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Mods > Hardmode Expansion
 
Hardmode Expansion
2015-05-05T13:40:53+00:00
2017-05-26T19:33:06-04:00
"Commander, you are hereby called forth to defend Earth against the alien invaders. To fight for the freedom of humanity. By authority of the UN Counsel you are hereby put in charge of the X-Com project." Be ready for a unique X-Com experience with this expansion and difficulty Mod.

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Mod Information

Hardmode Expansion

by hellrazor

Old Versions have been removed. Use currently available Version 0.99.2d (BETA), there should be no more big bugs left. If you still find bugs, please report them in the forum. I am currently working on a major overhaul of the mod which will take some time before it is ready to be released and will add a lot of new missions, maps, items and units.

IF DOWNLOADS ARE NOT WORKING ON THE MODPORTAL GRAB HERE:

Dropbox Link Latest Version
 

"Commander, you are hereby called forth to defend Earth against the alien invaders. To fight for the freedom of humanity. By authority of the UN Counsel you are hereby put in charge of the X-Com project."

 

Be ready for a unique X-Com experience with this expansion and difficulty Mod.

About this mod:

This mod intends to make the gameplay more challenging and deals with most of vanilla versions flaws, like overpowered Psi and early Plasma ownage. It sticks strongly towards the vanilla core components and builts upon them. It is aimed at experienced X-Com players, who know the game well and are not afraid of a difficulty higher then Superhuman. The Aliens have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.

For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn't have the full experience. The difficulty will actually be higher then Superhuman. Technologies will need alive aliens captures to unlock and will trigger additional mission.

Research takes longer and you do not have access to a alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.

Alive Interrogations require you to raid a nearby Alien Base early. Otherwise you have no tech progress. The base is located in your starting region. For the time being also one of the Story Items is located in the alien base. Raid this base as early as possible!

The game can only be won by capturing a Ethereal Commander who can unlock Cydonia or Bust. The gameplay is currently paced around 15 Month or more.

For a real challenge play the game in Iron Man Mode! Please do no use the OpenXcom Iron Man option and enforce your own Iron Man Mode, its a big mod, so bugs may happen.

 

I hope you will enjoy this collection of 60+ Mods (i stopped counting) and please report any possible Bug you might find on the forum. Feedback of any form is also appreciated in the forum.

 

Compability to other mods:

    This mod is intended to be a Standalone Mod.
    Mods which only add new Items and New Crafts may not pose a problem.
    UFO Extender Accuracy (Full support)
    High Quality Sounds (http://www.openxcom.com/mod/high-quality-sounds) from Daedalus

Not compatible:
    PSX Static Cydonia Map
    XcomUtil Improved Base Layout
    XcomUtil Defensive Base Layout
    XcomUtil Improved Tanks
    XcomUtil Improved Heavy Laser
    All Mods which bring their own:
        alienDeployments
        itemLevels
        alienMissions

 

Recommended Advanced Options:

    Save Preprimed Grenades(for Smoke Grenades)
    Alternate Movement Methods (to fight faster)
    Explosion Height 3 (to destroy buildings in 1 go with HE Packs / Large Rockets etc..)
    Storage limits for recovered Items (sell directly after a mission)
    Live Alien Sale (to clean out what you do not need)
    Forced Craft launch (probably needed since your craft will get shot a lot)
    Alien Bleeding

For a full list of changes and the credits, please read the README.txt and the CREDITS.txt, or the README section here on the modportal.

 

What is still missing so far:

    More translations
    2 interior variants vanilla Supply Ship
    More Interior variants for Vanilla Abductors and Terrorships
    Some 20x20 Maps Modules for Mars Terrain
    Human faction for Special Missions
    Alien Commandship
    Special Mission to aquire the Alien Data Slate (not done)
    Special Mission to aquire the Alien Data Core (not done)
    Special Mission to aquire the Psi Amp (not done)
    Counsel Missions (useing Hobbes Special Mission from UFO Redux)

 

Additional notes:

This mod requires at least openxcom_git_master_2016_08_28_1950 or newer to work correctly. Please report any bugs you may encounter in the forum. I also like to hear your feedback about the mod, plz also post in the forum thread if you like.. For development purposes only, I also added the mod to github hardmode-expansion

 

