;



*** grey-blue for navigators.

to:

*** grey-blue light blue for navigators.



*** orange for soldiers;
*** grey-blue for beasmasters (medic equivalent);
*** dark orange for commanders;

to:

*** orange light blue for soldiers;
*** grey-blue for beasmasters (medic equivalent);
*** dark orange
red for commanders;



*** black for beasmasters (medic equivalent);



** Low-ranking Ethereals wear orange robes, members of their [[spoiler:Order]] wear white, [[spoiler:Keepers]] wear green, and the dreaded [[spoiler:Eliminators]] wear black. [[spoiler:Servitors]] wear red, but it's unclear if they should even be considered to be living things.

to:

** Low-ranking Ethereals wear orange robes, members of their [[spoiler:Order]] wear white, white (with the [[spoiler:Grand Matsters]] sporting a red banner on the front), [[spoiler:Keepers]] wear green, and the dreaded [[spoiler:Eliminators]] wear black. [[spoiler:Servitors]] wear red, but it's unclear if they should even be considered to be living things.



* DelinquentHair: Agents' hair styles vary greatly. Some of them obviously won't be welcome in any military or police force, but RagtagBunchOfMisfits called X-COM can't be picky.

to:

* DelinquentHair: Agents' hair styles vary greatly. Some of them obviously won't be welcome in any military or police force, but RagtagBunchOfMisfits called X-COM X-Com can't be picky.



* GunStruggle: If the shooter stands next to the target and the target has time units left, he'll try to push the gun aside. The outcome depends on their respective melee skills and random chance. If the shooter fails, he spends extra [=TUs=] turning in random direction and shoots there. Good news: your agents can defend themselves this way too, and after months of training their melee stat gets high enough to shoot most enemies point blank.

to:

* GunStruggle: If the shooter stands next to the target and the target has time units left, he'll try to push the gun aside. The outcome depends on their respective melee skills skills, the gun used (pistols are harder to stop than a minigun) and random chance. If the shooter fails, he spends extra [=TUs=] turning in random direction and shoots there. Good news: your agents can defend themselves this way too, and after months of training their melee stat gets high enough to shoot most enemies point blank.



** Werewolves and werecats are [[spoiler:artificial]] creatures combining human and animal genes. They are bipedal, covered with fur, smart (but no longer sapient as of 0.9.3), carnivorous and can eat humans.

to:

** Werewolves and werecats are [[spoiler:artificial]] creatures combining human and animal genes. They are bipedal, covered with fur, smart (but no longer sapient as of 0.9.3), carnivorous and can eat humans. Some can possess rudimentary PsychicPowers.



** Ghosts require several dozens of bullets to kill. The Asylum Apparitions mission requires a [[GuideDangIt different]] solution. [[spoiler: Energy weapons will being a ways away, it's important to remember that ''electricity'' is a type of energy.]]

to:

** Ghosts require several dozens of bullets to kill. The Asylum Apparitions mission requires a [[GuideDangIt different]] solution. [[spoiler: Energy weapons will being a ways away, it's important to remember that ''electricity'' is a type of energy.]]



* InfinityMinusOneSword: Thunderstorm interceptor with tritanium cannon. The best fighter that needs no elerium. Enough speed to catch all UFO types, but two. Enough hit points, agility and firepower to fight battleships one-on-one and survive (more often than not). And best of all, you can get it before 1999. Still, it cannot help against infiltrations[[note]]According to developers' notes, the country is successfully infiltrated the moment the second battleship arrives, shooting down earlier [=UFOs=] only delays the inevitable.[[/note]] or enemies that don't use flying craft.

to:

* InfinityMinusOneSword: Thunderstorm interceptor with tritanium cannon. The best fighter that needs no elerium. Enough speed to catch all UFO types, but two. Enough hit points, agility and firepower to fight battleships one-on-one and survive (more often than not). And best of all, you can get it before 1999. Still, it cannot help against infiltrations[[note]]According to developers' notes, the country is successfully infiltrated the moment the second battleship arrives, shooting down earlier [=UFOs=] only delays the inevitable.[[/note]] or enemies that don't use flying craft. [[{{Nerf}} Nerfed]] as of version 0.9.3 by replacing a Cannon hardpoint with a second Heavy Rocket hardpoint.



* Main/MagneticWeapons: Represented by Gauss weapons (used by [[spoiler:Reptoids]]) and their less advanced cousins, mass drivers.

to:

* Main/MagneticWeapons: Represented by Gauss weapons (used by [[spoiler:Reptoids]]) and their less advanced cousins, mass drivers.human-made Mass Drivers.



