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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hellrazor</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T06:56:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(Hardmode)&amp;diff=118710</id>
		<title>Base Facilities (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(Hardmode)&amp;diff=118710"/>
		<updated>2024-04-16T10:06:18Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base facilities&#039;&#039;&#039; are, functionality wise, unchanged from vanilla X-COM. The primary differences in Hardmode are the &#039;&#039;&#039;increased maintenance costs&#039;&#039;&#039;, and that the &#039;&#039;&#039;Alien Containment&#039;&#039;&#039; facility must be researched via obtaining alien artefacts from an Alien Base. For Alien Research based Base facilities additional Materials are needed for construction see Table Cost Reference below.&lt;br /&gt;
&lt;br /&gt;
==Initial and Researchable Facilities==&lt;br /&gt;
The below links go to the vanilla articles. &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Initial Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-lift.gif|30px]] [[Access Lift]]&lt;br /&gt;
* [[Image:Base-quarters.gif|30px]] [[Living Quarters]]&lt;br /&gt;
* [[Image:Base-lab.gif|30px]] [[Laboratory]]&lt;br /&gt;
* [[Image:Base-workshop.gif|30px]] [[Workshop]]&lt;br /&gt;
* [[Image:Base-stores.gif|30px]] [[General Stores]]&lt;br /&gt;
* [[Image:Base-hangar.gif|60px]] [[Hangar]]&lt;br /&gt;
* [[Image:Base-small_radar.gif|30px]] [[Small Radar System]]&lt;br /&gt;
* [[Image:Base-large_radar.gif|30px]] [[Large Radar System]]&lt;br /&gt;
* [[Image:Base-missile.gif|30px]] [[Missile Defences]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Researchable Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-containment.gif|30px]] [[Alien Containment]]&lt;br /&gt;
* [[Image:Base-psi.gif|30px]] [[Psionic Laboratory]]&lt;br /&gt;
* [[Image:Base-hyperwave.gif|30px]] [[Hyper-wave Decoder]]&lt;br /&gt;
* [[Image:Base-laser.gif|30px]] [[Laser Defences]]&lt;br /&gt;
* [[Image:Base-plasma.gif|30px]] [[Plasma Defences]]&lt;br /&gt;
* [[Image:Base-fusion.gif|30px]] [[Fusion Ball Defences]]&lt;br /&gt;
* [[Image:Base-mind.gif|30px]] [[Mind Shield]]&lt;br /&gt;
* [[Image:Base-grav.gif|30px]] [[Grav Shield]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cost Reference==&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Structure&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Cost&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Maintenance Cost &lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Time&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Stackable?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Indestructable?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs Alien Alloys?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs Elerium-115?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs Alien Food?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs Mindprobe?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs UFO Navigation?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs UFO Power Source?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Access Lift        ||   $300,000 || $30,000 ||  1 day  ||  No || Yes || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Living Quarters    ||   $400,000 || $40,000 || 16 days || Yes || Yes || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory         ||   $750,000 || $75,000 || 26 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Workshop           ||   $800,000 || $80,000 || 32 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| General Stores     ||   $150,000 || $15,000 || 10 days || Yes || Yes || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Containment  ||   $400,000 || $15,000 || 18 days ||  No || Yes || 30 || - || 10 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Hangar             ||   $200,000 || $20,000 || 25 days || Yes || Yes || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Small Radar        ||   $500,000 || $50,000 || 12 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar        ||   $800,000 || $80,000 || 25 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Missile Defenses   ||   $200,000 || $20,000 || 16 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Laboratory ||   $750,000 || $75,000 || 24 days || Yes ||  No || 100 || - || - || 2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Wave Decoder || $1,400,000 ||$140,000 || 26 days || Yes ||  No || 60 || 30 || - || - || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| Laser Defenses     ||   $400,000 || $40,000 || 24 days || Yes ||  No || - || - || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Defenses    ||   $600,000 || $60,000 || 34 days || Yes ||  No || 40 || 20 || - || - || - || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Defenses    ||   $800,000 || $80,000 || 34 days || Yes ||  No || 60 || 30 || - || - || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mind Shield        || $1,300,000 ||$130,000 || 33 days ||  No ||  No || 100 || - || - || 2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Grav Shield        || $1,200,000 ||$120,000 || 38 days ||  No ||  No || 100 || 50 || - || - || - || 4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(Hardmode)&amp;diff=118709</id>
		<title>Base Facilities (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(Hardmode)&amp;diff=118709"/>
		<updated>2024-04-16T10:04:41Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Cost Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base facilities&#039;&#039;&#039; are, functionality wise, unchanged from vanilla X-COM. The primary differences in Hardmode are the &#039;&#039;&#039;increased maintenance costs&#039;&#039;&#039;, and that the &#039;&#039;&#039;Alien Containment&#039;&#039;&#039; facility must be researched via obtaining alien artefacts from an Alien Base. &lt;br /&gt;
&lt;br /&gt;
==Initial and Researchable Facilities==&lt;br /&gt;
The below links go to the vanilla articles. &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Initial Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-lift.gif|30px]] [[Access Lift]]&lt;br /&gt;
* [[Image:Base-quarters.gif|30px]] [[Living Quarters]]&lt;br /&gt;
* [[Image:Base-lab.gif|30px]] [[Laboratory]]&lt;br /&gt;
* [[Image:Base-workshop.gif|30px]] [[Workshop]]&lt;br /&gt;
* [[Image:Base-stores.gif|30px]] [[General Stores]]&lt;br /&gt;
* [[Image:Base-hangar.gif|60px]] [[Hangar]]&lt;br /&gt;
* [[Image:Base-small_radar.gif|30px]] [[Small Radar System]]&lt;br /&gt;
* [[Image:Base-large_radar.gif|30px]] [[Large Radar System]]&lt;br /&gt;
* [[Image:Base-missile.gif|30px]] [[Missile Defences]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Researchable Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-containment.gif|30px]] [[Alien Containment]]&lt;br /&gt;
* [[Image:Base-psi.gif|30px]] [[Psionic Laboratory]]&lt;br /&gt;
* [[Image:Base-hyperwave.gif|30px]] [[Hyper-wave Decoder]]&lt;br /&gt;
* [[Image:Base-laser.gif|30px]] [[Laser Defences]]&lt;br /&gt;
* [[Image:Base-plasma.gif|30px]] [[Plasma Defences]]&lt;br /&gt;
* [[Image:Base-fusion.gif|30px]] [[Fusion Ball Defences]]&lt;br /&gt;
* [[Image:Base-mind.gif|30px]] [[Mind Shield]]&lt;br /&gt;
* [[Image:Base-grav.gif|30px]] [[Grav Shield]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cost Reference==&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Structure&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Cost&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Maintenance Cost &lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Time&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Stackable?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Indestructable?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs Alien Alloys?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs Elerium-115?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs Alien Food?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs Mindprobe?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs UFO Navigation?&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Needs UFO Power Source?