Latest changelog entries:

Version 0.99.2d

 - Simplyfied some Missionscripts
 - Fix ROUTES for UBASE_06 and UBASE_15
 - Fix Map Error for UFO_160e.MAP
 - Fix Terrain issues for:
    - TAIGAPOLAR
    - JUNGLEPOLAR
    - GRASSLANDFOREST
    - CRASHEDPLANE
    - TUNDRAPLANE
    - DESERTPLANE
    - POLARPLANE
 - Fix Shotgun Class BulletSprites
 - Fix some minor UFOPaedia typos
 - Fix Alloy Tank Laser Autoshot
 - Adjust Alien Alloy Ammo Prices
 - Adjust Alloy Cannon and Alloy Cannon Ammo Prices (Craft Weapon)
 - Adjust UFO Extender Dropoff values and Ranges to be more balanced
 - Adjust Muton Berserkers (no more energy issues *evilgrin*)
 - Adjust HandObs for HeavyLaser/Auto and HeavyLaser/Sniper
 - Adjust Alien Race occurances (Mutons come 1 month earlier)
 - Adjust Vanilla Tanks back to original values
 - Added proper Raceweights for Retaliation Missions
 - Added proper BulletSprites for Alloy Ammo
 - Added Earlier Alien Cheat Turn for ALL Deployments
 - Added increased scoring for VERY LARGE UFO's (double the vanilla value)
 - Added overworked CRASHEDPLANE Maps

 

Version 0.99.2c

 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2016_08_28_1950

Install Instructions

This mod requieres at least: openxcom_git_master_2016_08_28_1950 or newer

#Hardmode Expansion Mod by hellrazor

Intall instructions:
 - Go to your Mod folder and delete the old "Hardmode_Expansion" directory.
 - Extract Zip file
 - Copy over the directory "Hardmode_Expansion" in your user mods directory.
 - Active "Hardmode_Expansion" under Mods

mfg hellrazor

IvanDogovich made a Video with Installation Help:
Installing Hardmode Expansion Mod

Readme

#Hardmode Expansion Mod by hellrazor
#Standalone intended

This mod requieres at least: openxcom_git_master_2016_08_28_1950 or newer

README for Version 0.99.2d
##################################################
# This Mod is aimed at experienced X-Com Players #
#             Who like a challenge :)            #
##################################################

About this mod:
This mod intends to make the gameplay more challenging and deals with
most of vanilla versions flaws, like overpowered Psi and early Plasma ownage.
It sticks strongly towards the vanilla core components and builts upon them.
It is aimed at experienced X-Com players, who know the game well and are
not afraid of a difficulty higher then Superhuman. The Aliens have more
variants and your weapons will slowly become obsolete due to them.
Research progress is a must, but comes at costs.

For playing you should choose difficulty Superhuman, since the mod is balanced
to be played on Superhuman difficulty, otherwise you wouldn't have the full experience.
The difficulty will actually be higher then Superhuman.
Technologies will need alive aliens captures to unlock and will trigger additional mission.
Research takes longer and you do not have access to a alien
containment from the beginning. It is recommend to get between 200-250
scientists by November. Otherwise the game becomes very difficult.

Alive Interrogations require you to raid a nearby Alien Base early.
Otherwise you have no tech progress. The base is located in your starting
region. For the time being also one of the Story Items is located in
the alien base. Raid this base as early as possible!
The game can only be won by capturing a Ethereal Commander who can unlock
Cydonia or Bust. The gameplay is currently paced around 15 Month or more.

For a real challenge play the game in Iron Man Mode!
Please do no use the OpenXcom Iron Man option and enforce your own Iron Man Mode, its a big mod, so bugs may happen.

I hope you will enjoy this collection of 60+ Mods (i stopped counting)
and please report any possible Bug you might find on the forum.
Feedback of any form is also appreciated.


Compability to other mods:
    This mod is intended to be a Standalone Mod.
    Mods which only add new Items and New Crafts may not pose a problem.
    UFO Extender Accuracy (Full support)
    High Quality Sounds (http://www.openxcom.com/mod/high-quality-sounds) from Daedalus

Not compatible:
    PSX Static Cydonia Map
    XcomUtil Improved Base Layout
    XcomUtil Defensive Base Layout
    XcomUtil Improved Tanks
    XcomUtil Improved Heavy Laser
    All Mods which bring their own:
        alienDeployments
        itemLevels
        alienMissions

The list of included Mods is pretty big (60+) see Features.
Mostly Graphics, New Units, Terrains and Weapons.