** The alien invasion threatens to expose ''all'' of this, which upsets the Council, who in turn demand XCOM deal with the problem.

to:

** The alien invasion threatens to expose ''all'' of this, which upsets the Council, who in turn Council. In turn, they demand XCOM deal with the problem.



* MindControlDevice: Psi-Amp, Psiclone, holy statues.

to:

* MindControlDevice: Psi-Amp, Psiclone, Skulljack holy statues.



** Interceptors no longer can carry ray guns or MagneticWeapons, because anything advanced is powered by an elerium reactor. But see InfinityMinusOneSword.

to:

** Interceptors no longer can carry ray guns or MagneticWeapons, because anything advanced is powered by an elerium reactor. But see InfinityMinusOneSword.Even the previously existing InfinityMinusOneSword got removed .

Changed: 24

Is there an issue? Send a MessageReason:
Slight text improvement of the edited part.


** There's also the inherent danger of the turn limit: these missions have a maximum duration of 10 turns. In the earlier versions of the mod, after 10 turns, the mission ended and ''everyone and everything'' on the mission was lost. Later versions replaced that with arrival of Men in Black reinforcements on turn 10. And if you cannot handle them or leave you will face another, ''harder'' wave at turn 13. Rokies tend to have far less Time Units than veterans, and the maps aren't all that small. Be quick.

to:

** There's also the inherent danger of the turn limit: these missions have a maximum duration of 10 turns. In the earlier versions of the mod, after 10 turns, the mission ended and ''everyone and everything'' on the mission was lost. Later versions replaced that with arrival of a large wave of Men in Black reinforcements forces on turn 10. And if you cannot handle them or leave you will face another, ''harder'' wave at turn 13. Rokies tend to have far less Time Units than veterans, and the maps aren't all that small. Be quick.

Changed: 220

Is there an issue? Send a MessageReason:
Small update to bring the mod info up to speed.


** There's also the inherent danger of the turn limit: these missions have a maximum duration of 10 turns. After 10 turns, the mission ends and ''everyone and everything'' on the mission is lost. Rookies tend to have far less Time Units than veterans, and the maps aren't all that small. Be quick.

to:

** There's also the inherent danger of the turn limit: these missions have a maximum duration of 10 turns. After In the earlier versions of the mod, after 10 turns, the mission ends ended and ''everyone and everything'' on the mission is was lost. Rookies Later versions replaced that with arrival of Men in Black reinforcements on turn 10. And if you cannot handle them or leave you will face another, ''harder'' wave at turn 13. Rokies tend to have far less Time Units than veterans, and the maps aren't all that small. Be quick.
Is there an issue? Send a MessageReason:
I fuss.


** Bibleic [[https://en.wikipedia.org/wiki/Nephilim Nephilim]] -- offspring of humans and fallen angels, usually translated as "giants" or "fallen ones" -- were an earlier experiment that used Ethereal rather than Sectoid DNA. Some of them may have survived the purge.

to:

** Bibleic Biblical [[https://en.wikipedia.org/wiki/Nephilim Nephilim]] -- offspring of humans and fallen angels, usually translated as "giants" or "fallen ones" -- were an earlier experiment that used Ethereal rather than Sectoid DNA. Some of them may have survived the purge.
Is there an issue? Send a MessageReason:
I fuss.


* SequenceBreaking: Normally you start researching and making high-tech alien devices -- such as ray guns or anti-graity -- only in 1999. It is possible to research alien alloys and Reaper and Sectoid autopsies (and alien containment) before mid-1997, but that's all. Unless you are CrazyPrepared enough to have an alien containment at every base, lucky enough to catch several landed [=UFOs=] between 1997-02 and 1998-12, good enough to capture several engineers and navigators, and [[SaveScumming lucky]] enough to get important technologies from interrogated aliens. The trickiest part is detecting the [=UFOs=] in time -- headquarters and intelligence centers have unlimited range, but low probability of detection; radars (researchable from mid-1997 or later) have short range, but higher probability; all of the above have prohibitively high costs, especially the HQ.

to:

* SequenceBreaking: Normally you start researching and making high-tech alien devices -- such as ray guns or anti-graity anti-gravity -- only in 1999. It is possible to research alien alloys and Reaper and Sectoid autopsies (and alien containment) before mid-1997, but that's all. Unless you are CrazyPrepared enough to have an alien containment at every base, lucky enough to catch several landed [=UFOs=] between 1997-02 and 1998-12, good enough to capture several engineers and navigators, and [[SaveScumming lucky]] enough to get important technologies from interrogated aliens. The trickiest part is detecting the [=UFOs=] in time -- headquarters and intelligence centers have unlimited range, but low probability of detection; radars (researchable from mid-1997 or later) have short range, but higher probability; all of the above have prohibitively high costs, especially the HQ.



