X-COM Classic Remastered for OpenXcom

Released (updated ago). Ranked 33 of 153 with 710 (0 today) downloads

Published by Coincident (mod ID: 531)


A complete rebalance of all the features in the classic game to sharpen the gameplay experience variety. Designed for people who want to experience only the original content of the game, without the severe balance problems and with enhanced quality. This mod addresses the blatant balance problems of the original, for example: late-game psionics, the blaster launcher, and the plasma beam’s long range making every interception a cake-walk.

No new content is added, and no old content is removed. There are no new weapons*, alien races, crafts or UFOs. There’s some recoloring & new graphics for original content to increase the quality, and the LukesExtraUFOs + Terrain Pack for some more battlescape scenario variety.

The game is a lot harder - if you want to win the war, be prepared to lose a few battles. Each battle is much more important, and has a greater impact on the entire course of the game. Each choice you take is much more important, because there is much less margin for error. As a result, each victory is so much more satisfying - you won’t win just because you have 10 über-soldiers with flying armor and imba heavy plasmas (there is no such thing now).

Make the wrong decisions, and you will lose.
Make the right decisions, and you might win…

Check out the official manual at:

It contains installation instructions, research trees, balance calculations, and detailed explanation of all the changes made.

Works with a nightly build of vanilla OpenXcom, or OXCE.






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sm3rj @sm3rj

Hi. I'm really liked your mod.
I have only two things that bugs me:
* near impossible to down a cyberdisk (it just blowup every time)
* LargeScouts seem not to spawn ALIEN_HABITAT to be recovered (as advertised)

Coincident @coincident

Glad you're enjoying it.

As for those 2 issues:
- The Cyberdisk is supposed to blow up when you kill it. The only way to get the "Live Cyberdisk" research, is by researching live alien medics.
- Large Scouts have a certain probability of spawning with an Alien Habitat; I think it's something like 25% or 33%. If you keep recovering Large Scouts you will get one eventually.

gonciarz @gonciarz

Really nice, but I would suggest to not to keep documentation (google docs) to any third party (google). Please consider keeping it in md files and move the source code to github or other similar service.

Coincident @coincident

Hope you're enjoying the mod.

There already is a copy of the documentation on github - which is included in the .zip file that you can download from here.
In those installation files you will find which has all the text from the manual, and several image files with the complete research tech trees.

Those tech trees were developed with Google Draw, and the balance calculations are in Google Sheets, with extremely complicated formulas, and even some scripts. Those are not included in the installation files. These Google apps are essential for me to work on, and swapping them for something like Excel or Visio (be it Microsoft's or any open-source alternative), I feel it would be a serious downgrade.