Recommended Advanced Options:
    Save Preprimed Grenades (for Smoke Grenades)
    Alternate Movement Methods (to fight faster)
    Explosion Height 3 (to destroy buildings in 1 go with HE Packs / Large Rockets etc..)
    Storage limits for recovered Items (sell directly after a mission)
    Live Alien Sale (to clean out what you do not need)
    Forced Craft launch (probably needed since your craft will get shot a lot)
    Alien Bleeding

Creditlist:
    hellrazor (developer of this modpack)
    Fatrat for his Elerium Bomb, Incendiary Grenade
    Ivan Dogovich for all the vanilla HandObSprites, Combat Knife HitSound
    Warboy1982 for Reproduction Mod, Shotgun Mod, AlloyVest Sprite, Sectopod HWP and the Combat Knife
    CryptoCacuts for the Alloy Ground Tanks and the Blue Smoke Grenade
    Shadow for the Improved Interceptor (Retaliator) and PowerSuit/FlyingSuit Inventory sprites
    Arthanor Corpsesprite Alloy Tanks, alternate Explosionsprites
    Roxies321 Sprites Heavy Laser Auto
    Ryskeliini for the Taser Pistol and the Grenade Launcher
    Robin x  Ryskeliini  for the Grey Armored Vest
    Robin for Gazer and Waspite Aliens, and the alternate Smokesprite
    oshiaki2115 for the SniperRifle
    Murmur for the StunGrenade
    Moriaty for the Alloy Ammo
    bloodman123726, SolariusScorch for the AlloyVest
    yrizoud for the MediPack Sprites
    LouisdeFuines for Laser Sectopod Ruleset
    trollworkout for Matching Laser, Plasma, Standard Weapons, Blaster Launcher and the awesome Muton Brain Guard Sprites
    Cirix, Luke83 for Alien Inventory Sprites
    luke83 for extra Ufo Maps, Expanded UBASE Maps, Expanded Terror Maps, Sectopod HWP
    Phaedris for the Muton Commander sprites
    clownagent for the Jumpsuit Ufopaedia ruleset
    Hobbes, for the terrain pack, for UFOpedia NEWS strings
    chaosshade for the PlasmaShotgun, Elerium Rocket, recolored Medikit Sprites, Blue Smoke Grenade Handob, StunGrenade HandOb,
        Recolor of HeavyLaserAuto sprites.
    civilian for Alloy Knife, Alloy Sword Sprites, for Improved TU reserve Sprite and Kneeling Indicator
    shadics for the Better Personal Armor Sprites
    aldorn for the recolored sprites for the Flashbang Grenade
    SolariusScorch for Plasma Sniper Rifle Sprite, and several UFOpaedia tech pics.
    SolariusScorch and all the other People who worked on YetMoreUFOs package, from which i took a lot of Maps.
    Credit also goes to all people who made translation in the FMP (which i simple copied over, for the Items were i didn't had some.)
    clownagent for FastRamp Ruleset und UFopaedia entry for the Jumpsuit.
    Jukebox, for helping my finding the right PSI values to make Ethereals PSI immune but with same PSI AS.
    MicktheMage for the Alloy Cannon UfoPaedia picture.
    54x for the enhanced Vanilla Flying Suits Spriteset.
    xOps for the Muton Brain Guard Inventory Picture, Muton Elite Ufopaedia Pictures, Sectoid Elite Sprites
    Moriaty for the enhanced Power and Flying Suit Sprites
    pWWWa for the new Plasma Hit Animation, Plasma Melee Weapons, Custom HitAnimation for Combat Knife, Alloy Knife and Alloy Sword
    Falco for Sectopod HWP
    nadir for helping formulate many of the new NEWS strings, Muton Berserker Texts
    Dioxine for Alloy Knife sprites, and some Sprites for the Civilians
    Hobbes - OpenXCom (OXC) ruleset, .MAP/RMP/MCD/PCK file design, Geoscape additions & all other terrains not listed below
    Nachtwolf & Voller - Dawn City tilesets images (originally developed for UFO2000)
    civilian - original OXC ruleset
    Bagirov - Industrial terrain design (originally developed for UFO2000)
    Solarius Scorch - AI routing for the Railyard UFO2000 terrain conversion, additional maps and tile images for Commercial UFO2000 terrain conversion.
    XOps - Tileset graphics for the Atlantis Desert and Mu Jungle terrains, Muton Berserker Sprites and 1 Sound
    Twilight Owl - original Airfield UFO2000 terrain
    Cooper - Battleship Variants
    Bloax for Muton Berserker Sounds