* {{Unobtainium}}: Elerium-115 as in ''UFOEU''. Can be picked from intact UFO engines, an in the original game. The mod adds a twist that it can be extracted from alien ammunition, some other deices and even fuel traces from landed [=UFOs=]. Zrbite as in ''TFTD'', but it has fewer uses.

to:

* {{Unobtainium}}: Elerium-115 as in ''UFOEU''. Can be picked from intact UFO engines, an as in the original game. The mod adds a twist that it can be extracted from alien ammunition, some other deices devices and even fuel traces from landed [=UFOs=]. Zrbite as in ''TFTD'', but it has fewer uses.

Added: 345

Changed: 202

Removed: 135

Is there an issue? Send a MessageReason:
Merged per TRS


* UnintentionallyUnwinnable: In version 0.8.2, the game could not be completed, since a crucial artifact didn't spawn. It was fixed in 0.8.3.



* UnwinnableByMistake: In version 0.8.2, the game could not be completed, since a crucial artifact didn't spawn. It was fixed in 0.8.3.



* WeAREStrugglingTogether: [[spoiler:Men in Black are your enemy. But they turn out to be backed by the same countries that founded X-COM. While X-COM fights, they seem to be negotiating surrender.]] This arc isn't finished yet.

to:

* WeAREStrugglingTogether: WeAREStrugglingTogether:
**
[[spoiler:Men in Black are your enemy. But they turn out to be backed by the same countries that founded X-COM. While X-COM fights, they seem to be negotiating surrender.]] This arc isn't finished yet.
Is there an issue? Send a MessageReason:
Strafing clarification


** Agents can run (spending more energy, but less time units) and strafe (losing less time units for turning).

to:

** Agents can run (spending more energy, but less time units) and strafe (losing less time units for turning).turning and better reactions management).

Added: 4892

Changed: 3070

Removed: 187

Is there an issue? Send a MessageReason:
None


** Once you get your second promotion to XCOM: Paranormal Security Agency, you can order Land Surveys, at the cost of $50,000 per unit. They take 7 days to arrive, and 5 man-hours in the workshop to unpack, but they give you a random assortment of corpses and items from things like monster hunts. This can greatly advance your research if you're having trouble encountering a certain enemy, or help your manufacturing if you need more of the energetic blood plasma.
** The appropriate research, some of the more exotic weapons and devices made from creature parts can be purchased instead of requiring manufacturing.



** There's also the inherent danger of the turn limit: these missions have a maximum duration of 10 turns. After 10 turns, the mission ends and ''everyone and everything'' on the mission is lost. Rookies tend to have far less Time Units than veterans, and the maps aren't all that small. Be quick.



* DefeatMeansFriendship: If you capture an enemy dog alive, it's added to your kennel. Using other dog-like monsters isn't implemented yet.

to:

* DefeatMeansFriendship: If you capture an enemy dog alive, it's added to your kennel. Using other dog-like monsters isn't implemented yet.animal pen as a soldier. You can also capture and befriend rats and bats.



* EarlyBirdCameo: Reapers are the terror weapon of Floaters, who normally appear by spring of 1999. But a monster hunt with Reaper(s) may appear as early as December 1996.

to:

* EarlyBirdCameo: Reapers are the terror weapon of Floaters, who normally appear by spring of 1999. But a monster hunt with Reaper(s) may appear as early as December 1996.1997.



* EveryoneIsArmed: Civilians in terror and monster missions are not completely defenceless. More so for police. Even unarmed ones can use their fists. Hunters and warriors in "Strange Life Form" missions may kill a lone spineboar before you find it. 2018 changes to the engine AI made them more aggressive. Though, they still can die en masse.

to:

* EveryoneIsArmed: Civilians in terror and monster missions are not completely defenceless.defenseless. More so for police. Even unarmed ones can use their fists. Hunters and warriors in "Strange Life Form" missions may kill a lone spineboar before you find it. 2018 changes to the engine AI made them more aggressive. Though, they aggressive, and letting them pick up weapons from defeated enemies (or your agents). They still can die en masse.



** You can develop your own, as well. They're generally not very good for you, damaging health to restore other stats, but can be useful in a pinch.



** "Asylum Apparitions" mission usually appears before you get weapons that can kill or stun ghosts reasonably quickly. But disabling all enemies is not necessary to win, if you pay attention to the briefing.

to:

** "Asylum Apparitions" mission usually appears before you get weapons that can kill or stun ghosts reasonably quickly. But disabling all enemies is not necessary to win, if you pay attention to the briefing. [[spoiler: You need to find and destroy the seal that summoned them, instead.]]



