Xenonauts

Xenonauts

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Armoured Assault
   
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5.018 MB
2 Nov, 2014 @ 1:41am
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Armoured Assault

Description
Armoured Assault! - A Vehicle Rebalance Mod for Xenonauts

Authored by Kabill
Artwork by skaianDestiny

--- Overview ---

Armoured Assault! makes some various tweaks and changes to the Xenonaut combat vehicles making them a little tougher and adding a little differentiation between the different vehicle types. In addition, vehicles are given a choice of direct-fire and explosive weapons at each weapon tier.

--- Installation Note ---

This mod will not retroactively apply changes to an existing game. It is therefore recommended that you start a new game if you want to use this mod.

--- Features ---

- Tougher Tanks: Compared with vanilla, all Xenonaut vehicles have higher armour and HP values making them more durable.

- Differentiation: The Hunter Scout Car is significantly quicker than in vanilla while the Scimitar Tank is slower but much more durable. The Hyperion combines the best of both, making it both very quick and very durable.

- Expanded Armoury: Laser, Plasma and MAG weapons technologies now unlock heavy automatic weapons to mount on your vehicles rather than AoE weapons. Alenium, Plasma and Fusion Explosives unlock increasingly powerful rockets which can be equipped instead which wor similarly to vanilla vehicle weapons.

- Vehicle Weapon Rebalance: Overall vehicle weapons have been made less accurate and they do not benefit from close-range bonuses to counteract their higher durability and mobility.

--- Known Issues ---

There are currently no known issues or problems with this mod. If you do encounter a bug, please report it in the comments section or on Goldhawk Interactive's official forums:

http://www.goldhawkinteractive.com/forums/showthread.php/11692-X-CE-v0-26-Armoured-Assault%21-A-Vehicle-Rebalance-Mod
87 Comments
kabill  [author] 12 Sep, 2024 @ 10:02am 
@Pilgrim: I'm not sure there should be a secondary weapon button at all? Secondary weapons were a cut feature of the base game, and shouldn't display anywhere as an option. It's a very long time ago now, but I can't see anything in the mod files that implies it should be causing this, so I wonder if you have any other mods installed? Or maybe you meant something else? (It might be the this mod but realistically I wouldn't be able to help now - don't have the time or sufficient memory of how anything works!).

@pipo.p: Sure, I think I used to say folks can develop my work so long as I'm credited. Candidly, I don't really care about being credited any more but if you want to as a courtesy then you're quite welcome!
pipo.p 10 Sep, 2024 @ 9:24am 
Hello @kabill. I'd like to know if you are open for an expansion of this mod. See, vanilla choice for explosive, rocket like damage for upgraded turrets was surprising, and you did things right. But as @ChtuluIsSpy states below, vanilla turret names were nonetheless appealing and some variations could be reintroduced,in turrets, if not rocket-like effects. To me, there's but one possibility hinted by those names: a single-shot, single target gun firing armor-piercing shells.

1) We could change the name of your burstfire turret modes with names similar to infantry MGs:
Replace VV.PULSELASER by VV.SCATLASER, VV.PLASMABOLT by VV.CASTPLASMA, and VV.MAC by VV.MAGSTORM (same stats as in Armored Assault!).

2) Add in three new turret modes (same models as previous MG turret), that are light armor-piercing guns: VV.PULSELASER, VV.PLASMABOLT, and VV.MAC., with stats between corresponding rockets and precision infantry weapons, also inspired from deleted AP-RPG.

What do you think?
Pilgrim 28 Aug, 2024 @ 2:33pm 
I have an issue where pressing the secondary weapon button while using the Hyperion causes a ctd. Wondering if there's any solutions for it beyond not using the Hyperion's missiles
kabill  [author] 14 Aug, 2023 @ 3:50pm 
@|DoS| VibroKnife: No bother, glad you figured it out!
VibroKnife 14 Aug, 2023 @ 1:30pm 
@Kabill It was my bad, mod order was out of whack. All good
kabill  [author] 3 Aug, 2023 @ 8:51am 
@|DoS| VibroKnife: It won't be the mod itself. Probably a compatibility issue with another mod, or something to do with load order. Beyond that, don't know if I have any useful advice though, sorry.
VibroKnife 2 Aug, 2023 @ 5:10am 
I seem to have a bug where all of my engineer projects are missing/gone from the list except foxtrot aircraft? I started this on a new save and just noticed it.

i tried making a new save and same thing, can't build basic transports or see any vehicle categories on the list. Maybe corrupted, dunno
kabill  [author] 16 Jul, 2022 @ 8:17am 
@CthuluisSpy: You could amend the mod but other than that, no. You can also get missile weapon mountings to use instead IIRC, which replicates how the old weapons work though.
CthuluIsSpy 15 Jul, 2022 @ 5:50pm 
I like this mod, it makes the vehicles a lot more useful than they were in the base game.
However, is there a way to bring back the original pulse laser? As much as I like going brr, I would like to have the cannon option and the modded weapon doesn't match really match the xenopedia's description.
Chevayo 25 Jun, 2021 @ 3:48am 
@kabill no worries, thanks for the answer. And i tend to agree, that your mod has no way to cause this. It's very likely to be just a case of "no one ever noticed before, since no one ever uses vanilla tanks".

I played a bit with the borked savefile, and here is what's happening (if anyone is curious):
A tank participated in a Defence mission in its home base, took damage and remained on 45 HP (since it was at home base already, the repair that would usually take place on returning, apparently did not happen);
Taking it out on a regular downed UFO mission (where it started at 45 HP) and surviving fixed the Tank back to normal on returning home.