OpenXcom

X-Com Files Additions 0.7.7 (EXALT Escalation+) for OpenXcom

Released (updated ago). Ranked 2 of 204 with 996 (21 today) downloads

Published by 8mono (mod ID: 1051035)

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lighthandcannon.PNG
tracite.PNG

Back in business...
For X-Com Files 2.2 (Make sure you're using the latest OXCE!)
Savegame compatibility:
I can't guarantee that everything will work, but it shouldn't lock you out of any research, I still recommend restarting your campaign.

Additions include:
-- New Hangar Vehicles --
-
Motorbike: Single person vehicle, for those playthroughs where you want to send out lone agents against the world, faster than the sports car
- B52 Stratofortress: Serves as a craft between the dragonfly and the first skyranger in terms of transport ability, multi-role, can equip heavy cannons, howitzers, heavy plating or heavy fuel tanks, VERY expensive and cannot hunt down UFO's with its speed, lastly you can unlock higher cargo capacities while sacrificing fuel economy and the ability to equip heavy plating
- Shadowstorm: Upgraded lightning, more troop capacity, stealth capabilities and has flare dispensers for night operations. Can travel to space!

-- Vehicle Armors --
-- LWP (Light Weapons Platform) Available before Promotion III
- LWP's are nimble tanks meant more for scouting than pure offense, they can be modified with Night camouflage or extra Plating, they posess some natural camouflage already without the Night camo, the plating will slow them down considerably and affect some of the accuracy however while also negating any natural camouflage they had. Night versions also have slightly more sensitive light sensors allowing slightly better night vision. Riot versions are sturdier than regular light tanks and the Taser turret can be plated for even more defense, this will hurt your movement and camouflage however.

- Light Tank Autocannon Armor (With options for either Plated or Night camouflage upgrades)
- Light Tank Cannon Armor (With options for either Plated or Night camouflage upgrades)
- Light Tank Machinegun/Twin Machinegun (With options for either Plated or Night camouflage upgrades)
- Riot Tank Teargas Launcher/Rubber Launcher
- Riot Tank Taser Cannon (Option for a Plated ugprade available)

-- Armors --
- Riot Vest
- Riot Vest (Shield)
- Heavy Riot Suit
- Prototype Tactical Suit (Earlier Tactical Suit)
- Night Jumpsuit
- Tactical Nightsuit

-- Weapons --
-- Attachments
- Stock: Improves Auto-fire capabilties and stability while making the weapon bulkier to use
- Bipod: 50% accuracy penalty while standing, provides slightly increased range, slight TU discount and a slight increase to accuracy while kneeling
- Grenade Launcher: M16 with an underbarrel grenade launcher, compatible with most ammo
- Masterkey: M16 with an underbarrel shotgun, can use small shotgun and pump action shotgun ammo

-- Pistols
- Beretta 93 R "Raffica" (Attachments available: Stock) (the good ol Beretta 92 FS but with a burst fire option, you have a slight onehanded penalty bonus)
- Beretta Large Clip (for both the original Beretta 92 Fs and the new Beretta 93 R)
- Manurhin Revolver: .357 revolver made for accuracy, magnum hits harder but is better at landing shots
- Revolver .357 tritanium drums
- Manurhin Scoped Revolver: (Attachments available: Bipod) longer barrel and a scope attached for longer shots, harder to use
- BlackOps Revolver: BlackOps version of the Manuhrin Revolver
- BlackOps Precision Revolver: (Attachments available: Bipod) BlackOps version of the Manurhin Scoped Revolver
- Alloy Flare Gun (Improved flare gun and improved flare gun round both made from Alien Fuel Trace)
- Illuminator Flare Rounds for both regular Flare Gun and Alloy Flare Gun
- Cyber Taser: enhanced taser, can use regular battery or an enhanced overvolted battery with AOE capabilities later on
- Light Hand Cannon: shortened version of the Light Cannon
- Mauser Schnellfeuer, full auto capable Mauser as well as a Mauser big clip (Can use a stock)
- Auto-9MP: (Attachments available: Stock) A machine pistol and probably the best one in the game
- Scoped and BlackOps Scoped Magnums: Able to use bipods, compare Manuhrin Revolver and BlackOps revolver to their scoped counterparts to see the differences, mostly more range and accuracy at the expense of slower to shoot and weight/bulkiness
- Stenchkin Automatic Pistol and a big clip for both it and the Makarov (Can use a stock)
- Sturmpistole: A pistol sized grenade launcher, can use the flare gun's ammo as well (Can use a stock)
- Assault Storm Pistol: Alloy version of the Sturmpistole, an upgrade to the Alloy Flare Pistol (Can use a stock)