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Access Lift        ||   $300,000 || $30,000 ||  1 day  ||  No || Yes || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Living Quarters    ||   $400,000 || $40,000 || 16 days || Yes || Yes || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory         ||   $750,000 || $75,000 || 26 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Workshop           ||   $800,000 || $80,000 || 32 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| General Stores     ||   $150,000 || $15,000 || 10 days || Yes || Yes || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Containment  ||   $400,000 || $15,000 || 18 days ||  No || Yes || 30 || - || 10 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Hangar             ||   $200,000 || $20,000 || 25 days || Yes || Yes || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Small Radar        ||   $500,000 || $50,000 || 12 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar        ||   $800,000 || $80,000 || 25 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Missile Defenses   ||   $200,000 || $20,000 || 16 days || Yes ||  No || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Laboratory ||   $750,000 || $75,000 || 24 days || Yes ||  No || 100 || - || - || 2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Wave Decoder || $1,400,000 ||$140,000 || 26 days || Yes ||  No || 60 || 30 || - || - || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| Laser Defenses     ||   $400,000 || $40,000 || 24 days || Yes ||  No || - || - || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Defenses    ||   $600,000 || $60,000 || 34 days || Yes ||  No || 40 || 20 || - || - || - || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Defenses    ||   $800,000 || $80,000 || 34 days || Yes ||  No || 60 || 30 || - || - || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mind Shield        || $1,300,000 ||$130,000 || 33 days ||  No ||  No || 100 || - || - || 2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Grav Shield        || $1,200,000 ||$120,000 || 38 days ||  No ||  No || 100 || 50 || - || - || - || 4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118708</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118708"/>
		<updated>2024-04-16T09:48:35Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Gameplay Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode Expansion offically supports OpenXcom Extended version v7.9.8+, see: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode Expansion is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[https://mod.io/g/openxcom/m/hqsounds-by-daedalus High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS Statstring, Daytime/Nighttime, Two Skyrangers]&lt;br /&gt;
&lt;br /&gt;
*HM_XcomUtil_Always_Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*HM_XcomUtil_Always_Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
*HM_Two_Skyranger_Start: Replace one of your starting Interceptors with a second Skyranger and Troop Equipment.&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118707</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118707"/>
		<updated>2024-04-16T09:48:11Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode Expansion offically supports OpenXcom Extended version v7.9.8+, see: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[https://mod.io/g/openxcom/m/hqsounds-by-daedalus High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS Statstring, Daytime/Nighttime, Two Skyrangers]&lt;br /&gt;
&lt;br /&gt;
*HM_XcomUtil_Always_Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*HM_XcomUtil_Always_Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
*HM_Two_Skyranger_Start: Replace one of your starting Interceptors with a second Skyranger and Troop Equipment.&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Expansion_Info_(Hardmode)&amp;diff=118706</id>
		<title>Expansion Info (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Expansion_Info_(Hardmode)&amp;diff=118706"/>
		<updated>2024-04-16T09:47:28Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* What is Hardmode? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode Expansion|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is the Hardmode Expansion Mod? ==&lt;br /&gt;
&lt;br /&gt;
My Personal (hellrazor) approach on creating a sort of Long War Mod for the Original UFO - Defense.&lt;br /&gt;
I originally created it as a player torture device *evilgrin*, but it turned out to be a Mod people like to play because of the challenge it offers.&lt;br /&gt;
When designing this Mod, I decided to stick on the core Vanilla Original Game Principles and create basically a Expansion Pack, which&lt;br /&gt;
offers a much better Research Tree, a Economy were you need money desperately, where you will face difficult decisions and set backs during your campaign.&lt;br /&gt;
All this has been enriched with a lot of additional Weapons and Tanks, which all have a unique use case.&lt;br /&gt;
Enemies, which will give a Nightmare during your dreams (at least I hope so, *grin*).&lt;br /&gt;
Its a LONG war to free earth (ingame time: 14-16 Months). So are you ready for the ride?&lt;br /&gt;
&lt;br /&gt;
Hardmode is a mod for OpenXCOM that aims to make the gameplay more challenging and deals with most of vanilla version&#039;s flaws, such as overpowered Psi and early Plasma weapons. The mod tries to stick close to the vanilla core components of X-COM.&lt;br /&gt;
&lt;br /&gt;
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 are more powerful, have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.&lt;br /&gt;
&lt;br /&gt;
== Exactly what new mechanics can I expect? ==&lt;br /&gt;
Some new concepts and mechanics you will see include&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
* Multiple new Alien species and terror forces (did anyone say long range Chrysalid Spitters?)&lt;br /&gt;
* Mixed alien crews, and mixed terror forces&lt;br /&gt;
* New UFOs to contend with, and with all pre-existing UFOs receiving dozens of new and unique interior redesigns&lt;br /&gt;
* Alien Bases may deploy hostile missions that will force an X-COM response&lt;br /&gt;
* Certain Aliens are harder to manipulate psionically, and the Ethereals are immune to Mind Control&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Equipment/Armour ===&lt;br /&gt;
* New array of weapons for all tiers Grenade Launchers, Shotguns and Snipers for X-Com and the Aliens.&lt;br /&gt;
* Dedicated melee weapons for X-COM and the Aliens&lt;br /&gt;
* Special Alloy ammo that can be manufactured for early game ballistic weapons, which gives a 1,5 factor damage boost.&lt;br /&gt;
* Alien Plasma weapons have secondary stronger Clip which confers more damage.&lt;br /&gt;
* Large array of new armour for X-COM, from ceramic plated vests to reinforced power suits&lt;br /&gt;
* New X-COM aircraft, Heavy Weapon Platforms and even unmanned Support Drones&lt;br /&gt;
&lt;br /&gt;
=== [[Research (Hardmode) |Research]] ===&lt;br /&gt;
* Research tree has been completely overhauled&lt;br /&gt;
* Research times are significantly longer, most advance technology requires special alien artefacts and the interrogation of alien engineers/medics/leaders and sometimes specific aliens or their corpses&lt;br /&gt;
* You can&#039;t research Laser weapons until you&#039;ve stolen and researched an alien data slate, you can&#039;t research it until you&#039;ve interrogated an alien, you can&#039;t interrogate an alien until you&#039;ve researched a containment cell, you can&#039;t do that until you&#039;ve raided an alien base&lt;br /&gt;
&lt;br /&gt;
=== Tactical Combat ===&lt;br /&gt;
* Aliens are aware of your presence earlier than normal (turn 14 from turn 20)&lt;br /&gt;
* Larger maps for terror missions and certain alien UFOs, also a lot more civilians&lt;br /&gt;
* Aliens will use explosive weapons from turn 1&lt;br /&gt;
* Chronological alien race mixes, don&#039;t be surprised if some Sectoids tag along with Floaters, and they might bring their Cyberdiscs as well&lt;br /&gt;
&lt;br /&gt;
== Thanks and Acknowledgements == &lt;br /&gt;
Please see here - [https://openxcom.org/forum/index.php/topic,4965.0.html CREDITS.TXT or Forum Link]&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118590</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118590"/>
		<updated>2024-04-03T12:13:43Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Optional Options or Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.9.8+, see: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[https://mod.io/g/openxcom/m/hqsounds-by-daedalus High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS Statstring, Daytime/Nighttime, Two Skyrangers]&lt;br /&gt;
&lt;br /&gt;
*HM_XcomUtil_Always_Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*HM_XcomUtil_Always_Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
*HM_Two_Skyranger_Start: Replace one of your starting Interceptors with a second Skyranger and Troop Equipment.&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118589</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118589"/>
		<updated>2024-04-03T12:12:26Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Optional Options or Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.9.8+, see: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[https://mod.io/g/openxcom/m/hqsounds-by-daedalus High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS Statstring, Daytime/Nighttime, Two Skyrangers]&lt;br /&gt;
&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
*HM_Two_Skyranger_Start: Replace one of your starting Interceptors with a second Skyranger and Troop Equipment.&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118588</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118588"/>
