

To be added later: 3 tiers of base turrets & radar buildings (3 tiers of radar, missle, laser, plasma, mag) turrets! To be added later: New balanced base structures! (5 tiers of living quarters, workshops, labs, storerooms, medical centers) Melee tab added to support and sort the new melee weaponsĮxplosive C4 and Breaching charges moved to "Grenades" tabĮquipment/Other is for shields mainly now. MAGs and other heavy/unique ranged weapons under "Advanced" tab Lasers & Plasmas now grouped under "Energy" tab SORTED all weapons, armor, ammo and items into NEW categories for both inventory AND manufacturing: Manufacturing categories altered, Ammo & Armor now share the same category to sort weapons from ammo for easy viewing. The kills update during the missions (from Magnum-nauts by Mikhail Ragulin) Makes it easier to see all the troops at once (from Magnum-nauts by Mikhail Ragulin)Īdded Improved Mission and kill count in the GC equip window. Re-implemented particle beam heavy laser weapon & DHVRLĪdded Improved barracks screen. New multi-ammo rifle & shotgun and 4 new ammo types (AP, HE, ZAP, STUN) Default weapons are available to purchase/build from the start of the game.Ħ new shields (and you can repair and carry them in inventory!)Ģ new medical kits (small pill and ultra medipack) Everything unlocks for manufacture the same way as usual. (Vechicle equipment still is unlimited and unchanged, for now)Īll solider weapons, ammo and equipment must now be paid for and manufactured. No more "unlimited" weapons, equipment or ammo.
Xenonauts base location mod#
Mobile Infantry jackal armor replacement mod (used for XNT impjackal)Įconomy overhaul: Base starts with just 10 assault rifles, 20 magazines, 10 frag grenades, 10 smoke grenades and 10 medipacks. Shots replacement mod (improved projectile art) Skitso's Sleek AI Turn (Removes Hidden Movement)Ĭorporation Weapons Expansion for XNT (my previous mod)įire in the Hole v1.3.3 (maps and tiles extracted already) Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.4