** This can result in the absolutely ridiculous tactic of ''charging a heavy gun''. Because heavy weapons tend to impede melee skill, if you shoot at an enemy and fail to take them down, the next best thing might actually be to just run up to them and stand next to them. Most of the time, the AI will try to fire instead of moving away first, and if you win the Gun Struggle, they'll miss entirely. It's a ''very'' dangerous tactic, but can save lives.



** Ghosts require several dozens of bullets to kill. The Asylum Apparitions mission requires a [[GuideDangIt different]] solution.

to:

** Ghosts require several dozens of bullets to kill. The Asylum Apparitions mission requires a [[GuideDangIt different]] solution. [[spoiler: Energy weapons will being a ways away, it's important to remember that ''electricity'' is a type of energy.]]
** Red Dawn enemies above the rank-and-file (Pioneers and up) are surprisingly resistant to bullets as a consequence of their genetic modification, taking only 70% damage from bullets. Fortunately, they don't have very high hit points. [[spoiler: Coordinators, on the other hand, will mess you up.]] The best option for taking them down is copious amounts of fire.
** EXALT high level enemies have the same resistance to bullets as Red Dawn, but lower armor.



* LeftHanging: The game is still unfinished. As of version 0.9.2 (June 2018) you can fly to Mars and win the game, but you can't resolve the following subplots:
** Hybrids.
** Men in Black.
** Shogg (BeneathTheEarth).
** Cult of Apocalypse.
** Ghosts.
** Whoever ran Black Lotus.

to:

* LethalJokeWeapon: The UAC Stapler. It's a, well, stapler, that has a truly pathetic range of 4 tiles, and does zero damage beyond that. However, it's surprisingly accurate within those 4 tiles, very fast to fire in aimed shot mode, and does ''cutting'' damage, which most enemies in the game do not resist. It doesn't do ''a lot'' of cutting damage (10 points, with a bonus of 10% of the firing unit's ''Bravery'' for being stupid enough to use it), but it's a ranged weapon that can output a surprising amount of unresisted damage if you can get close enough to use it. [[spoiler: Once you get Tritanium melee weapons, it becomes useless, but it does have its niche.]]
* LeftHanging: The game is still unfinished. As of version 0.9.2 (June 2018) you can fly to Mars and win the game, being updated, but you can't resolve the following subplots:
** Hybrids.
** Men in Black.
** Shogg (BeneathTheEarth).
** Cult of Apocalypse.
** Ghosts.
** Whoever ran Black Lotus.
not all plotlines are necessarily resolved (by design).



** The Church of Dagon is controlled by, well, "sea god" Dagon.

to:

** The Church of Dagon is controlled by, well, "sea god" Dagon. [[spoiler: He lives in T'leth, the alien city from Terror from the Deep.]]



** As of version 1.8 the Black Lotus handlers haven't been implemented yet.

to:

** As of version 1.8 the Black Lotus handlers haven't been implemented yet. [[spoiler: It's known that they're being psionically dominated by a being from space, but beyond cutting that control, you can't confront her.]]



** The alien invasion threatens to expose ''all'' of this, which upsets the Council, who in turn demand XCOM deal with the problem.



* TheMenInBlack: Early on your organization seems to be the Men in Black. The black suits are your default outfit, you are a mysterious organization with some SF gear. Quickly subverted when you end up having to fight the real Men in Black during a [[spoiler:crop circles, alien abduction or cattle mutilation]] mission. They are a mysterious organisation dealing with Hybrid Network and covering up stuff like abductions. This arc isn't finished yet.

to:

* TheMenInBlack: Early on your organization seems to be the Men in Black. The black suits are your default outfit, you are a mysterious organization with some SF gear. Quickly subverted when you end up having to fight the real Men in Black during a [[spoiler:crop circles, alien abduction or cattle mutilation]] mission. They are a mysterious organisation dealing with Hybrid Network and covering up stuff like abductions. This arc isn't finished yet.



->The most important piece of information we have received from the Kiryu-Kai is: "The invasion will begin on the 1st of January 1999, 12:00 GMT."
The flying saucer activity does increase in 1999, but you may not notice immediately.

to:

->The most important piece of information we have received from the Kiryu-Kai is: "The invasion will begin on the 1st of January 1999, 12:00 GMT."
The flying
" [[note]]Flying saucer activity does increase in notably on January 1, 1999, but if you may don't have radar detection in place, you might not notice immediately.notice. If you don't, the Council will alert you to the fact, by pointing out that it's getting increasingly impossible to control information with all the UFO sightings happpening, usually in February.[[/note]]



** Same goes for security in mansion defence missions. Even when they have half-decent guns, they are unarmoured, and outgunned.

to:

** Same goes for security in mansion defence defense missions. Even when they have half-decent guns, they are unarmoured, and outgunned.