		<updated>2024-04-03T12:11:15Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Optional Options or Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.9.8+, see: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[https://mod.io/g/openxcom/m/hqsounds-by-daedalus High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html [SUPPLEMENTAL MODS] Statstring, Daytime/Nighttime, Two Skyrangers]&lt;br /&gt;
&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
*HM_Two_Skyranger_Start: Replace one of your starting Interceptors with a second Skyranger and Troop Equipment.&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118575</id>
		<title>Research (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118575"/>
		<updated>2024-03-24T09:37:03Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; in Hardmode has seen a major revamp, with a noted increase in difficulty. Research takes longer to complete and has more complex requirements. &lt;br /&gt;
&lt;br /&gt;
==Quick summary==&lt;br /&gt;
A quick summary of the major changes to the research system:&lt;br /&gt;
&lt;br /&gt;
* 1.5 times increase in the time to research the majority of topics. &lt;br /&gt;
* The Alien containment facility must be researched; the topics required to unlock this can only be found in an Alien Base.&lt;br /&gt;
* Many technologies will require a live alien to be interrogated.&lt;br /&gt;
:* Typically Alien Engineers are needed for certain engineering technologies, Navigators for aircraft topics and Medics for psionic topics.&lt;br /&gt;
* Two unique items, the Alien Data Slate and Alien Data Core, gatekeep most advanced technologies.&lt;br /&gt;
* Laser weapons cannot be researched until a live Alien has been interrogated and the Alien Data Slate has been researched.&lt;br /&gt;
* Some additional early game research topics have been added to bridge the gap between Terran weapons/armour and more advanced Laser/Powered armour, these being alloy enhanced ballistic weapons and armour.&lt;br /&gt;
* Significant increase in the difficulty to unlock psionics&lt;br /&gt;
&lt;br /&gt;
==Detailed Information==&lt;br /&gt;
&lt;br /&gt;
A major change of note is that the &#039;&#039;&#039;Alien Containment Facility&#039;&#039;&#039; must now be researched. The technology required to research the Alien Containment can only be found in an &#039;&#039;&#039;Alien Base&#039;&#039;&#039;, necessitating an early assault on an Alien Base in order to progress the tech tree. &lt;br /&gt;
&lt;br /&gt;
The majority of technically complicated research topics require the interrogation of an appropriately ranked live Alien. For example, the UFO Power Source topic, a pre-requisite to Power Suits and Firestorm construction, can only be researched if any Alien Engineer is interrogated beforehand. &lt;br /&gt;
&lt;br /&gt;
Major technological breakthroughs are gated behind locating, recovering and researching an &#039;&#039;&#039;Alien Data Slate&#039;&#039;&#039; and a &#039;&#039;&#039;Alien Data Core&#039;&#039;&#039;. The Slate can only be found in an Alien Base, whereas the Core can only be found on an Alien &#039;&#039;&#039;Battleship&#039;&#039;&#039;. Of particular note are that Laser Weapons cannot be researched until the Data Slate is researched, and Alien Plasma weapons cannot be researched until the Data Core has been researched. &lt;br /&gt;
&lt;br /&gt;
In order to compensate for the delay that X-COM will have in unlocking Laser weapons and more potent Personal Armour/Power Suits, X-COM can research new topics that can unlock &#039;&#039;&#039;Alloy Ammo&#039;&#039;&#039; for usage with Ballistic firearms, and &#039;&#039;&#039;Alloy Armour&#039;&#039;&#039; as an improvement over the starting armours. &lt;br /&gt;
&lt;br /&gt;
Without being able to interrogate Aliens, X-COM will be unable to progress the tech tree in an appreciable matter and will be rapidly overwhelmed within several months. Every effort should be made to secure the ability to construct the Alien Containment facility, and begin interrogating live aliens, before the end of the April of the the first year of the campaign.&lt;br /&gt;
&lt;br /&gt;
==Research Tree==&lt;br /&gt;
&amp;lt;center&amp;gt;[[file:Research_Tree_Hardmode_Expansion.jpg|1400px|thumb|center|Hardmode Research Tree]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See Research Tree here: https://www.ufopaedia.org/images/4/47/Research_Tree_Hardmode_Expansion.jpg&lt;br /&gt;
&lt;br /&gt;
The Latest Version can always be found here: https://github.com/hellrazor4223/hardmode-expansion/blob/master/Research_Tree_Hardmode_Expansion.jpg&lt;br /&gt;
&lt;br /&gt;
You will also find a up to date Research Tree File in you Hardmode_Expansion Install directory.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Hardmode)&amp;diff=118555</id>
		<title>Equipment (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Hardmode)&amp;diff=118555"/>
		<updated>2024-03-22T12:20:48Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
There are many different types of &#039;&#039;&#039;equipment&#039;&#039;&#039; available for fighting the alien menace.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Armour (Hardmode) | Armour]]&lt;br /&gt;
Armour is worn by your soldiers to protect them against enemy fire both direct and indirect. Initially your agents will all be wearing basic kevlar plates that provide some minimal level of defense, as your technology progresses your [[soldiers]] will be able to withstand more damage. Armour also confers better smoke and fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Weapons (Hardmode) | Weapons]]&lt;br /&gt;
Weapons are required to take on the alien threat, you initially have access to a diverse range of weapons. Research will allow you to use the alien weapons.&lt;br /&gt;
&lt;br /&gt;
==Portable equipment==&lt;br /&gt;
Small easily portable equipment that provide supporting roles and functions that do not fall into the above categories. &lt;br /&gt;
===Grenades===&lt;br /&gt;
* [[Grenade]]&lt;br /&gt;
* [[Proximity Grenade]]&lt;br /&gt;
* [[High Explosive]]&lt;br /&gt;
* [[Incendiary Grenade (Hardmode) | Incendiary Grenade]]&lt;br /&gt;
* [[Flashbang Grenade (Hardmode) | Flashbang Grenade]]&lt;br /&gt;
* [[Alien Grenade]]&lt;br /&gt;
* [[Stun Grenade]]&lt;br /&gt;
* [[Fire Grenade]]&lt;br /&gt;
&lt;br /&gt;
===Support Equipment===&lt;br /&gt;
* [[Field Medic Pack]]: Standard issue field medical kit.&lt;br /&gt;
* [[Medical Kit (Hardmode) | Medical Kit]]: Researchable medical kit, more efficient and less heavy to carry.&lt;br /&gt;
* [[Advance Medical Kit (Hardmode) | Advance Medical Kit]]: Researchable and more refined iteration on its predecessors. &lt;br /&gt;
&lt;br /&gt;
* [[Smoke Grenade]]: Creates a smoke screen to conceal your movements.&lt;br /&gt;
* [[Motion Scanner]]: Scans a 10 tile radius to show units that have moved in the last and current turn.&lt;br /&gt;
* [[Electro-flare]]: Lights up dark areas of the map allowing you to see further. Reusable. &lt;br /&gt;
* [[Psi-Amp]]: Allows soldiers with psi skill to wage psionic attacks just like the aliens.&lt;br /&gt;
* [[Mind Probe]]: Allows identification of an alien&#039;s rank and current vital statistics.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Flashbang_Grenade&amp;diff=118554</id>
		<title>Flashbang Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Flashbang_Grenade&amp;diff=118554"/>
		<updated>2024-03-22T12:19:50Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: Hellrazor moved page Flashbang Grenade to Flashbang Grenade (Hardmode): Link adaption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Flashbang Grenade (Hardmode)]]&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Flashbang_Grenade_(Hardmode)&amp;diff=118553</id>
		<title>Flashbang Grenade (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Flashbang_Grenade_(Hardmode)&amp;diff=118553"/>
		<updated>2024-03-22T12:19:50Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: Hellrazor moved page Flashbang Grenade to Flashbang Grenade (Hardmode): Link adaption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Flashbang&#039;&#039;&#039; is a non-lethal stunning explosive grenade available to purchase from the start of the game.   &lt;br /&gt;
&lt;br /&gt;
A non-lethal tool, don&#039;t be fooled by its description as the flashbang is functionally equivalent to a explosive taser or stun rod. Intended as a alternative way to stun and capture a live alien from range. &lt;br /&gt;
&lt;br /&gt;
While its stun ability is less effective than multiple close range jabs from a stun rod, or a taser, the strength of the flashbang is its a long range stunning tool that is by far the safest way for a soldier to attempt to subdue an alien. Be wary that multiple flashbang grenades will be needed, and very strong aliens may need to be wounded beforehand to enchance the capturing odds. &lt;br /&gt;
&lt;br /&gt;