If i forgot someone, or something is incorrect, please let me know.

 

Features:

Final Mission:
Mars - Cydonia Landing takes place in a 80x80 Map.
Mars - the Final Assault takes place in a 100x100 Map.
Loaded up with min 64 of the strongest enemy units you will encounter ingame.
Go and find the Brain and kill it!

General Gameplay changes:
    Globe with 330 Cities (including vanilla ones)
    Research costs are 1,5 times vanilla
    Alive Aliens are needed to unlock techs (-> Research Tree Graphic)
    10 Soldiers instead of 8 in the beginning
    10 Armored Vests, which you need to equip on your Soldiers
    Melee Weapons apply Skill and Strength
    X-Com Soldiers start with Melee Accuracy from range 40-60
    More saner starting weapons stock and equipment for the Skyranger
    Defensive starting Base layout (with 1 Additional General Stores)
    Psi Amp is harder to get throu research
    Psi Amp production is much more expensive
    Corpses give access to World News and are needed for Meditkits
    Alien Alloys can not be produced, they are as precious as Elerium-115 now
    Elerium-115 recovery per UFO Power Source is 50% vanilla (25)
    Alien Alloys recovered from UFO mission are ~36% lower then vanilla
    Terrormissions have multiple Alerts and Terrainhint
    Aliens do have more chances to score more points.
    Alien Bases may also create Abdcution, Harvest and Research Missions in their regions
    Interrogating alive Navigators and Engineers will trigger additional monthly Aliens Missions (limited to 2 Missions per Month)

Economic:
    The maximum funding you can receive from Nations is cut by 50%
    All Alien Items and Alive Aliens give less money when sold (50%)
    Base Maintence Cost increased to 10% of base modules price
    X-Com Wages and Hire Cost are 1.5 times Vanilla
    X-Com Armors and Crafts are a lot more expensive to produce
    Tanks and Armor are repairable, if the corpse is recovered intact

Groundcombat changes:
    Chronological Racemixes
    Aliens are earlier aware of your presence
    Bigger Map for Terrormissions (60x60 and up to 24 Civilians)
    Bigger Maps also for Battleship, Terrorships and Labship (all 60x60)
    Alien will use Explosives and Explosive Weaponry from Turn 1 in Ground Combats
    Increased PSI Defenses for Aliens, but same Attack values (Soldier with PSI Str 80+ are fine as in vanilla)
    Ethereals are immune to MC from Xcom
    Aliens receive a Bravery Bonus (+10, Commanders are removed from Battleship and Base Defense Missions, increased numbers panic to quckly)
    Aliens have more saner Melee accuracy stats
    Kneeling Indicator and Improved TU Reserve Sprites
    Better Smoke Animation
    New Plasma Hit Animation for Heavy Plasma
    Colored Explosions (Grey: Smoke, Yellow: HE, Stun: Purple)
    Chryssalids are slightly vulnarable to HE damage (as stated in the UFOpedia)
    Sectopod does Laser Damage (as stated in UFOpedia)
    Blaster Waypoints honor DOS Limitation (9 Waypoints)

Storyitems:
    Alien Data Slate (currently carried by Alien Base Commanders)
    Alien Data Core (currently located in Battleships)

Additional Alien Weapons:
    Plasma Blade
    Plasma Sword
    Plasma Shotgun
    Plasma Sniper Rifle
    Small Launcher with Arcing Shot.
    Elerium Bomb for Small Launcher
    Aliens will keep most weaponry through the game
    Aliens have all weapons avaible from start