-- Submachine guns
- MP5K: Compact MP5 that uses a smaller magazine than its bigger counterpart, fearsome firerate and recoil requires skill to use

-- Assault Rifles
- AN-94 Rifle: (2 shot hyper accurate hyper burst, need to adjust the accuracy a bit, but it does the burst correctly now)
- FG42 Rifle: Multipurpose rifle with limited magazine capacity. (Can use a bipod) (Dual commendations)
- HK51: A submachine gun sized FN FAL (Dual commendations)

-- Shotguns
- BlackOps Smart Auto Shotgun: Big magazines and a general upgrade (need some balancing for this one)
- Accurized Shotgun: Longer range and less harsh dropoff, worse snap shot accuracy and more expensive TU costs
- Assault Auto-12 shotgun, lighter than the USAS-12 but a bit harder to handle
- BlackOps Accurized Shotgun: Same as above but improved
- Razor Shotgun: inspired by the Alloy Cannon in XCOM 2012, shoots out razor sharp alloy shards/blades, if you've researched the Tracite technology you can also manufacture Tracite infused ammo capable of igniting on impact
- Frag-12 Ammo for the BlackOps Auto Shotgun (Meant to breach open regular doors and ignore some armor, this is a very contentious item for me, I don't want to have the equivalent of the OP Battlefield 3 auto shotgun shenanigans, simply an option for suppression and breaching, I am not sure how to balance the stats of this thing, I also rarely use this gun is more of a niche since it doesn't have any options for armored foes like the slugs on other shotguns do, nor the CC/Stunning capabilities of the regular and BlackOps shotguns)
- Flechette Ammo for Shotguns
- Breaching Ammo for Shotguns
- Flak Ammo for Shotguns (tritanium flechette)
- Dragonbreath Ammo for Auto-Shotgun and Shotgun
- Flashbang and Teargas rounds for the KS-23M shotgun

-- Sniper Rifles
- Pulse Sniper Rifle: Hard hitting but just as hard to use
- Added HE Ammo to M82 Barrett

-- Heavy Weapons
- Muckstar Cannon: Enhanced Taser Cannon, can use regular battery or an enhanced overvolted battery with AOE capabilities later on
- Plasma Gatler: Like the Scatter Laser, but in plasma form

-- Anti-Tank Rifles
- PTRD1941 Rifle: 14.5mm single shot rifle, has AP and HE rounds
- PTRS1941 Rifle: 14.5mm semi-automatic rifle, has AP and HE clips
- NTW20 Denel: 20mm semi-automatic rifle, AP and HE clips
- S18 Solothurn 1000: 20mm semi-automatic rifle, AP and HE clips
- RT20 Rifle: 20mm recoilless rifle, single shot, bigger AP and HE rounds
- M42 Carl Gustav Rifle 20mm recoiless rifle, single shot, biggest AP and HE rounds
- Model SS41: 7.96 mm semi-automatic rifle, less damage but big clips and can shoot twice per turn, AP and HE clips

-- Launchers
- Mortar Tear Gas Shell (meant to be the cross between the pepper spray and a smoke mortar shell, depletes TU's affects a bit of morale and stuns a bit)
- Mortar Star Shell: A big flare that will last 8 turns (subject to change)
- M72 LAW: One use rocket launcher, lighter and cheaper than the RPG
- M3 Carl Gustav: multi-purpose launcher with ammo such as Star (flare) and Flechette rounds in addition to HEAT and HEI rounds
- BlackOps Smart Launcher: -See scripted weapons section-
- M.A.G.M.A. Launcher: A rocket launcher that uses chemical filled rockets (Stun, Gas and Napalm ammo)
- Teargas ammo for Grenade Launcher and Milkor
- Breaching Ammo for Milkor and Grenade Launcher (high damage to tile, low radius, lower damage to units)
- Mini mortar: Smaller payload and less range but lighter, can fire faster and can can unlock "bundle" ammo so they function as a clip (3 mortars in a clip)