Eventually succeeded in effectiveness by the researchable [[Stun Grenade]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Flashbang.png|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 40 (Stun)&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs:&lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*Buy Price: $500&lt;br /&gt;
*Sell Price: $400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (Hardmode) Navbar}}&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118552</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118552"/>
		<updated>2024-03-22T12:12:55Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.9.8+, see: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[https://mod.io/g/openxcom/m/hqsounds-by-daedalus High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS - Statstring, Daytime/Nighttime]&lt;br /&gt;
&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Expansion_Info_(Hardmode)&amp;diff=118551</id>
		<title>Expansion Info (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Expansion_Info_(Hardmode)&amp;diff=118551"/>
		<updated>2024-03-22T12:11:21Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Thanks and Acknowledgements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode Expansion|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Hardmode? ==&lt;br /&gt;
&lt;br /&gt;
My Personal approach on creating a sort of Long War Mod for the Original UFO - Defense.&lt;br /&gt;
I originally created it as a player torture device *evilgrin*, but it turned out to be a Mod people like to play because of the challenge it offers.&lt;br /&gt;
When designing this Mod, I decided to stick on the core Vanilla Original Game Principles and create basically a Expansion Pack, which&lt;br /&gt;
offers a much better Research Tree, a Economy were you need money desperately, where you will face difficult decisions and set backs during your campaign.&lt;br /&gt;
All this has been enriched with a lot of additional Weapons and Tanks, which all have a unique use case.&lt;br /&gt;
Enemies, which will give a Nightmare during your dreams (at least I hope so, *grin*).&lt;br /&gt;
Its a LONG war to free earth (ingame time: 14-16 Months). So are you ready for the ride?&lt;br /&gt;
&lt;br /&gt;
Hardmode is a mod for OpenXCOM that aims to make the gameplay more challenging and deals with most of vanilla version&#039;s flaws, such as overpowered Psi and early Plasma weapons. The mod tries to stick close to the vanilla core components of X-COM.&lt;br /&gt;
&lt;br /&gt;
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 are more powerful, have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.&lt;br /&gt;
&lt;br /&gt;
== Exactly what new mechanics can I expect? ==&lt;br /&gt;
Some new concepts and mechanics you will see include&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
* Multiple new Alien species and terror forces (did anyone say long range Chrysalid Spitters?)&lt;br /&gt;
* Mixed alien crews, and mixed terror forces&lt;br /&gt;
* New UFOs to contend with, and with all pre-existing UFOs receiving dozens of new and unique interior redesigns&lt;br /&gt;
* Alien Bases may deploy hostile missions that will force an X-COM response&lt;br /&gt;
* Certain Aliens are harder to manipulate psionically, and the Ethereals are immune to Mind Control&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Equipment/Armour ===&lt;br /&gt;
* New array of weapons for all tiers Grenade Launchers, Shotguns and Snipers for X-Com and the Aliens.&lt;br /&gt;
* Dedicated melee weapons for X-COM and the Aliens&lt;br /&gt;
* Special Alloy ammo that can be manufactured for early game ballistic weapons, which gives a 1,5 factor damage boost.&lt;br /&gt;
* Alien Plasma weapons have secondary stronger Clip which confers more damage.&lt;br /&gt;
* Large array of new armour for X-COM, from ceramic plated vests to reinforced power suits&lt;br /&gt;
* New X-COM aircraft, Heavy Weapon Platforms and even unmanned Support Drones&lt;br /&gt;
&lt;br /&gt;
=== [[Research (Hardmode) |Research]] ===&lt;br /&gt;
* Research tree has been completely overhauled&lt;br /&gt;
* Research times are significantly longer, most advance technology requires special alien artefacts and the interrogation of alien engineers/medics/leaders and sometimes specific aliens or their corpses&lt;br /&gt;
* You can&#039;t research Laser weapons until you&#039;ve stolen and researched an alien data slate, you can&#039;t research it until you&#039;ve interrogated an alien, you can&#039;t interrogate an alien until you&#039;ve researched a containment cell, you can&#039;t do that until you&#039;ve raided an alien base&lt;br /&gt;
&lt;br /&gt;
=== Tactical Combat ===&lt;br /&gt;
* Aliens are aware of your presence earlier than normal (turn 14 from turn 20)&lt;br /&gt;
* Larger maps for terror missions and certain alien UFOs, also a lot more civilians&lt;br /&gt;
* Aliens will use explosive weapons from turn 1&lt;br /&gt;
* Chronological alien race mixes, don&#039;t be surprised if some Sectoids tag along with Floaters, and they might bring their Cyberdiscs as well&lt;br /&gt;
&lt;br /&gt;
== Thanks and Acknowledgements == &lt;br /&gt;
Please see here - [https://openxcom.org/forum/index.php/topic,4965.0.html CREDITS.TXT or Forum Link]&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hardmode_Expansion&amp;diff=118550</id>
		<title>Hardmode Expansion</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hardmode_Expansion&amp;diff=118550"/>
		<updated>2024-03-22T12:10:03Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hardmodebanner.png|900px| center]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the OpenXcom Hardmode Expansion wiki, a part of UFOPaedia.org. [https://openxcom.mod.io/hardmode-expansion Hardmode Expansion] is a mod for [https://openxcom.org/forum/index.php?board=22.0 OpenxcomExtended].&#039;&#039;&#039; The mod aims to significantly increase the difficulty of the base game while maintaining an overall style of gameplay and atmosphere as similar to the vanilla X-COM experience as possible.&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.mod.io/hardmode-expansion Download Hardmode Expansion Mod.io]&lt;br /&gt;
[https://github.com/hellrazor4223/hardmode-expansion/releases/latest Download Hardmode Expansion Github]&lt;br /&gt;
[https://openxcom.org/forum/index.php/topic,3550.0.html OpenXcom Hardmode Forum Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-top: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; padding-bottom: 30px;&amp;quot;&amp;gt; &lt;br /&gt;
{{:Hardmode_Table}}   &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left: auto; margin-right: 0px;&amp;quot;&lt;br /&gt;
|[[File:Hardmode_example.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Changelog_(Hardmode)&amp;diff=118549</id>
		<title>Changelog (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Changelog_(Hardmode)&amp;diff=118549"/>
		<updated>2024-03-22T12:09:03Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
Changelog is also located here on the forum: [https://openxcom.org/forum/index.php/topic,4967.0.html Hardmode Expansion Changelog Openxcom Forum]&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.9.4==&lt;br /&gt;
 - Fix Infiltration base prevention, if Battleship Attack successful&lt;br /&gt;
 - Fix Alloy Drone Taser Sprite Background&lt;br /&gt;
 - Fix Alloy Drone Scout Weapon Range&lt;br /&gt;
 - Fix Hovertank Smokeweapon Clipsize&lt;br /&gt;
 - Fix SellPrice for Alloy Cannon Craftweapon&lt;br /&gt;
 - Fix BuyPrice Drone Scout&lt;br /&gt;
 - Fix Infiltration UFO&#039;s attempting to land on water point sites&lt;br /&gt;
 - Fix Plasma Weapons needing both clips being researched for manufacture&lt;br /&gt;
 - Adjust UFO air/landed score&lt;br /&gt;
 - Adjust Enhanced Power Armor Bonuses&lt;br /&gt;
 - Add Taser Pistol Elerium Clip Animations&lt;br /&gt;
 - Add support Hoverdrones for X-Com&lt;br /&gt;
 - Add direct fire smoke acts as fire extinguisher (Smoke Grenades don&#039;t)&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.9.3==&lt;br /&gt;
 - Research tree Overwork so everything fits better&lt;br /&gt;
 - Fix Bug for Mod not loading on OXCE 7.7.x+&lt;br /&gt;
 - Fix Plasma Blade not being available in lategame to player&lt;br /&gt;
 - Fix Mars Terrain Height (4 -&amp;gt; 8)&lt;br /&gt;
 - Fix globe texture asignment, which prevented Terrorsites from spawning properly&lt;br /&gt;
 - Fix missing Adv. Medikit Dependency&lt;br /&gt;
 - Fix PLasma Pistol/Rifle Clip sell prices&lt;br /&gt;
 - Fix Walkertank/Laser upgrade pricing&lt;br /&gt;
 - Rebalance lategame enemy PSI DEF&lt;br /&gt;
 - Rebalance X-Com early armors and damage modifiers&lt;br /&gt;
 - Rebalance Damage Modifiers for Tanks/Alloy Drones&lt;br /&gt;
 - Rebalance Psi Amps to use Stamina additionally to Time Units for Psi Panic and Mind Control&lt;br /&gt;
 - Adjust Raceweights for more Snakemen&lt;br /&gt;
 - Adjust Terror Occurance and Scoring&lt;br /&gt;
 - Adjust Spitter Zombies to be more dangerous&lt;br /&gt;
 - Adjust Avenger Soldier spawn to match THUNDER&lt;br /&gt;