Additional Alien Missions:
    Ship Attack
    Docked Ship

Additional Terrains:
    Airfield
    Area 51
    Cargo Ship
    City Snow
    Commercial
    Expanded Farm A
    Expanded Farm B
    Expanded UBASE Maps
    Desert Mountain
    Desert Temple
    Desert Plane
    Dawn City A
    Dawn City B
    Expanded Terror
    Expanded Terror Snow
    Expanded Urban Mix
    Expanded Urban Mix Snow
    Forest Mountain
    Forest Marsh
    Grassland Desert
    Grassland Desert Mountain
    Grassland Forest
    Grassland Forest Mountain
    Grassland Swamp
    Industrial
    Industrial UFO
    Island
    Jungle Mountain
    Jungle Swamp
    Jungle Temple
    Liner Ship
    Expanded Urban
    Expanded Urban UFO
    Expanded Urban Snow
    Native (Farm + Jungle)
    Native UFO
    Polar Desert
    Polar Desert Mountain
    Polar Mountain
    Polar Plane
    Docked Cargo Ship
    Port Industrial
    Docked Liner Ship
    Port TFTD
    Port Modified
    Railyard
    Savanna Desert
    Savanna Desert Mountain
    Savanna Forest
    Savanna Forest Mountain
    Savanna Swamp
    Steppe Desert
    Steppe Desert Mountain
    Steppe Forest
    Steppe Forest Mountain
    Steppe Swamp
    Taiga Desert
    Taiga Desert Mountain
    Taiga Forest
    Taiga Forest Mountain
    Taiga Swamp
    Tundra Desert
    Tundra Desert Mountain
    Tundra Forest
    Tundra Forest Mountain
    Tundra Mountain
    Tundra Plane
    Tundra Swamp

Additional UFO Maps (darkened):
    8 Medium Scout Maps
    27 Large Scout Maps
    24 Harvester Maps
    10 Abductor Maps
    8 Terror Ship Maps
    2 Supply Ship Maps
    7 Battleship Map
    9 Fighter Maps
    14 Sentry Maps
    11 Excavator Maps
    4 Labship Maps


Additional Alien Races:
    Waspite
    Gazer
    Sectoid Elite
    Muton Elite
    Muton Elite Guard
    Muton Berserker
    Armored Cyberdisc Terrorist
    Armored Sectopod Terrorist
    Chryssalid Spitter Terrorist

Additional X-Com Weapons:
    Combat Knife
    Alloy Knife
    Alloy Blade
    Taser Pistol
    Shotgun
    Sniper Rifle
    Grenade Launcher
    Elerium Rocket
    Scatter Laser
    Heavy Laser Replacements:
        Heavy Laser/Sniper
        Heavy Laser/Auto
    Flashbang Grenade
    Incendiary Grenade
    Stun Grenade
    Fire Bomb
    Smoke Bomb

All kinetic weapons also get Alloy Ammo once researched.
Alloy Ammo adds +10 Damage on top of convential AP Ammo.

Also 3 Medkits one avaible from start, the others are researchable.
Research is Corpsebased and also requires Storyitems.

Additional X-Com Tanks:
    Alloy Tank Cannon
    Alloy Tank Rocket Launcher
    Alloy Tank Laser
    Hovertank Laser
    Hovertank Elerium Bomb
    Walkertank Plasma

Hovertank Launcher Ammo does 200 damage instead of 140

Additional X-Com Armor:
    Grey Armored Vest
    Alloy Vest
    Reinforced Power Suit
    Reinforced Flying Suit

Additional X-Com Craft:
    Retaliator (Advanced Interceptor)
    Thunder (Lightning replacement)

Additional X-Com Craft Weapons:
    Alloy Cannon
    Modified Range for Vanilla Weapons

Supported Languages:
    English:
        en-US
        en-GB

What is still missing so far:
    More translations
    2 interior variants vanilla Supply Ship
    More Interior variants for Vanilla Abductors and Terrorships
    Some 20x20 Maps Modules for Mars Terrain
    Human faction for Special Missions
    Alien Commandship
    Special Mission to aquire the Alien Data Slate (not done)
    Special Mission to aquire the Alien Data Core (not done)
    Special Mission to aquire the Psi Amp (not done)
    Counsel Missions (useing Hobbes Special Mission from UFO Redux)

Despite the missing stuff the Mod is fully playable!