* ScrewThisIMOuttaHere: This mod has many more missions that penalize letting them expire than the vanilla game, but it's still possible to arrive, see the situation is unwinnable and leave. Of course, if there are any civilians or crucial installations, you are penalized for leaving them to die or be destroyed.
** Surf Time mission has no exit grid. You can only win or die. At least it's not that hard and the penalty for skipping isn't too high.
** In Black Lotus Party mission you need to fight your way from the first floor to the exit grid on the roof. Killing all enemies isn't much harder.

to:

* ScrewThisIMOuttaHere: SanitySlippage: While not a problem at first, eventually, most missions will have an "eerie atmosphere" or worse, an "oppressive atmosphere". These moods represent the amount of sanity damage your agents will take each turn. At high Sanity, agents get a boost to Energy and Morale regeneration, but at low Sanity, regeneration is penalized, and at very low levels, even Time Unit regeneration (normally 100% every turn) can be penalized. Sanity also doesn't automatically get restored at the end of combat either: agents will normally only get 3 points back ''per day''.
* ScrewThisImOuttaHere:
This mod has many more missions that penalize letting them expire than the vanilla game, but it's still possible to arrive, see the situation is unwinnable and leave. Of course, if there are any civilians or crucial installations, you are penalized for leaving them to die or be destroyed.
** Surf Time mission has Undercover missions have no exit grid. You can only win or die. At least it's not that hard and the penalty for skipping isn't too high.
** In the Black Lotus Party mission you need to fight your way from the first floor to the exit grid on the roof. Killing all the enemies instead isn't much harder.harder.
** It's ''expected'' that some missions will be too difficult to actual complete. Being completely surrounded at your arrival point will happen more often than not, and since you move first, the enemies will have full Time Units and ''will'' get reaction fire if you don't down them immediately. In those cases, it's usually better to hit the Abort Mission button and take the penalty: there will be other opportunities to succeed.



** As of 1.9, it's possible to get a ''lot'' of alien gear before the actual alien invasion begins. Random events might give you a Muton corpse, for example, and a lot of the cults have low-end alien gear, like lasers and plasma weapons. It's still not a guarantee, but by the time the aliens hit the ground, you could be walking around in advanced armor and blasting them with energy weapons almost immediately.



** There are also Smart Shotguns, Smart Rifles, Smart Sniper Rifles, and Smart Machineguns. Smart Magnums and Smart Shotguns are unique in that you have to make them yourself. The others, you can purchase from M.A.G.M.A.



** On most "civilian defense" missions, you'll have a pile of gear at your spawn point, the stuff you didn't equip to your agents. While this isn't a big deal when your spawn point is in your transport, it's a ''very'' big problem on things like Council defense missions, where civilians will see the big pile of weaponry and decide to pick up a gun and fight back. More often than not, this will result in them shooting ''your'' agents in the back.



* TechTree: Like in the original games, only much bigger and without the infamous ''TFTD'' [[GuideDangIt quirks]]. Furthemore, the engine allows to browse the tree entries (press "q" in Geoscape), because even some mod authours occasionally get lost.

to:

* TechTree: Like in the original games, only much bigger and without the infamous ''TFTD'' [[GuideDangIt quirks]]. Furthemore, the engine allows to browse the tree entries (press "q" in Geoscape), because even some mod authours authors occasionally get lost.



* UnderTheSea: Underwater missions against Deep Ones and their masters. The problem: you can't see underwater anywhere as well as actual underwater races, and the choice of weapon and armour is greatly reduced.

to:

* UnderTheSea: Underwater missions against Deep Ones and their masters. The problem: you can't see underwater anywhere as well as actual underwater races, and the choice of weapon and armour armor is greatly reduced.reduced. [[spoiler: Advanced underwater armor, starting with Plastic Aqua-Armor, increases your sight range and reduces the penalties you take.]]



** The research during the [[spoiler:Dagon]] arc leads you to believe this enemy is going to be far more challenging than your previous enemies, with him being the expy of [[spoiler:Cthulhu and "The Ultimate Alien" from ''TFTD'']] and difficulty scaled accordingly. But actually [[spoiler:he won't wake up until 2040s and started to build an army only recently. His arc ends with the destruction of tasoth factory.]]

to:

** The research during the [[spoiler:Dagon]] arc leads you to believe this enemy is going to be far more challenging than your previous enemies, with him being the expy of [[spoiler:Cthulhu and "The Ultimate Alien" from ''TFTD'']] and difficulty scaled accordingly. But actually [[spoiler:he won't wake up until 2040s and started to build an army only recently. His arc ends with the destruction of tasoth the Tasoth factory.]]