 - Adjust Meleeweapons, more attacks possible&lt;br /&gt;
 - Adjust Alien Alloy Ammo for konventional Pistols, Rifles and Shotguns&lt;br /&gt;
 - Adjust Alloy Drones Research being available after Data Slate&lt;br /&gt;
 - Adjust Taser Pistol Clip sizes&lt;br /&gt;
 - Add Alien Proxy Grenade (Alien Grenade conversion for X-Com)&lt;br /&gt;
 - Add more randomness to Alien Mission starts&lt;br /&gt;
 - Add Alien Base execute Missions (Terror, Harvest, Abduction, Base), No Scouts&lt;br /&gt;
 - Add more Upgrade Options to X-Com Tanks&lt;br /&gt;
 - Add Upgrade Option for Medikts&lt;br /&gt;
 - Add Smoke Launcher to all Tanks (free ammo)&lt;br /&gt;
 - Add Walkertank/Laser (Sectopod converted)&lt;br /&gt;
 - Add Split Alloy Drone/Medikit -&amp;gt; Alloy Drone/Adv. Medikit&lt;br /&gt;
 - Add Elerium Powered Stun Rod&lt;br /&gt;
 - Add Taser Pistol Elerium Clip&lt;br /&gt;
 - Add additional construction cost for X-Com base modules, which require Alien tech research&lt;br /&gt;
 - Add more recommendedUserOptions for inital Startup&lt;br /&gt;
 - Add Superhuman as default and only Difficulty (Armor and Aim Modifier)&lt;br /&gt;
 - Add Forcing of Vanilla (OXC) Soldier experience gaining&lt;br /&gt;
 - Refactor Drone Smoke (ammo is free now)&lt;br /&gt;
 - Disable Bug Hunt mode (Non vanilla behaviour)&lt;br /&gt;
 - Disable LINERSHIP Terrain until Map allows for Craftspawn&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.9==&lt;br /&gt;
 - Adjust UFO Extender Accuracy Settings&lt;br /&gt;
 - Adjust Armor Resistence for Reinforced Suits&lt;br /&gt;
 - Adjust Armor Resistance for some Lategame Enemies&lt;br /&gt;
 - Fix wrong/missing Sprite for Spitterzombie&lt;br /&gt;
 - Fix Plasma Weapon Research Bug&lt;br /&gt;
 - Fix Plasma Pistol Elerium Clip hitAnimation not showing&lt;br /&gt;
 - Fix Spitter Zombie not spawning from Spitter melee attacks&lt;br /&gt;
 - Fix Sortorder for HC and AC Ammo&lt;br /&gt;
 - Fix missing listOrder for Spitter Melee Weapon&lt;br /&gt;
 - Fix missing UFO Extender settings for Laserrifle/Taser Pistol&lt;br /&gt;
 - Fix missing arcingshot for Chryssalid Spitter&lt;br /&gt;
 - Fix missinf UFO Extender settings for Chryssalid Spitter Ranged Weapon&lt;br /&gt;
 - Add OXCE Missioninteruption for successful Ground Assault&lt;br /&gt;
 - Add OXCE option to let Countries rejoin the Council once Pactbase is defeated&lt;br /&gt;
 - Add OXCE medikit DOS targetting behaviour for drones and medikits&lt;br /&gt;
 - Add OXCE recommended and fixed Useroption&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.8==&lt;br /&gt;
 - Add Support for OXCE (HOOORAY!!!)&lt;br /&gt;
 - Add Elerium High Explosive Ammo for Heavy Cannon and Auto Cannon&lt;br /&gt;
 - Add EleriumClips for Aliens&lt;br /&gt;
 - Add more Civilians&lt;br /&gt;
 - Add Chryssalid Spitter Zombie&lt;br /&gt;
 - Add Terrain Pack 4.3 Licence file&lt;br /&gt;
 - Add Terrain Pack 4.3 Author List&lt;br /&gt;
 - Add Terrain Pack Licence Graphic (by-nc-sa.png)&lt;br /&gt;
 - Add Ufopaedia Graphics for Globetrotter Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Martyr Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Mindcontrol Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for PostMortemKill Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for PsiPanic Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Slavekills Medal by Holomorph&lt;br /&gt;
 - Add missing Commencations Licence file&lt;br /&gt;
 - Add new Manufacture categories for Drones/Tanks/Personal Armor&lt;br /&gt;
 - Add more possible upgrades for tanks&lt;br /&gt;
 - Add partial language support for french (FR)&lt;br /&gt;
 - Add Overworked Research Tree by mlavia&lt;br /&gt;
 - Add Rulesetbased globe info as replacement for Hobbes IMPROVEDGLOBE.DAT&lt;br /&gt;
 - Adjust Armored Sectopod Damage modifiers&lt;br /&gt;
 - Adjust sizes of tanks and drones/ammo slightly&lt;br /&gt;
 - Adjust xcom score penalties&lt;br /&gt;
 - Adjust Terror Mission asignments&lt;br /&gt;
 - Adjust Taser Drones&lt;br /&gt;
 - Adjust Hovertank Laser and Plasma&lt;br /&gt;
 - Adjust Taser Pistol&lt;br /&gt;
 - Adjust Heavy and Auto Cannon&lt;br /&gt;
 - Adjust blastradius for Smoke Ammo/Grenades&lt;br /&gt;
 - Adjust Terrormissionasignments and Mission Calls&lt;br /&gt;
 - Adjust Alloy Drone energy recovery&lt;br /&gt;
 - Add Language files for: pt_BR, es_ES, es_419&lt;br /&gt;
 - Fix Mod not loading under OpenXcomExtended (Missing Zombie corpse)&lt;br /&gt;
 - Fix Drones getting stunned/zombified under OpenXcomExtended&lt;br /&gt;
 - Fix Missing Sprites for Taser Drones&lt;br /&gt;
 - Fix Hair and Face recolor for Armored Vest and Alloy Vest&lt;br /&gt;
 - Fix wrong asigned BigOb/FloorOb for Sailor&lt;br /&gt;
 - Fix requires for Support Drone Ufopaedia Article&lt;br /&gt;
 - Fix requires for Alloy Drone Armor Ufopaedia Article&lt;br /&gt;
 - Fix Craft spawn position for CargoShip&lt;br /&gt;
 - Fix some typos while doing Terrorsite restructure&lt;br /&gt;
 - Fix listorder for Taser Pistol/Pistol&lt;br /&gt;
 - Fix listorder for Stun and Fire Grenade&lt;br /&gt;
 - Fix bulletsprite/arcingshot for Hovertank/Ebomb&lt;br /&gt;
 - Fix wrong upgrade for Drone/Scanner&lt;br /&gt;
 - Fix wrong Map tiles for EXPANDEDUBASE_21b/d&lt;br /&gt;
 - Fix wrong manufacture dependency for Alloy Drone Medikit&lt;br /&gt;
 - Rebalance Taser Drones&lt;br /&gt;
 - Rebalance Armored Sectopod&lt;br /&gt;
 - Rebalance Alloy Ammo&lt;br /&gt;
 - Remove AREA51 Terrains as requested from Hobbes&lt;br /&gt;
 - Remove IMPROVEDGLOBE.DAT as requested from Hobbes&lt;br /&gt;
 - Restructure Ufopaedia Section to be more sane&lt;br /&gt;
 - Restructure Resources Files&lt;br /&gt;
 - Update Language files for: ja, ru, de, fr, it, ko, pl, cs, hu, en-GB&lt;br /&gt;
 - Overwork README.TXT and CERDITS.TXT, to satisfy Terrain Pack Licence File&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.7==&lt;br /&gt;
 - Fix UFOL83.MCD armor values for new MCD check&lt;br /&gt;
 - Fix DANWDECOR.MCD armor values for new MCD check&lt;br /&gt;
 - Fix AREA51Z.MCD armor values for new MCD check&lt;br /&gt;
 - Updated transifex Language files&lt;br /&gt;
 - Added partially Czech translation&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.5==&lt;br /&gt;
 - Fix Mod not loading for openxcom_git_master_2019_06_08_1528 or newer&lt;br /&gt;
 - Fix missing Requires for Tank Laser Cannon Upgrades&lt;br /&gt;
 - Fix missing energyRecovery for Drones&lt;br /&gt;
 - Fix Amsterdam name and string values&lt;br /&gt;
 - Fix Armor values for Groundtiles in Alien Bases (Silacoids...)&lt;br /&gt;
 - Fix Mujungle Walking TU&#039;s&lt;br /&gt;
 - Fix Junglemount Walking TU&#039;s&lt;br /&gt;
- Updated JA translation from transifex&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.4==&lt;br /&gt;
 - Added Translations for Japanese language, ja (TRANSIFEX)&lt;br /&gt;
 - Added Translations for Russian language, ru (TRANSIFEX)&lt;br /&gt;
 - Added Translations for British English language  en-GB (TRANSIFEX)&lt;br /&gt;
 - Added turned Versions for UBASE_01 (4 Maps total)&lt;br /&gt;
 - Added alternate/turned Version 1 for UBASE_01 (4 maps total)&lt;br /&gt;
 - Added alternate/turned Version 2 for UBASE_01 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_19 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_20 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_21 (4 maps total) Clonelab&lt;br /&gt;
 - Added Soldier Armor Upgrades&lt;br /&gt;
 - Added Tank Upgrades&lt;br /&gt;
 - Added FloorOb Sprites for Vanilla Plasma Weapons&lt;br /&gt;
 - Added Fire Grenade (converted Fire Bombs)&lt;br /&gt;
 - Added Modified Sprite for U_EXT02 (remove shadows)&lt;br /&gt;
 - Fix Wrong production requirements for some Drone Upgrades)&lt;br /&gt;
 - Fix naming issue with Alloy Drone Medikit repair&lt;br /&gt;
 - Fix Runvarnames for some Missionscripts&lt;br /&gt;
 - Upgrade Heavy Laser Autoshot (now shots 4 times)&lt;br /&gt;
 - Adjusted Weapondamage for balancing (Heavy Laser/Sniper, Scatter Laser, Plasma Shotgun, Plasma Sniper)&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2018_09_17_0112 or newer&lt;br /&gt;
 - Adjusted Missions generated from Alien Bases (Region inheritance)&lt;br /&gt;
 - Adjusted Smoke and Fire Bomb to be collectable (Burn Baby Burn)&lt;br /&gt;
 - Adjust Alive Alien Interrogation Consequences&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.3==&lt;br /&gt;
 - Final Ressource File Restructure&lt;br /&gt;
 - Turning THUNDER by 90 degree (Unified Craft MapSize)&lt;br /&gt;
 - Fix Tile and Route issue for LINERSHIP00.MAP&lt;br /&gt;
 - Fix CRAFT spawn for CARGOSHIP&lt;br /&gt;
 - Fix Soldier Armor Repair in Research Tree Graphic&lt;br /&gt;
 - Fix Alien Grenade / Elerium Rocket Research and Graphic&lt;br /&gt;
 - Fix Wall issue for UFO_190m.MAP&lt;br /&gt;
 - Fix out of boundary nodes for some Maps&lt;br /&gt;
 - Fix missing usage information on medical items/drones&lt;br /&gt;
 - Fix Several extraStrings Typos&lt;br /&gt;
 - Fix Missing Name String for MALE_CIVILIAN&lt;br /&gt;