-- Throwables
- Tear Gas Grenades (Pepper spray but turned into grenades, be it for hands or grenade launchers)
- Proximity Flares (why not?)
- Breaching Charge (high damage to tile, low radius, lower damage to units)
- Resuscitator: -See scripted weapons section-
- Stasis Grenade: -See scripted weapons section-

-- Vehicle Weapons
- Canister Shot for HWP Tanks (think of a shotgun for tanks, good for infantry bad against armor)
- Vehicle Smoke Dispensers: Like the ones on your scout drones but scaled up
- Light Cannon: scaled down HWP Cannon (HE/AP/Canister)
- Light Autocannon: Firepower focused version of the Light Cannon, cannot use canister shell ammunition (HE/AP)
- Machinegun and Twin Machinegun: A machine gun for your LWP's, the Twin barrel version trades accuracy and ammo control for more firepower
- Riot Launcher: Can shoot Teargas canisters and Rubber bullets
- Riot Taser: A scaled up Taser Cannon for our LWP's
- Vehicle Flares: they work like a scaled up flare gun right now, but might consider changing them to just flares

-- Scripted Weapons --
- BlackOps Smart Launcher (Regular Grenade Launcher AND Proximity Mine launcher depending on ammo)
- Illuminator Flare/ Star Rounds (they act like literal flares when shot, no damage or fire, will despawn after certain amount of turns)
- Stasis Grenade (Pauses wounds for a number of turns then resumes wounds, lasts 5 turns, subject to change)
- Cardioplasmic Resuscitator (Stabilizes wounds that would kill you at the cost of extra sanity and morale, will heal 1 wound per turn at the cost of sanity and morale, lasts 3 turns, subject to change)
- Tear gas grenades and rounds: like a flashbang with reduced effects but lasts twice as long
- Impact Vest: Reduces physical damage when taken up close, provides the most protection from frontal attacks (Bladed weapons will get through!)
- Riot Stab Vest: Protects against stabbing attacks, provides the most protection from frontal attacks.

-- Commendations --
- Anti-Tank Infantry: Gives a bit of strenght, energy and firing accuracy
- All the new weapons introduced have their respective commendations, and two of them feature "dual" roles so they get commendations there too
- Guardian: for shield stuns and kills
- Chemist: for chemical element weapon neutralizations
- Arsonist: for incendiary element weapon neutralizations
- Custodian: for your AI non-lethal takedowns
-- Transformations --
-
Gilldog Gene therapy (For all animals currently, future ones will only be for your dogs): increases most stats by 5 and will increase armor on all sides by 2
- Basic Law Enforcement Training: +5 To most stats, unlocked very early

-- Alien Units--
Muton Berserker: Melee oriented, lots of TU's and hitpoints as well as a deadly AOE punch that can disorient you (Unlocks Impact Vest)
Muton Heavy Gunner: Has access to the plasma gatler, better armored than its normal counterparts (Unlocks Plasma Gatler)

-- Cultists --
Red Dawn Logistics Crewman
Red Ops Officer
Red Ops Juggernaut
Acolyte Of Dagon
Proselyte Of Dagon
Hand Of Dagon
Black Lotus Knight
Black Lotus Archwitch
The One (Black Lotus Shadow)
EXALT Supply Manager
EXALT Supply Chief Executive
EXALT Exterminator
-- Misc --
- Added nameAsAmmo properties to the following weapon's ammo:
BlackOps Auto-Shotgun exotic ammo
Shard Shotgun ammo
Shotgun exotic ammo
Flare Pistol ammo
LWP Riot Launcher ammo
Light Hand Cannon ammo
KS-23M exotic ammo
All anti-tank rifles
M3 Carl Gustav ammo
BlackOps Smart Auto-Shotgun ammo
Mortar exotic ammo
Barret HE ammo
Some others I may have missed, but most if not all the exotic ammunition I added should now work with it

things I am working on:
-Tritanium Canister Shot (might do the thing that tritanium weapons do and burn stuff up too, who knows, sounds as bit too op)

