Bakonons Mod
⚪ Last updated 2012🔍 Analysis
- 🏆 #116 of 127 Gameplay mods in this game by downloads
📋 About This Mod
A number of tweaks to gameplay and made changes to \"Easy\" difficulty to make it almost Classic
A mod by BAKONON! Thanks to all those on the forums for the tips and information on how to do some of this stuff, I\'m just spreading the wealth of knowledge there out to the masses. Installation ----- To install, simply run patcher.bat. This will rename your current xcomgame.exe to xcom-original.exe. To uninstall, delete xcomegame.exe and rename the original back to xcomegame.exe. Changes ----- Changed the \"Easy\" setting to be closer to classic setting (who plays on easy?): -Removed nerf to starting soldier health. -Buffed aliens in similar ways, but instead of 10 aim and 10 critical hit, buffed to 5 and 5 and 5 defense. -Rewards for scientists and engineers for satellite coverage are the same as classic. -Adjusted down elerium and allows to below classic levels (I doubt this will hurt much, anyway, I always seem to have plenty of both). -Base funding and power on same starting levels. Adjusted all armor to allow 2 small items - note: charges are shared across slots, so pick different items for each slot, you will not benefit from having 2 grenades or 2 arc throwers! Tweaked progression of offense stat to be a bit more uniform/slightly diminishing, the final values for colonel are the same, with the exception of heavy, who receives a slight nerf (7 points). This is in contrast to the normal, inverse bell curve of high progression at the start and end of the career. Progression is now as follows: Support - 4, 4, 4, 4, 4, 3, 3 Heavy - 3, 2, 2, 2, 2, 2 Assault - 4, 4, 4, 3, 3, 3, 3 Sniper - 7, 6, 6, 6, 5, 5, 5 (Thanks to Gazzzz for the idea) Set assault rifles and shotguns (and their upgrades) to be equippable by all classes, so heavies and snipers can use them if their standard weapons aren\'t appropriate for the mission or haven\'t been upgraded. Soldier cost on Easy and Normal is on par with classic (15 instead of 10). Unfortunately, there\'s only one property for the two difficulties. Revealed UFOs that are on abduction or terror missions. Adjusted minimum to build a lab or workshop down to 5, so you can build one of each at the start, but increased the multiple, so it takes longer to build a second and third. Increased Psi testing slots by 1. Reduced terror panic penalty for the continent from 2 to 1 (country remains at 2) Increased satellite coverage panic reduction for continent from 0 to 1 (country remains at 2) Adjusted abduction thwarted panic reductions to go from 0 to 1 for the continent and 3 to 2 for the country Enabled Second Wave. You must beat the game first to see this option on a new game. I believe Red Fog and The Greater Good don\'t work, I typically play with everything enabled but Absolutely Critical. Most of these go a long way towards making the game feel like the original. Massively increased the time for some late game tech to draw out the late game and give you time to develop psionic soldiers. Bumped time to build satellites down from 20 to 10 days.
📊 Mod Details
- Game
- Xcom Mods
- Author
- Bakonon
- Version
- 0.1
- Downloads
- 114
- Endorsements
- 8
- Category
- Gameplay
- Created
- 10/15/2012
- Updated
- 10/20/2012
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