 - Fix mapScript for POLAR, MARSH and SWAMPS to reduce chance of UFO inaccessible&lt;br /&gt;
 - Fix Increase lategame weapon variety&lt;br /&gt;
 - Fix Tile and Route issue on EXPANDEDUBASE21&lt;br /&gt;
 - Fix Missing Halfed fundingCap&lt;br /&gt;
 - Fix missionZone values N/S Atlantic&lt;br /&gt;
 - Fix NIKE Cross Commendation and some commendation spellings&lt;br /&gt;
 - Adjusted Raceweights slightly&lt;br /&gt;
 - Adjust Manufacture more to vanilla&lt;br /&gt;
 - Adjust Muton Race - Added Muton Elite Leaders&lt;br /&gt;
 - Adjust Stats for Muton Elites and Muton Elite Guards&lt;br /&gt;
 - Adjust Armor Damage Modifiers for Muton ELite, Muton Elite Guard, Holodrone, Armored Sectopod&lt;br /&gt;
 - Adjust Race composition, Ranks and Spawnnumber for Final Mission Stages&lt;br /&gt;
 - Added turned Versions for: UBASE_00&lt;br /&gt;
 - Added turned Versions for: UBASE_02&lt;br /&gt;
 - Added turned Versions for: UBASE_03&lt;br /&gt;
 - Added turned Versions for: UBASE_04&lt;br /&gt;
 - Added turned Versions for: UBASE_05&lt;br /&gt;
 - Added turned Versions for: UBASE_06&lt;br /&gt;
 - Added turned Versions for: UBASE_08&lt;br /&gt;
 - Added turned Versions for: UBASE_11&lt;br /&gt;
 - Added turned Versions for: UBASE_15&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE16&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE17&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE18 (Fake Brain Room)&lt;br /&gt;
 - Optimized Mapscript for Alien Bases&lt;br /&gt;
 - Optimized Mapscripot for Cydonia Final Assault&lt;br /&gt;
 - Added more Missions to Alien Bases to generate:&lt;br /&gt;
   - Alien Research&lt;br /&gt;
   - Alien Terror&lt;br /&gt;
   - Alien Abduction&lt;br /&gt;
   - Alien Retaliation&lt;br /&gt;
   - Alien Harvest&lt;br /&gt;
   - Ship Attack&lt;br /&gt;
   - Docked Ship&lt;br /&gt;
 - Added size check to Mapscripts and optimized spawns&lt;br /&gt;
 - Added proper Raceweights for Alien Retaliation&lt;br /&gt;
 - Added some more UfoPaedia articles for some research topics (mostly early games stuff)&lt;br /&gt;
 - Added SKYSTRIKER (Improved Skyranger)&lt;br /&gt;
 - Added Support Drones Mod&lt;br /&gt;
 - Added Support Drones Upgrade Manufacture&lt;br /&gt;
 - Added Commendations Mod&lt;br /&gt;
 - Added Commendations Fixes&lt;br /&gt;
 - Added PSXCutscenes Mod&lt;br /&gt;
 - Changes to early game Research, Alien Alloy Techs are now fully available&lt;br /&gt;
 - Change Ruleset to be conform with: openxcom_git_master_2018_04_24_2218 or newer&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2d==&lt;br /&gt;
 - Simplyfied some Missionscripts&lt;br /&gt;
 - Fix ROUTES for UBASE_06 and UBASE_15&lt;br /&gt;
 - Fix Map Error for UFO_160e.MAP&lt;br /&gt;
 - Fix Terrain issues for:&lt;br /&gt;
   - TAIGAPOLAR&lt;br /&gt;
   - JUNGLEPOLAR&lt;br /&gt;
   - GRASSLANDFOREST&lt;br /&gt;
   - CRASHEDPLANE&lt;br /&gt;
   - TUNDRAPLANE&lt;br /&gt;
   - DESERTPLANE&lt;br /&gt;
   - POLARPLANE&lt;br /&gt;
 - Fix Shotgun Class BulletSprites&lt;br /&gt;
 - Fix some minor UFOPaedia typos&lt;br /&gt;
 - Fix Alloy Tank Laser Autoshot&lt;br /&gt;
 - Adjust Alien Alloy Ammo Prices&lt;br /&gt;
 - Adjust Alloy Cannon and Alloy Cannon Ammo Prices (Craft Weapon)&lt;br /&gt;
 - Adjust UFO Extender Dropoff values and Ranges to be more balanced&lt;br /&gt;
 - Adjust Muton Berserkers (no more energy issues *evilgrin*)&lt;br /&gt;
 - Adjust HandObs for HeavyLaser/Auto and HeavyLaser/Sniper&lt;br /&gt;
 - Adjust Alien Race occurances (Mutons come 1 month earlier)&lt;br /&gt;
 - Adjust Vanilla Tanks back to original values&lt;br /&gt;
 - Added proper Raceweights for Retaliation Missions&lt;br /&gt;
 - Added proper BulletSprites for Alloy Ammo&lt;br /&gt;
 - Added Earlier Alien Cheat Turn for ALL Deployments&lt;br /&gt;
 - Added increased scoring for VERY LARGE UFO&#039;s (double the vanilla value)&lt;br /&gt;
 - Added overworked CRASHEDPLANE Maps&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2c==&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2016_08_28_1950&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2b==&lt;br /&gt;
 - Fix Alien Base Spawnings&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2016_07_22_0229&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2==&lt;br /&gt;
 - Fix Alive Chryssalid Spitter Recovery&lt;br /&gt;
 - Added more manufacture dependencies for Tanks&lt;br /&gt;
 - Increased Scoring for Alien Pact Signing to 750&lt;br /&gt;
 - Doubled Alien scores generated for Alie Bases (5 -&amp;gt; 10)&lt;br /&gt;
 - Restructered Resource files&lt;br /&gt;
 - Restructered UFOpaedia&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2016_06_25_2118&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.1==&lt;br /&gt;
 - Fix Missing SEABITS.MCD file (not needed anymore but was still listed in terrain ruleset)&lt;br /&gt;
 - Fix walking TU issue for TUNDRAPOLAR.MCD&lt;br /&gt;
 - Fix Some wrongly asigned Sounds&lt;br /&gt;
 - Fix DropOff values for some Weapons for UFO Extender Accuracy&lt;br /&gt;
 - Fix regionWeight for North Atlantic (was 45!! noew 5)&lt;br /&gt;
 - Fix some Typos in UFOpaedia (thx SIMON)&lt;br /&gt;
 - Added 2 more Battleship Variants from Cooper&lt;br /&gt;
 - Added Expanded Urban Mix (mashup off MADURBAN and EXPANDED_TERROR)&lt;br /&gt;
 - Change some Terrorunit asignments (Mutons, Sectoid Elites, Muton Elites)&lt;br /&gt;
 - Spread the Chryssalid Spitter plague&lt;br /&gt;
 - Spread Muton Berserkers&lt;br /&gt;
 - Increase Alien Scoring (Research, Infiltration, Retaliation and Supply will give Alien Score now)&lt;br /&gt;
 - Doubled Scoring for UFO action for Terrormissions&lt;br /&gt;
 - Increase Armored Sectopod HE Resistence&lt;br /&gt;
 - Blaster Launcher Waypoints reduced to 9 (DOS Version behaviour)&lt;br /&gt;
 - Optimized Mapscript MADURBAN&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2016_05_27_1727&lt;br /&gt;
&lt;br /&gt;
==Version 0.99==&lt;br /&gt;
 - Updated Terrainpack MAPS, ROUTES, TERRAINS&lt;br /&gt;
 - Updated Terrainpack Ruleset Integration&lt;br /&gt;
 - Updated Globe Cities (330 now)&lt;br /&gt;
 - Restructered Globe textures and deployments for Terrormissions&lt;br /&gt;
 - Fix some minor Ufopaedia Typos&lt;br /&gt;
 - Fix LOFT issues and Armor values for UBASE2.MCD&lt;br /&gt;
 - Fix Routes, PORTUFO05, PORTUFO17, PORTUFO20, PORTUFO21&lt;br /&gt;
 - Fix Routes CULTAFARM02&lt;br /&gt;
 - Fix Routes LINERSHIP01&lt;br /&gt;
 - Fix Routes JUNGLEMOUNT05&lt;br /&gt;
 - Fix Routes RAILYARDURBAN19, RAILYARDURBAN21, RAILYARDURBAN24 (thx Solarius)&lt;br /&gt;
 - Fixed several MCD settings in Terrain pack MCD&#039;s (that took way to long!)&lt;br /&gt;
 - Fix Power/Flying Suit Fire Immunity&lt;br /&gt;
 - Fix Terrain Pack Landing Zone Maps&lt;br /&gt;
 - Fix Cow issue for UFO_210a&lt;br /&gt;
 - Fix Route issue EXPANDEDTERROR21.RMP&lt;br /&gt;
 - Fix some wrong Maptiles on some Terrorship Maps&lt;br /&gt;
 - Added Converted TFTD WaterAnimation MCD file&lt;br /&gt;
 - Added Battleship Variants by Cooper (modified) and a design of my own&lt;br /&gt;
 - Added Hovertank/Launcher Ammo consumes Blaster Bombs but has same Power&lt;br /&gt;
 - Added Ship Attack and Docked Ship Mission (triggered by Alien Data Slate)&lt;br /&gt;
 - Added Airfield Terrain&lt;br /&gt;
 - Added Plane Terrain&lt;br /&gt;
 - Added Polar Terrain&lt;br /&gt;
 - Added Chryssalid Spitter on Earth (Muton Elite Guard Terrorunit)&lt;br /&gt;
 - Added Muton Berserker (Muton Terrorunit)&lt;br /&gt;
 - Removed ability to produce Blaster Launchers and Blaster Bombs (use captured ones!)&lt;br /&gt;
 - Readjusted Grenade Launcher SnapShot TU&lt;br /&gt;
 - Readjust Heavy Laser/Sniper Damage and Heavy Laser/Auto TU&lt;br /&gt;
 - Reduce Weightreduction, increase Stamina for Power/Flying Suits and Reinforced ones&lt;br /&gt;
 - Increased Armor on Grenades slightly&lt;br /&gt;
 - Increased Armor for Terrorunit corpses (was 0, now 26)&lt;br /&gt;
 - Reduced Scores for killing Aliens by 50%&lt;br /&gt;
 - Reduced Recoverypoints for Alien Corpses by 50%&lt;br /&gt;
 - Reduced penalty for dead Civilians from 50 to 40&lt;br /&gt;
 - Reworked chronological Racemixes&lt;br /&gt;
 - Reworked Alien Races (more Ranks, same Numbers)&lt;br /&gt;
 - Optimized Mapscripts for Docked Ship Mission, Urban, Expanded Terror, Expanded Urban and several more.&lt;br /&gt;
&lt;br /&gt;
==Version 0.98==&lt;br /&gt;
 - Fix some typos and clarified Alien Data Slate ufopaedia text&lt;br /&gt;
 - Added Recolored Blaster Launcher Bulletsprite, grey Blasterbombs!&lt;br /&gt;
 - Added Fire Bomb and Smoke for Small Launcher&lt;br /&gt;
 - Added Custom Bullet Sprites for Alloy Ammo Clips&lt;br /&gt;
 - Added Custom Bullet Sprites for Elerium, Fire and Smoke Bomb&lt;br /&gt;
 - darkened Medium Scout, Large Scouts, Fighters, Sentry Ships,&lt;br /&gt;
   Harvesters, Abductors, Terror Ships, Battleship, Supply Ships and&lt;br /&gt;
   Labship (all 117 Maps!!!)&lt;br /&gt;
 - reduced recoverable Alien Alloys by ~36% for all UFO&#039;s&lt;br /&gt;
