YAXO - Yet Another Xcom Overhaul
⚪ Last updated 2012Preview

🔍 Analysis
- 👍 5.5% endorsement rate — high engagement, a strong quality signal
- 🏆 #34 of 127 Gameplay mods in this game by downloads
📋 About This Mod
NOTE: From now on please accept that I\'m not focused on XCOM:EU anymore so expect very little support or development on this mod from me. Please don\'t PM me with your requests, posting on forums will fetch you answer much more likely and the answer may help others too. Please do PM me if you find a way how to fix PSI training slots issue.
YAXO • Yet Another Xcom Overhaul
I\'m sharing my personal taste of another of numerous gameplay rebalance settings that showed up lately. None of them was exactly meeting these goals of mine:
BALANCING & CLASSIC RESTORE & MEANINGFUL REALISM & FUN FACTOR
Warspace Extension and Terror from Space mod were best candidates in my opinion but I made some tweaks that suited me best.
So the aim of this version is to revamp and restore features to more resemble oldskool classic UFO: Enemy Unknown while maintain meaningful realism and fun factor together. Also this is attempt to even balance the difficulty throughout the whole gameplay so it\'s not making overall game easier or vice versa hardcore.
MAIN FEATURES BRIEFLY:
• Second wave enabled with Marathon fix and equal +/- interval for Not Created Equally (for second wave unlocked you will need profile.bin which has these options unlocked)
• Difficulty steps are now smoother (yes this mod is meant for all difficulties.. not classic only.. and based mainly but not only on lower/higher HP, damage and will of aliens in tactical gameplay and very slight differencies in income+energy+panic system in strategic part)
• Aliens don\'t cheat with higher aim and critical chances on higher difficulties, they have higher HP, damage & will instead
• UFOs on mission to abduction or terror interceptable (doubled UFO missions throughout the whole game)
• Less elerium and alloy gains from UFOs (to even out gains from doubled UFO missions) more testing and feedback needed
• Slightly higher losses of alloy and elerium in crashed UFOs (to make EMP cannon more useful in decision making whether to use stronger firepower)
• UFO items on grey market have sightly higher value (EMP hunting will be main source of income) more testing and feedback needed
• Funding completely rebalanced to rely less on satellites and more on grey market + base council funding which is higher (you won\'t be beggar the first few months and swimming in money later after launching all satellites) *more testing and feedback needed
• Countries\' sat bonus resemble real GDP so there are huge differences (some countries as low as 20§.. there is usually at least one rich giver on each continent to harden decisions between income and continental bonus)
• Continental bonuses higher for European Scientists and Engineers 50%->75% (to make it more attractive among much greater other continent bonuses)
• Continental bonuses higher for African funding multiplier 30%-40% (to maintain attractivity for lowered sat bonuses)
• Starting budget 500§+ (to have option for first important strategical decisions early in game)
• Laboratory and Workshop requirements lowered (so you can start building right from beginning)
• Abductions rewards slightly higher - Scientists 4->5, Engineers 4->5, money 250§->300§ (so you can for example get 5 engineers and already meet requirement for second sat uplink)
• Prices of manufactured items rebalanced (flight weapons resemble their hand counterpart, plasma weapons prices remarkably higher to make laser weapons more attractive and \"capturing live\" plasma weapons worth it)
• Final facilities have much higher maintenance and power cost (to balance the massive income and no need for further money in the ending phases)
• Research times increased along side of making laboratory facility useful and essential
• Final technology and final facility for en
📊 Mod Details
- Game
- Xcom Mods
- Author
- miracleflame
- Version
- 1.2
- Downloads
- 3,658
- Endorsements
- 202
- Category
- Gameplay
- Created
- 11/13/2012
- Updated
- 11/23/2012
🔧 How to Install XCOM: Enemy Unknown Mods
Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
📖 Full step-by-step install guide for XCOM: Enemy Unknown →
Visit the official mod page for specific installation instructions for this mod.
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