License Information

You may use all parts of this mod to your full extent, as you see fit.

But please make sure you give proper credit to the original creator or author.

See CREDIT.TXT or Readme Section here on the portal.

Downloads


        Filename
Upload
Date
 
Mod
Version
 
Game
Version
 
Download
Count
 
File
Size
 
   Hardmode_Expansion_v0.99.2d.zip 05/26/2017 0.99.2d Nightly <p>Version 0.99.2d</p> <p>&nbsp;- Simplyfied some Missionscripts<br /> &nbsp;- Fix ROUTES for UBASE_06 and UBASE_15<br /> &nbsp;- Fix Map Error for UFO_160e.MAP<br /> &nbsp;- Fix Terrain issues for:<br /> &nbsp;&nbsp;&nbsp; - TAIGAPOLAR<br /> &nbsp;&nbsp;&nbsp; - JUNGLEPOLAR<br /> &nbsp;&nbsp;&nbsp; - GRASSLANDFOREST<br /> &nbsp;&nbsp;&nbsp; - CRASHEDPLANE<br /> &nbsp;&nbsp;&nbsp; - TUNDRAPLANE<br /> &nbsp;&nbsp;&nbsp; - DESERTPLANE<br /> &nbsp;&nbsp;&nbsp; - POLARPLANE<br /> &nbsp;- Fix Shotgun Class BulletSprites<br /> &nbsp;- Fix some minor UFOPaedia typos<br /> &nbsp;- Fix Alloy Tank Laser Autoshot<br /> &nbsp;- Adjust Alien Alloy Ammo Prices<br /> &nbsp;- Adjust Alloy Cannon and Alloy Cannon Ammo Prices (Craft Weapon)<br /> &nbsp;- Adjust UFO Extender Dropoff values and Ranges to be more balanced<br /> &nbsp;- Adjust Muton Berserkers (no more energy issues *evilgrin*)<br /> &nbsp;- Adjust HandObs for HeavyLaser/Auto and HeavyLaser/Sniper<br /> &nbsp;- Adjust Alien Race occurances (Mutons come 1 month earlier)<br /> &nbsp;- Adjust Vanilla Tanks back to original values<br /> &nbsp;- Added proper Raceweights for Retaliation Missions<br /> &nbsp;- Added proper BulletSprites for Alloy Ammo<br /> &nbsp;- Added Earlier Alien Cheat Turn for ALL Deployments<br /> &nbsp;- Added increased scoring for VERY LARGE UFO&#39;s (double the vanilla value)<br /> &nbsp;- Added overworked CRASHEDPLANE Maps</p> 114 3.75 MB

Filename: Hardmode_Expansion_v0.99.2d.zip
Uploaded: 05/26/2017
File Size: 3.75 MB

Change Log:

Version 0.99.2d

 - Simplyfied some Missionscripts
 - Fix ROUTES for UBASE_06 and UBASE_15
 - Fix Map Error for UFO_160e.MAP
 - Fix Terrain issues for:
    - TAIGAPOLAR
    - JUNGLEPOLAR
    - GRASSLANDFOREST
    - CRASHEDPLANE
    - TUNDRAPLANE
    - DESERTPLANE
    - POLARPLANE
 - Fix Shotgun Class BulletSprites
 - Fix some minor UFOPaedia typos
 - Fix Alloy Tank Laser Autoshot
 - Adjust Alien Alloy Ammo Prices
 - Adjust Alloy Cannon and Alloy Cannon Ammo Prices (Craft Weapon)
 - Adjust UFO Extender Dropoff values and Ranges to be more balanced
 - Adjust Muton Berserkers (no more energy issues *evilgrin*)
 - Adjust HandObs for HeavyLaser/Auto and HeavyLaser/Sniper
 - Adjust Alien Race occurances (Mutons come 1 month earlier)
 - Adjust Vanilla Tanks back to original values
 - Added proper Raceweights for Retaliation Missions
 - Added proper BulletSprites for Alloy Ammo
 - Added Earlier Alien Cheat Turn for ALL Deployments
 - Added increased scoring for VERY LARGE UFO's (double the vanilla value)
 - Added overworked CRASHEDPLANE Maps

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Author: hellrazor
Added: May 05, 2015 01:40 PM

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