* {{Unobtainium}}: Ellerium-115 as in ''UFOEU''. Can be picked from intact UFO engines, an in the original game. The mod adds a twist that it can be extracted from alien ammunition, some other deices and even fuel traces from landed [=UFOs=]. Zrbite as in ''TFTD'', but it has fewer uses.

to:

* {{Unobtainium}}: Ellerium-115 Elerium-115 as in ''UFOEU''. Can be picked from intact UFO engines, an in the original game. The mod adds a twist that it can be extracted from alien ammunition, some other deices and even fuel traces from landed [=UFOs=]. Zrbite as in ''TFTD'', but it has fewer uses.


Added DiffLines:

* WeaksauceWeakness: Human enemies always, ''always'', have a massive vulnerability to choke damage, making knockout grenades, with their measly 20 damage, actually ''much'' stronger than they appear to be. The only reason knockout grenades aren't ''more'' powerful is because they have to be manufactured, and are prohibitively time-consuming to create.


Added DiffLines:

** The UN created XCOM as a bureaucracy agency, but early research quickly reveals that the UN is under the control of the Council of Earth, a shadowy cabal that consists of every nation that's funding your efforts. As it turns out, the Council of Earth is a DeadlyDecadentCourt, comprised of multiple factions with competing agendas. While the cults are a threat to everyone, the ''backers'' of the cults (for example, the Syndicate or Cyberweb) are generally either under the control of, or supported by, factions within the Council. In order to take down those organizations, you need to prove beyond a shadow of a doubt that they are dangerous to humanity as a whole, at which point the Council (through the UN) will give you authorization to destroy them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ImplacableMan: Syndicate Soldiers have exceedingly good armor, and when you fight them, your primary weapons will be kinetic, which they take reduced damage from (70%), meaning they can walk through a hail of fire with no or minimal damage and gun down your agents. The best option for taking them down is chemical weapons (if you have them), electrical weapons, stun weapons or fire (and to a lesser extent, grenades or explosives). Once you have a reliable source of usable energy weapons, they are much more manageable, taking 130% damage from those weapons. And then the Syndicate fields their [[spoiler: Supersoldiers and Minotaurs]], which are just as hard to hurt and have ''huge'' health pools.
* ImprobableAimingSkills: If your agents survive, and you manage to get them good weapons, hit chances in excess of 100% are not only possible, but likely, especially with advanced Smart weaponry or sniper rifles in aimed shot mode. The Arasaka 3000 is especially notable: it's decently powerful and has a very high ''snap'' shot accuracy, even at long ranges, making it very useful from about mid-1997 to late 1998 (when most enemies have high kinetic resistance). Unfortunately, higher level enemies ''also'' have exceptional aiming skill, and are usually armed with weapons that have high inherent accuracy as well, meaning your agents ''will'' get shot. Constantly.
Is there an issue? Send a MessageReason:
De-wick The Reptilians per TRS. Example was ZCE - Reptilian Conspiracy or Lizard Folk?


* TheReptilians: Reptoids. [[spoiler:Based BeneathTheEarth]]. This arc isn't finished yet.

Added: 241

Changed: 958

Removed: 789

Is there an issue? Send a MessageReason:
Minor updates to reflect lore changes in the mod, some typos fixed


** Its more advanced counterpart, the bulletproof coat.



** You can use [[HeroicDog dogs]], and so can some of your enemies. You can also tame any [[RodentsOfUnusualSize Giant Rats]] you capture, after a little research.

to:

** You can use [[HeroicDog dogs]], and so can some of your enemies. You can also tame any [[RodentsOfUnusualSize Giant Rats]] you capture, after a little research.research, and even breed them to get more.



* BlackMarket: Where alien technology is sold. Also some weapons can only be bought from your enemies' suppliers.

to:

* BlackMarket: Where alien technology is sold. Also some weapons can only be bought from your enemies' suppliers.suppliers, if you can't purchase them legally.



** Played straight for new line of antimatter-powered blaster weapons. They are stated to be limited, but very large.

to:

** Played straight for new line of antimatter-powered blaster turbolaser weapons. They are stated to be limited, but very large.



* BreastPlate: Female tomb guardians wear those. But so far, there are no male tomb guardians.

to:

* BreastPlate: Female tomb guardians wear those. But so far, there are no male tomb guardians.