things I want to add when I learn how to script:
Thermal Googles (Heat vision basically, cancels smoke effects but would have some penalty when toggled)
Fusion Breach Vehicle (High armor, nearly no offensive capabilities, meant as a UFO wall breacher)
Tier 2 Flashbangs
Proximity Flashbangs/Stun mines/Tear gas mines
Bear Claw traps (when you step on it you cannot move out of the tile until you take TU's to "defuse" it)
Optic Synthsuit (your regular synthsuit but with dynamic camouflage that would reduce itself either everytime you move OR spend TU's)
Fulton system (obviously only one per mission, but different research projects will upgrade your limit, has a chance to fail and will only work on wounded targets/unconscious, plus it might just straight up kill them when they arrive at base if you're not careful)
Doggo transformations (I have a few ideas, including a Psi-enhanced hound that hunts down enemies)

0.7.6 (EXALT Escalation)
- Started work on migrating all new missions to the proper method now possible with the newer OXCE versions (EXALT Convoys are already on the new system)
- Added Motorcycle as a valid vehicle for infiltration missions
- Fixed dumb script error (Missed a period)
- Added missing strings
- Fixed Heavy Riot Suit's spritesheet (Elbow was missing a few pixels)
- Added EXALT and Black Lotus Cult surveys
- Added Cult Survey ufopaedia article
- Streamlined the different Cult Boxes into a single article each to save ufopaedia space
- Streamlined the way you start Cult Convoys, previously you needed to research each specific Cult Convoy entry they now unlock as soon as you research the first generic one and the respective cult's operations research
- Revamped UAC SMG into a 2-handed pistol UAC pistol with 2-shot auto fire and higher magazine capacity (Experimental)
- The exciting conclusion! EXALT Convoys are now here!
- More LWP Sprite fixes for Ufopaedia and Inventory images
- Added Exotic Ammo dependancy for KS-23M Exotic Ammo, but reduced the research time a bit
- Added new music to Osiron Hacienda
- Palette/Sprite fixes for the Craft Flare Turret (done by The Martian)
- Added missing Ufopaedia articles for church of dagon cult convoy units

0.7.7 It's fun to stay at the M.A.G.M.A. Corporation (Name pending)
- Added EXALT illegal requisition files
- Added Pulse Sniper Rifle and M.A.G.M.A. Launcher
- Changed the way I added entries to existing content so I don't overwrite them (Commendations, Research topics, Items, etc)
- Removed duplicate ammo box manufacture entry
- Fixed a music track error on one of the EXALT convoys
- Removed Muton Berserkers from the Hostage mission (Oops)
- Added Gas Sturmpistole Clip
- Added Gas Mortar and Mini-Mortar
- Fixed Cult Generic Weapon Boxes
- Cleaned up Ruleset folder
- Removed Flame Gloves from assasins during a convoy (Oops x2)
- Made AP Ammo unlock more noticeable, now each specific ammo is locked behind their respective cult
5.56 = EXALT
7.62/5.45 = Red Dawn
QBU-88 = Black Lotus
HKMP5/HKMP5K/FN FAL = Church Of Dagon
- Further balancing of BlackOps Auto-Shotgun's exotic ammo (DB severly nerfed, Frag-12 radius' increased but power reduced, 50% damage fall off from center)
- Cult survey debriefing now only shows for the cult you unlocked
- Added weapons to new commendations
- Added Breaching Charges to a new item category so they dont clutter your auto-equip
- Further refinements to the Hostage Rescue maps,
- Fixed wrong shotgun ammo for Hostage Enemy deployments
0.7.7a
- Fixed a mismatched sound resource causing error at start

INSTALLATION: put it in "OpenXcom/mods" like any other mod. You need the X-Com Files as your current mod to have it show up in the mod list, otherwise it will not show up.

