Xenonauts

Xenonauts

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257.451 KB
15 Oct, 2015 @ 8:59am
26 Jan, 2016 @ 11:30am
5 Change Notes ( view )

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psionyze this

Description
========
OVERVIEW
========
This mod makes all of your soldier recruits watch "Analyze this" movie during their flight to your base. As a result:
- All alien PSI attacks are up to 25% less effective
- It costs more AP (action points) for aliens to spam their PSI and their range is shorter
- All PSI capable aliens received existing benign PSI attack - Fear, which can cause Panic but effectively and reliably levels up Bravery after the mission when it does
- Max Bravery gain per mission is raised from +1 to +2 to help level it up faster and sooner so your soldiers come prepared for end-game PSI aliens on time
- As a welcome side effect, Mindcontrol is used less often since Fear takes preference now
- Long lasting, annoying Dread messages, when you just want to reload ASAP now only last 0.75 sec each
- Each type of PSI attack received different color: Fear-BLACK; Paralyze-GREEN; Bezerk-RED; MindControl-PURPLE (UFO:EU, XCOM:TFTD ftw).

I hope you find it much more manageable and maybe even pleasurable to deal with PSI now.

Got my ideas from this thread:
http://www.goldhawkinteractive.com/forums/showthread.php/11291-Any-way-to-turn-off-psi
and used existing examples from Kabill's mod "hold the line" to learn how to change stuff for this mod.

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COMPATIBILITY
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Mod is compatible with every other mod which does not change:
Aliens PSI ability and power,
AP cost and range of PSI,
Soldier's bravery gain,
Colors of PSI attacks.
In case they do, simply select mod you prefer to have more priority in the "Modding Tools" section of the launcher.

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WHAT I CHANGED
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Files changed:
aiprops.xml - "PsionicPower=XX" original XX values reduced by up to 25%, given Fear attack to all PSI aliens and Paralyze to Caesan Officers
gameconfig.xml - raised bravery gain for individual soldier to max 2 per mission (requires two Panic events, medals do not influence max cap)
psionicpowers_gc.xml - reduced PSI attack ranges and info messages screen time, changed file paths for re-colored PSI
New content:
\particles\psionic\ - 12 new files needed for re-colored PSI attacks

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TO-DO
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I humbly consider my small PSI mod to be near-complete or complete. I started on it as I played along my own game somewhere after mid-game, trying to make it balanced - not too easy, not too dificult. Most of the difficulty comes from later bezerk/mindcontrol events (and money shortage, but I created another mod for that :p) which should now largely be offset by you just playing the game normally.
With that said I still lack definitive knowledge on how this mod behaves early to mid-game (before Carrier ships start appearing). From my recollection I breezed through it on vanilla settings (actually Community Edition patch settings, look it up - this mod works with it). So I was reluctant to lower PSI power of early-game aliens too much - so you could have a chance to level up Bravery up to let's say ~60 before encountering first end-game PSI aliens.
My plan from now is to keep an eye for bug reports and correct potential balance issues.
Popular Discussions View All (1)
0
27 Jun, 2018 @ 4:54pm
Download for those who don't have the game on Steam?
Zaphero
49 Comments
Peeni Peepee 30 Jan, 2022 @ 3:09pm 
A single Praetor chain mind controlling a single soldier from the top floor of a battle ship all the way down to it's hanger is what caused me to install this. He was a Major with 99+ morale with 80 brv btw.
yzcatt 18 Aug, 2021 @ 10:50am 
If anyone is interested in removing psionics completely, I found this steam thread where OP seems to confirm he removed them in the community edition

https://steamhost.cn/steamcommunity_com/app/223830/discussions/0/154642447923017575/
NCLLHBLCVersluc 8 Oct, 2020 @ 8:48am 
Thank you for your reply and thank you for making this!
Nilex  [author] 7 Oct, 2020 @ 5:57pm 
I actually made this while playing with Community Edition, so yes it will work :)
NCLLHBLCVersluc 7 Oct, 2020 @ 4:02pm 
I recently swapped to the community edition and it's my first time I got further into the game where the psi stuff starts to get annoying and lame. Will this work with the community edition or would there be a problem?
Lord Farquaad 14 Jun, 2020 @ 6:48am 
These effect colors make much more sense than the default ones, makes me wonder why the devs did not go for them in the first place.
Strygald 2 Jan, 2019 @ 10:59am 
Psi was annoying in the old x-com games but at least there was Psi defense(in apocalypse anyway), having your 99+ morale captain get continuously hit with control and hallucinations is just really lame... I don't know what they were thinking really. Thanks for this mod!
Zer0 23 Jun, 2018 @ 2:39pm 
I don't normally comment on these things, but in this case it feels warrented. The Devs took a weak mechanic, and implemented it in a semi-balanced way, but it still feels uninspired at best, and downright cheap at worst.

The colors part of this mod is awesome. The re-balancing of the Psi mechanic is up to each persons individual tastes, but I for one like my super secret team of professional soldiers to *not* fall apart the second someone thinks mean thoughts about them.
Nilex  [author] 22 Jun, 2018 @ 12:58pm 
P.S.
Parts 1 & 2 refer to your 1st post. Didn't see 2nd one until right now. And yeah, I also detest char limit... sigh.

Yeah about screenshoots, the colors I added later in an update and I didn't thought to screen them. The original numerical changes didn't strike me as "photogenic" if you catch my meaning :)

You have some interesting thoughts about the whole mod thing in general but frankly I don't want to go into that in here. Not the time or the place and the best that can come out if it is just mutual satisfaction about sharing some common thoughts. Let's keep it at that :p
Nilex  [author] 22 Jun, 2018 @ 12:49pm 
PART 2:
Xenonauts on the other hand has none any and not only that but the PSI sniping is all too common, too effective and doesn't make sense from lore perspective (e.g. no mention of Alien sensing through half a dozen walls, blindly). In fact the lore was enhanced by the community mod (among many other things) and was basically copy-pasted in the official version. Oozing vision :)

You'll find your definitive answer of just how much vision was involved in the creation of this game in Chris' development diary. It's a miracle the game managed to see the light of day, not to mention the creation of Community Edition mod which elevated vanilla to a playable level. You want vision - play Microprose's UFO/TFTD, with OpenXCom (tho I prefer Extenders because of vanilla AI).

As for Bravery the only subtle difference is the wording. End result is the same.