** The author stated they are going to change once MookMaker is implemented in the engine.
* BriefcaseFullOfMoney: Part of the loot in some missions. Worth $100 000 each. There are also money bags worth $500 000. And later a scaled-down version "wad of money" was added (worth $5000). Unfortunately, grabbing money and escaping is rarely an option, since reaching it usually requires neutralizing most of enemies on the map.

to:

** The author stated they are going to change once MookMaker is implemented in the engine.
* BriefcaseFullOfMoney: Part of the loot in some missions. Worth $100 000 each. There are also money bags worth $500 000. And later a scaled-down version "wad of money" cash" was added (worth $5000). Unfortunately, grabbing money and escaping is rarely an option, since reaching it usually requires neutralizing most of enemies on the map.



* CommonplaceRare: Building Avenger now requires [[spoiler:"Alien Electronics"]]. Despite the name, it doesn't appear at every UFO or underground base. To get some, the player needs to [[spoiler:[[GuideDangIt disassemble]] certain dead enemies: Cyberdisk, Cybermite, Obliterator]].

to:

* CommonplaceRare: Building Avenger now requires [[spoiler:"Alien Electronics"]]. Despite the name, it doesn't Alien Electronics don't appear at on every UFO or underground base. To get some, the player needs to [[spoiler:[[GuideDangIt disassemble]] certain dead enemies: Cyberdisk, Cybermite, Obliterator]].



** Low-ranking Ethereals wear orange robes, members of the Order wear white.

to:

** Low-ranking Ethereals wear orange robes, members of the Order their [[spoiler:Order]] wear white.white, [[spoiler:Keepers]] wear green, and the dreaded [[spoiler:Eliminators]] wear black. [[spoiler:Servitors]] wear red, but it's unclear if they should even be considered to be living things.



* CoupDeGrace: Take the unconscious enemy in one hand and a melee weapon in another, and "Execute" appears among available attacks. Useful against zombies, who tend to get stunned easier than killed, but don't bleed and recover consciousness after several turns. Also useful against ImmuneToBullets enemies, when you are out of flamethrower fuel or flares, but still have stunners. Too bad 4-tile enemies can't be picked up and have to be shot the old way.



* DropTheHammer: Sledgehammer is an uncommon and very sought melee weapon.

to:

* DropTheHammer: Sledgehammer is an uncommon and very sought after melee weapon.



* EmergencyWeapon: GoodOldFisticuffs became available since version 0.9.0. Civilians suddenly became quite capable of beating early enemies. Using ranged weapons as clubs is still impossible, unlike some other mods.

to:

* EmergencyWeapon: GoodOldFisticuffs became available since version 0.9.0. Civilians suddenly became quite capable of beating early enemies. Using ranged weapons as clubs is still impossible, unlike some other mods.mods, with a notable exception of bayoneted SKS rifle.



** Averted for X-COM agents. Unlike the original games, when agents wear armour, they hold helmets in their hands on the inventory screen.

to:

** Averted for X-COM agents. Unlike the original games, when agents wear armour, they hold helmets in their hands on the inventory screen.screen, unless the outfit in question does not allow helmet removal.



* Main/JumpedAtTheCall: Most (if not all) of X-Com stuff, but nost prominently Chief Engineer. Though in his own words, he's in it solely for the gadgets.

to:

* Main/JumpedAtTheCall: Most (if not all) of X-Com stuff, but nost most prominently Chief Engineer. Though in his own words, he's in it solely for the gadgets.



** As of version 0.9.5.1 the Black Lotus handlers haven't been implemented yet.

to:

** As of version 0.9.5.1 1.8 the Black Lotus handlers haven't been implemented yet.



** The fan-named "lethal injection" -- [[NoRangeLikePointBlankRange shooting from an ajacent tile]] -- no longer works as before. A target with time units will start GunStruggle, see above.

to:

** The fan-named "lethal injection" -- [[NoRangeLikePointBlankRange shooting from an ajacent adjacent tile]] -- no longer works as before. A target with time units will start GunStruggle, see above.



* {{Transhuman}}: Cyberweb members claim to be ones. Their version of transhumanism includes TranshumanTreachery.

to:

* {{Transhuman}}: {{Transhuman}}:
**
Cyberweb members claim to be ones. Their version of transhumanism includes TranshumanTreachery. TranshumanTreachery.
** X-Com agents also get upgrades eventually, either cybernetic, biological, or psionic.
Is there an issue? Send a MessageReason:
Metamorphs

Added DiffLines:

** Metamorphs, which are ''directly'' inspired by ''Franchise/TheThing''.
Is there an issue? Send a MessageReason:


** Subverted for EXALT Masters. While they do look like a BadassGrandpa, their stats are moderate.
Is there an issue? Send a MessageReason:
beastmaster


** You can use [[HeroicDog dogs]], and so can some of your enemies.

to:

** You can use [[HeroicDog dogs]], and so can some of your enemies. You can also tame any [[RodentsOfUnusualSize Giant Rats]] you capture, after a little research.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* StalkedByTheBell: After you discover a way to defeat a particular organization, you may decide to TakeYourTime. Maybe rob their HQ once or twice more. Maybe wait for that special mission that unlocks the next stage much earlier. Maybe try to get that useful artefact. Well, be careful. Not dealing with them swiftly leaves your reputation vulnerable. Starting next month you may get "slander" missions, when you have 2-3 hours to reach the site or face 500 score penalty (for comparison: each dead civilian is 30 and ignoring a terror site is 1000).