 - reduced recoverable Elerium 115 per Power Source (35-&amp;gt;25, 50% vanilla)&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_11_30_1238&lt;br /&gt;
&lt;br /&gt;
==Version 0.97==&lt;br /&gt;
 - Research changes:&lt;br /&gt;
   - Reinforced Power Suit now needs New Fighter Craft instead of Alien Data Core as dependency&lt;br /&gt;
 - Fix Minor Graphic Errors in Reinforced Power Suit Inventory Pics&lt;br /&gt;
 - Fix For missionSiteZone: -1 Bug, you need to edit your savegames, see Forum&lt;br /&gt;
 - Added Hitsound for Combat Knife, Alloy Knife, Alloy Sword&lt;br /&gt;
 - Added partial language Support for German&lt;br /&gt;
 - Modified THUNDER Map and Routes slightly&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_11_15_0853&lt;br /&gt;
&lt;br /&gt;
==Version 0.96==&lt;br /&gt;
 - Research changes:&lt;br /&gt;
   - Alloy Knife needs only Alloy Ammo&lt;br /&gt;
   - Alloy Sword needs Alloy Knife and Alien Data Slate&lt;br /&gt;
 - Readjust all Meleeweapons, lowered Power and Accuracy slightly, changed TU usage&lt;br /&gt;
 - Added Version String&lt;br /&gt;
 - Added language support for Russian, Spanish, French and Polish&lt;br /&gt;
   You will find a mix of English and the respective language until someone translates the missing stuff&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_10_31_1725&lt;br /&gt;
&lt;br /&gt;
==Version 0.95==&lt;br /&gt;
 - Fix Reinforced Power Suit Unlock&lt;br /&gt;
 - Fix Reinforced Flying Suit Unlock&lt;br /&gt;
 - Fix Walkertank HWP&#039;s Unlock&lt;br /&gt;
 - Fix Several Ufopaedia Strings (typos)&lt;br /&gt;
 - Added New Melee HitAnimation for Combat Knife, Alloy Knife and Alloy Sword (thx pWWWa)&lt;br /&gt;
 - Imported some TERRAIN patches from Hobbes Redux (no maps yet)&lt;br /&gt;
 - Alloy Tanks take 10% less Plasma Damage&lt;br /&gt;
 - Hovertanks take 15% less Plasma Damage&lt;br /&gt;
 - Armored Sectopod is immune towards Icendiary Ammo&lt;br /&gt;
&lt;br /&gt;
==Version 0.94==&lt;br /&gt;
 - Fix HandOb issues fpr PlasmaBlade and PlasmaSword (thx pwwwa)&lt;br /&gt;
 - Fix some Groundtile issues on some UFO Maps&lt;br /&gt;
 - Fix wrong Gazer drawingRoutine&lt;br /&gt;
 - Fix wrong Muton Elite Guard Corpse BigOb&lt;br /&gt;
 - Fix WORLD NEWS UPDATE not popping up after researching a Alien Corpse&lt;br /&gt;
 - Fix 1 wrong placed Groundtile on LabShip Map (oversight...)&lt;br /&gt;
 - Fix some typos in some UFOpaedia Articles (thx SIMON)&lt;br /&gt;
 - Fix MCDPatch for TU usage for THUNDER.PCK&lt;br /&gt;
 - Fix Plasma Beam Range (52 -&amp;gt; 42)&lt;br /&gt;
 - Fix Alien Infiltration Waves&lt;br /&gt;
 - Added some more NEWS Strings (thx nadir)&lt;br /&gt;
 - Added Reinforced Power and Flying Suits (Moriaty Sprites)&lt;br /&gt;
 - Added Chryssalid Spitter Terrorunit (ranged zombification attack)&lt;br /&gt;
 - Added Sectoid Elite Race&lt;br /&gt;
 - Added HandOb&#039;s for Shotgun Clips, TaserPistol Clip, Elerium Rocket&lt;br /&gt;
 - Added FloorOb&#039;s for Pistol, Rifle, Heavy Canon, Auto Cannon, SniperRifle Alien Alloy Clips&lt;br /&gt;
 - Added HandOb&#039;s for Pistol, Rifle, Heavy Canon, Auto Cannon, SniperRifle Alien Alloy Clips&lt;br /&gt;
 - Added New BigOb&#039;s FloorOb&#039;s, HandOb&#039;s for PlasmaShotgun Clips and Elerium Clips&lt;br /&gt;
 - Added Walkertank/Plasma (hacked Armored Sectopod)&lt;br /&gt;
 - Added Plasma Melee Weapons from pwwwa&lt;br /&gt;
 - Added New Plasma Hitanimation for Heavy Plasma, Elerium Clips and Armored Sectopod Weapon&lt;br /&gt;
 - Added InventoryPicture and UfoPaedia Pictures for Muton Elite Guards&lt;br /&gt;
 - Added New BigOb for Vanilla Flying Suits&lt;br /&gt;
 - Added new Spriteset for Vanilla Flying Suits&lt;br /&gt;
 - Reworked the Racemixes&lt;br /&gt;
 - Readjusted TU usage for Heavy Laser / Sniper and Heavy Laser / Auto&lt;br /&gt;
 - Readjusted Armor for Waspites, Gazers, Muton Elites and Muton Elite Guards&lt;br /&gt;
 - Adjusted all Alien melee stats to more sane values&lt;br /&gt;
 - Doubled Money and Elerium-115 cost for Plasma Canons&lt;br /&gt;
 - Doubled Money and Elerium-115 cost for Fusion Balls&lt;br /&gt;
 - Doubled Money Costs for HWP Fusion Bombs (E-115 cost is 6)&lt;br /&gt;
 - Hovertank Launcher increased Damage (140 -&amp;gt; 200)&lt;br /&gt;
 - Changed ColorScheme of the Armored Sectopod (lighter Blue)&lt;br /&gt;
 - Armored Sectopod, does now Plasma Damage (115) and has Autoshotburst: 5&lt;br /&gt;
 - Reduced sellCost for all Items from Aliens and Alive Aliens by 50%&lt;br /&gt;
 - Increased Base Maintence Cost to 10% of initial Construction price&lt;br /&gt;
 - Increased Points Death penalties for Civilians (30-&amp;gt;50) and X-Com Tanks (x2)&lt;br /&gt;
 - Reactivated RAILYARDURBAN Terrain in Infrastructure Attack Terror Mission&lt;br /&gt;
 - Converted all Sprites into *.png, rechecked Palettes (just for good measure)&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2015_10_10_0133&lt;br /&gt;
&lt;br /&gt;
==Version 0.93==&lt;br /&gt;
 - Fix view positions for soldiers on the thunder craft.&lt;br /&gt;
 - Fix missing thunder craft MCD file.&lt;br /&gt;
 - Added consequences for alive interrogation of Navigators (additionals Alien Missions)&lt;br /&gt;
 - Added consequences for alive interrogation of Engineers (additionals Alien Missions)&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Expansion_Info_(Hardmode)&amp;diff=118548</id>
		<title>Expansion Info (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Expansion_Info_(Hardmode)&amp;diff=118548"/>
		<updated>2024-03-22T12:06:38Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* What is Hardmode? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode Expansion|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Hardmode? ==&lt;br /&gt;
&lt;br /&gt;
My Personal approach on creating a sort of Long War Mod for the Original UFO - Defense.&lt;br /&gt;
I originally created it as a player torture device *evilgrin*, but it turned out to be a Mod people like to play because of the challenge it offers.&lt;br /&gt;
When designing this Mod, I decided to stick on the core Vanilla Original Game Principles and create basically a Expansion Pack, which&lt;br /&gt;
offers a much better Research Tree, a Economy were you need money desperately, where you will face difficult decisions and set backs during your campaign.&lt;br /&gt;
All this has been enriched with a lot of additional Weapons and Tanks, which all have a unique use case.&lt;br /&gt;
Enemies, which will give a Nightmare during your dreams (at least I hope so, *grin*).&lt;br /&gt;
Its a LONG war to free earth (ingame time: 14-16 Months). So are you ready for the ride?&lt;br /&gt;
&lt;br /&gt;
Hardmode is a mod for OpenXCOM that aims to make the gameplay more challenging and deals with most of vanilla version&#039;s flaws, such as overpowered Psi and early Plasma weapons. The mod tries to stick close to the vanilla core components of X-COM.&lt;br /&gt;
&lt;br /&gt;
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 are more powerful, have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.&lt;br /&gt;
&lt;br /&gt;
== Exactly what new mechanics can I expect? ==&lt;br /&gt;
Some new concepts and mechanics you will see include&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
* Multiple new Alien species and terror forces (did anyone say long range Chrysalid Spitters?)&lt;br /&gt;
* Mixed alien crews, and mixed terror forces&lt;br /&gt;
* New UFOs to contend with, and with all pre-existing UFOs receiving dozens of new and unique interior redesigns&lt;br /&gt;
* Alien Bases may deploy hostile missions that will force an X-COM response&lt;br /&gt;
* Certain Aliens are harder to manipulate psionically, and the Ethereals are immune to Mind Control&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Equipment/Armour ===&lt;br /&gt;
* New array of weapons for all tiers Grenade Launchers, Shotguns and Snipers for X-Com and the Aliens.&lt;br /&gt;
* Dedicated melee weapons for X-COM and the Aliens&lt;br /&gt;
* Special Alloy ammo that can be manufactured for early game ballistic weapons, which gives a 1,5 factor damage boost.&lt;br /&gt;
* Alien Plasma weapons have secondary stronger Clip which confers more damage.&lt;br /&gt;
* Large array of new armour for X-COM, from ceramic plated vests to reinforced power suits&lt;br /&gt;
* New X-COM aircraft, Heavy Weapon Platforms and even unmanned Support Drones&lt;br /&gt;
&lt;br /&gt;
=== [[Research (Hardmode) |Research]] ===&lt;br /&gt;
* Research tree has been completely overhauled&lt;br /&gt;
* Research times are significantly longer, most advance technology requires special alien artefacts and the interrogation of alien engineers/medics/leaders and sometimes specific aliens or their corpses&lt;br /&gt;
* You can&#039;t research Laser weapons until you&#039;ve stolen and researched an alien data slate, you can&#039;t research it until you&#039;ve interrogated an alien, you can&#039;t interrogate an alien until you&#039;ve researched a containment cell, you can&#039;t do that until you&#039;ve raided an alien base&lt;br /&gt;