EXTRAS: I am balancing my guns with the Weapons Overhaul submod by Eddie as the basis, it makes some of the early weapons a lot fun to use plus some extras, not necessary but makes some guns make sense in their stats!
the link to that submod is here:

Openxcom.org
This submod is now fully integrated minus the events granting free weapons, since I'm already providing options for acquiring more weapons, I will gladly remove any content should the author not agree with it

Here's the forum post for this submod, any feedback and suggestions are welcome (plus the optional music is hosted there)

Openxcom.org

Notice to Android users in particular: If you run into specific issues please let me know/show me your error logs so I can further debug

Dependencies

NameAddedUpdated
OpenXcom Extended (OXCE)
The X-Com Files

Releases

FilenameSizeVersionAddedOptions
xcfaadditions_0_77.1.zip30.59mb0.7.7a

xcfaadditions_0_77.zip30.59mb0.7.7

xcfaadditions_0_76.zip28.75mb0.7.6

xcfadditions_0_75c.zip19.99mb0.7.5c

xcfadditions_0_75b.zip19.96mb0.7.5b

xcfadditions_0_75.zip11mb0.7.5

xcfarsenaladditions_0_74b.zip10.54mb0.7.4b

xcfarsenaladditions_0_74.zip10.54mb0.7.4

xcfaadditions_0_73d.zip10.48mb0.7.3d

xcfaadditions_0_73c.zip10.48mb0.7.3c

xcfaadditions_0_73b.zip10.48mb0.7.3b

xcfaadditions_0_73.zip10.48mb0.7.3

xcfadditions_0_72b.zip7.41mb0.7.2b

xcfadditions_0_72a.zip7.41mb0.7.2a

xcfadditions_1_7_1a.zip7.37mb0.7.1a

xcfadditions_1_7_1.zip7.37mb0.7.1

xcfadditions.zip7.02mb0.7.0.1

xcfadditions_1_7.zip6.97mb0.7.0

xcfadditions_0.6.0d.zip6.32mb0.6.0d

xcfadditions_0.6.0c.zip5.92mb0.6.0c

xcfadditions_0.6.0b.zip5.9mb0.6.0b

xcfadditions_0.6.0.zip5.9mb0.6.0

xcfadditions_v0.5.9b.zip5.68mb0.5.9b

xcfadditions_v0.5.9a.zip5.66mb0.5.9a

8 comments

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GO
golkarnec @golkarnec

Hello, it seems like there is an error in .75 with the 'STR_CRAFT_FLARE_TURRET_ARMOR' armors assigned weapon not actually existing.
Here's the error log: Pastebin.com

8M
8mono @8mono

Found the problem, it should be fixed with the new release.

PA
pablleaf @pablleaf

I just downloaded .73 and loaded it up and the following error is being thrown:
Here is the error log: Pastebin.com
.72b is working without incident.

8M
8mono @8mono

I fixed the missing resources part but apparently I still need to give those other errors a look, new version .73b should fix the crash, I'm about to get busy but after that I'll do a deep dive for those pesky extra errors

NI
nickkeane @nickkeane

[07-09-2021_16-04-42] [INFO] Active mods:
[07-09-2021_16-04-42] [INFO] - x-com-files v2.0
[07-09-2021_16-04-42] [INFO] - xcf-statstrings v0.1
[07-09-2021_16-04-42] [INFO] - x-com-names v1.0
[07-09-2021_16-04-42] [INFO] - x-com-resound v2.0
[07-09-2021_16-04-42] [INFO] - dark-geoscape v1.0
[07-09-2021_16-04-42] [INFO] - XCFA v0.6.0
[07-09-2021_16-04-47] [ERROR] During linking rulesets of research:
Error processing 'STR_EXALT_ENFORCER' in research: Unknown research 'STR_M83_BARETT'
Error processing 'STR_ILLEGAL_REQUISITION_FILES' in research: Unknown research 'STR_M83_BARETT'

Using new v2.0 of XCom Files and v7.0.20 of OXCE. Breaks when XCF Additions is enabled.

Edit: Solaris Scorch said in the forums "I have recently changed STR_M83_BARETT to STR_M82_BARETT (not released yet), and same for the clip. You'll probably have to change it too." Those updates were probably made with V2.

8M
8mono @8mono

thank you! I patched all the bits were the M83 is referenced and it should run now, I am uploading the updated version in a bit it should be up by the time you're reading this

Eden1624532448
Eden1624532448 @eden1624532448

My Man! You're an angel! I was looking for an excuse to play a second playthrough!

fatsycophant
fatsycophant @fatsycophant

it takes an insane person to look at xcom files and say "wish there was more." keep it up man