Added: 903

Changed: 742

Is there an issue? Send a MessageReason:
None


** Viewing enemy information in battle: portrait, species/affiliation, rank and weapons in hands.

to:

** Viewing enemy information in battle: portrait, species/affiliation, rank and weapons in hands.hands. [[{{Nerf}} Used to]] show rank too.



* DefeatMeansFriendship: If you capture an enemy dog alive, it's added to your kennel.

to:

* DefeatMeansFriendship: If you capture an enemy dog alive, it's added to your kennel. Using other dog-like monsters isn't implemented yet.



* TheManBehindTheMan: The Church of Dagon is controlled by, well, "sea god" Dagon. EXALT is secretly run by [[spoiler:Hybrids, who do the bidding of Cydonian aliens]]. Red Dawn isn't directly run by any outside force, but they pick the scraps from [[spoiler:Cyberweb, who has connections in another dimension]]. As of version 0.8.2 the Black Lotus handlers haven't been implemented yet.

to:

* TheManBehindTheMan: Of the first four well-defined enemies three unlock next enemy.
**
The Church of Dagon is controlled by, well, "sea god" Dagon. Dagon.
**
EXALT is secretly run by [[spoiler:Hybrids, who do the bidding of Cydonian aliens]]. aliens]].
**
Red Dawn isn't directly run by any outside force, but they pick the scraps from [[spoiler:Cyberweb, who has connections in another dimension]]. dimension]].
**
As of version 0.8.2 9.5.1 the Black Lotus handlers haven't been implemented yet.



* Main/{{Mordor}}: [[spoiler:What the Reptoids plan to do with the planet Earth.]]

to:

* Main/{{Mordor}}: Main/{{Mordor}} / HostileTerraforming: [[spoiler:What the Reptoids plan to do with the planet Earth.]]



** Middle click no longer reveals enemies' ranks (which was kinda programmer's oversight). Go figure if this Black Lotus [[{{Mook}} Warrior]] is actually an [[DemonicSpider Assassin]] (requiring extreme caution and firepower). Or which of Sectoids is the engineer you desperately need to question.



* NintendoHard: Mainly by limiting team sizes and rising the research cost. You start with a car that carries only 2 agents. A few weeks later you can research (by a team of 5 scientists) a van for 4. Anything significantly bigger has ridiculously short range -- until you research Skyranger years later. Weapon choice is limited to a weak pistol and a shotgun, too heavy for some of your agents. Nearly every weapon has to be picked on the battlefield and researched to pass around the red tape or find a black market dealer. You do get a few decent weapons with promotions -- many months later. Every base building beside hangar, storehouse, living quarters, gym and holding cells has to be researched. In addition, you need special buildings for interrogation and biology research. But if you keep an agent alive several months, he will have no trouble surviving most missions.

to:

* NintendoHard: Mainly by limiting team sizes and rising the research cost. You start with a car that carries only 2 agents. A few weeks later you can research (by a team of 5 scientists) a van for 4. Anything significantly bigger has ridiculously short range -- until you research Skyranger years later. Weapon choice is limited to a weak pistol and a shotgun, too heavy for some of your agents. Nearly every weapon has to be picked on the battlefield and researched to pass around the red tape or find a black market dealer. You do get a few decent weapons with promotions -- many months later. Every base building beside hangar, storehouse, living quarters, gym and holding cells has to be researched. In addition, you need special buildings for interrogation and biology research. But if you keep an agent alive several months, he will have no trouble surviving most missions.



* TheProphecy: "The most important piece of information we have received from the Kiryu-Kai is: 'The invasion will begin on the 1st of January 1999, 12:00 GMT.'" The flying saucer activity does increase in 1999, but you may not notice immediately.

to:

* TheProphecy: "The TheProphecy:
->The
most important piece of information we have received from the Kiryu-Kai is: 'The "The invasion will begin on the 1st of January 1999, 12:00 GMT.'" "
The flying saucer activity does increase in 1999, but you may not notice immediately.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Workshops are no longer profitable. The most profitable goods can pay the engineers' wage, but nothing beyond that, not even the workshops' upkeep.

Top