&lt;br /&gt;
=== Tactical Combat ===&lt;br /&gt;
* Aliens are aware of your presence earlier than normal (turn 14 from turn 20)&lt;br /&gt;
* Larger maps for terror missions and certain alien UFOs, also a lot more civilians&lt;br /&gt;
* Aliens will use explosive weapons from turn 1&lt;br /&gt;
* Chronological alien race mixes, don&#039;t be surprised if some Sectoids tag along with Floaters, and they might bring their Cyberdiscs as well&lt;br /&gt;
&lt;br /&gt;
== Thanks and Acknowledgements == &lt;br /&gt;
Please see here - https://openxcom.org/forum/index.php/topic,4965.0.html&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Changelog_(Hardmode)&amp;diff=118547</id>
		<title>Changelog (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Changelog_(Hardmode)&amp;diff=118547"/>
		<updated>2024-03-22T12:05:36Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
Changelog is also located here on the forum: https://openxcom.org/forum/index.php?topic=4967.msg42494#msg42494&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.9.4==&lt;br /&gt;
 - Fix Infiltration base prevention, if Battleship Attack successful&lt;br /&gt;
 - Fix Alloy Drone Taser Sprite Background&lt;br /&gt;
 - Fix Alloy Drone Scout Weapon Range&lt;br /&gt;
 - Fix Hovertank Smokeweapon Clipsize&lt;br /&gt;
 - Fix SellPrice for Alloy Cannon Craftweapon&lt;br /&gt;
 - Fix BuyPrice Drone Scout&lt;br /&gt;
 - Fix Infiltration UFO&#039;s attempting to land on water point sites&lt;br /&gt;
 - Fix Plasma Weapons needing both clips being researched for manufacture&lt;br /&gt;
 - Adjust UFO air/landed score&lt;br /&gt;
 - Adjust Enhanced Power Armor Bonuses&lt;br /&gt;
 - Add Taser Pistol Elerium Clip Animations&lt;br /&gt;
 - Add support Hoverdrones for X-Com&lt;br /&gt;
 - Add direct fire smoke acts as fire extinguisher (Smoke Grenades don&#039;t)&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.9.3==&lt;br /&gt;
 - Research tree Overwork so everything fits better&lt;br /&gt;
 - Fix Bug for Mod not loading on OXCE 7.7.x+&lt;br /&gt;
 - Fix Plasma Blade not being available in lategame to player&lt;br /&gt;
 - Fix Mars Terrain Height (4 -&amp;gt; 8)&lt;br /&gt;
 - Fix globe texture asignment, which prevented Terrorsites from spawning properly&lt;br /&gt;
 - Fix missing Adv. Medikit Dependency&lt;br /&gt;
 - Fix PLasma Pistol/Rifle Clip sell prices&lt;br /&gt;
 - Fix Walkertank/Laser upgrade pricing&lt;br /&gt;
 - Rebalance lategame enemy PSI DEF&lt;br /&gt;
 - Rebalance X-Com early armors and damage modifiers&lt;br /&gt;
 - Rebalance Damage Modifiers for Tanks/Alloy Drones&lt;br /&gt;
 - Rebalance Psi Amps to use Stamina additionally to Time Units for Psi Panic and Mind Control&lt;br /&gt;
 - Adjust Raceweights for more Snakemen&lt;br /&gt;
 - Adjust Terror Occurance and Scoring&lt;br /&gt;
 - Adjust Spitter Zombies to be more dangerous&lt;br /&gt;
 - Adjust Avenger Soldier spawn to match THUNDER&lt;br /&gt;
 - Adjust Meleeweapons, more attacks possible&lt;br /&gt;
 - Adjust Alien Alloy Ammo for konventional Pistols, Rifles and Shotguns&lt;br /&gt;
 - Adjust Alloy Drones Research being available after Data Slate&lt;br /&gt;
 - Adjust Taser Pistol Clip sizes&lt;br /&gt;
 - Add Alien Proxy Grenade (Alien Grenade conversion for X-Com)&lt;br /&gt;
 - Add more randomness to Alien Mission starts&lt;br /&gt;
 - Add Alien Base execute Missions (Terror, Harvest, Abduction, Base), No Scouts&lt;br /&gt;
 - Add more Upgrade Options to X-Com Tanks&lt;br /&gt;
 - Add Upgrade Option for Medikts&lt;br /&gt;
 - Add Smoke Launcher to all Tanks (free ammo)&lt;br /&gt;
 - Add Walkertank/Laser (Sectopod converted)&lt;br /&gt;
 - Add Split Alloy Drone/Medikit -&amp;gt; Alloy Drone/Adv. Medikit&lt;br /&gt;
 - Add Elerium Powered Stun Rod&lt;br /&gt;
 - Add Taser Pistol Elerium Clip&lt;br /&gt;
 - Add additional construction cost for X-Com base modules, which require Alien tech research&lt;br /&gt;
 - Add more recommendedUserOptions for inital Startup&lt;br /&gt;
 - Add Superhuman as default and only Difficulty (Armor and Aim Modifier)&lt;br /&gt;
 - Add Forcing of Vanilla (OXC) Soldier experience gaining&lt;br /&gt;
 - Refactor Drone Smoke (ammo is free now)&lt;br /&gt;
 - Disable Bug Hunt mode (Non vanilla behaviour)&lt;br /&gt;
 - Disable LINERSHIP Terrain until Map allows for Craftspawn&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.9==&lt;br /&gt;
 - Adjust UFO Extender Accuracy Settings&lt;br /&gt;
 - Adjust Armor Resistence for Reinforced Suits&lt;br /&gt;
 - Adjust Armor Resistance for some Lategame Enemies&lt;br /&gt;
 - Fix wrong/missing Sprite for Spitterzombie&lt;br /&gt;
 - Fix Plasma Weapon Research Bug&lt;br /&gt;
 - Fix Plasma Pistol Elerium Clip hitAnimation not showing&lt;br /&gt;
 - Fix Spitter Zombie not spawning from Spitter melee attacks&lt;br /&gt;
 - Fix Sortorder for HC and AC Ammo&lt;br /&gt;
 - Fix missing listOrder for Spitter Melee Weapon&lt;br /&gt;
 - Fix missing UFO Extender settings for Laserrifle/Taser Pistol&lt;br /&gt;
 - Fix missing arcingshot for Chryssalid Spitter&lt;br /&gt;
 - Fix missinf UFO Extender settings for Chryssalid Spitter Ranged Weapon&lt;br /&gt;
 - Add OXCE Missioninteruption for successful Ground Assault&lt;br /&gt;
 - Add OXCE option to let Countries rejoin the Council once Pactbase is defeated&lt;br /&gt;
 - Add OXCE medikit DOS targetting behaviour for drones and medikits&lt;br /&gt;
 - Add OXCE recommended and fixed Useroption&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.8==&lt;br /&gt;
 - Add Support for OXCE (HOOORAY!!!)&lt;br /&gt;
 - Add Elerium High Explosive Ammo for Heavy Cannon and Auto Cannon&lt;br /&gt;
 - Add EleriumClips for Aliens&lt;br /&gt;
 - Add more Civilians&lt;br /&gt;
 - Add Chryssalid Spitter Zombie&lt;br /&gt;
 - Add Terrain Pack 4.3 Licence file&lt;br /&gt;
 - Add Terrain Pack 4.3 Author List&lt;br /&gt;
 - Add Terrain Pack Licence Graphic (by-nc-sa.png)&lt;br /&gt;
 - Add Ufopaedia Graphics for Globetrotter Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Martyr Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Mindcontrol Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for PostMortemKill Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for PsiPanic Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Slavekills Medal by Holomorph&lt;br /&gt;
 - Add missing Commencations Licence file&lt;br /&gt;
 - Add new Manufacture categories for Drones/Tanks/Personal Armor&lt;br /&gt;
 - Add more possible upgrades for tanks&lt;br /&gt;
 - Add partial language support for french (FR)&lt;br /&gt;
 - Add Overworked Research Tree by mlavia&lt;br /&gt;
 - Add Rulesetbased globe info as replacement for Hobbes IMPROVEDGLOBE.DAT&lt;br /&gt;
 - Adjust Armored Sectopod Damage modifiers&lt;br /&gt;
 - Adjust sizes of tanks and drones/ammo slightly&lt;br /&gt;
 - Adjust xcom score penalties&lt;br /&gt;
 - Adjust Terror Mission asignments&lt;br /&gt;
 - Adjust Taser Drones&lt;br /&gt;
 - Adjust Hovertank Laser and Plasma&lt;br /&gt;
 - Adjust Taser Pistol&lt;br /&gt;
 - Adjust Heavy and Auto Cannon&lt;br /&gt;
 - Adjust blastradius for Smoke Ammo/Grenades&lt;br /&gt;
 - Adjust Terrormissionasignments and Mission Calls&lt;br /&gt;
 - Adjust Alloy Drone energy recovery&lt;br /&gt;
 - Add Language files for: pt_BR, es_ES, es_419&lt;br /&gt;
 - Fix Mod not loading under OpenXcomExtended (Missing Zombie corpse)&lt;br /&gt;
 - Fix Drones getting stunned/zombified under OpenXcomExtended&lt;br /&gt;
 - Fix Missing Sprites for Taser Drones&lt;br /&gt;
 - Fix Hair and Face recolor for Armored Vest and Alloy Vest&lt;br /&gt;
 - Fix wrong asigned BigOb/FloorOb for Sailor&lt;br /&gt;
 - Fix requires for Support Drone Ufopaedia Article&lt;br /&gt;
 - Fix requires for Alloy Drone Armor Ufopaedia Article&lt;br /&gt;
 - Fix Craft spawn position for CargoShip&lt;br /&gt;
 - Fix some typos while doing Terrorsite restructure&lt;br /&gt;
 - Fix listorder for Taser Pistol/Pistol&lt;br /&gt;
 - Fix listorder for Stun and Fire Grenade&lt;br /&gt;
 - Fix bulletsprite/arcingshot for Hovertank/Ebomb&lt;br /&gt;
 - Fix wrong upgrade for Drone/Scanner&lt;br /&gt;
 - Fix wrong Map tiles for EXPANDEDUBASE_21b/d&lt;br /&gt;
 - Fix wrong manufacture dependency for Alloy Drone Medikit&lt;br /&gt;
 - Rebalance Taser Drones&lt;br /&gt;
 - Rebalance Armored Sectopod&lt;br /&gt;
 - Rebalance Alloy Ammo&lt;br /&gt;
 - Remove AREA51 Terrains as requested from Hobbes&lt;br /&gt;
 - Remove IMPROVEDGLOBE.DAT as requested from Hobbes&lt;br /&gt;
 - Restructure Ufopaedia Section to be more sane&lt;br /&gt;
 - Restructure Resources Files&lt;br /&gt;
 - Update Language files for: ja, ru, de, fr, it, ko, pl, cs, hu, en-GB&lt;br /&gt;
 - Overwork README.TXT and CERDITS.TXT, to satisfy Terrain Pack Licence File&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.7==&lt;br /&gt;
 - Fix UFOL83.MCD armor values for new MCD check&lt;br /&gt;
 - Fix DANWDECOR.MCD armor values for new MCD check&lt;br /&gt;
 - Fix AREA51Z.MCD armor values for new MCD check&lt;br /&gt;
 - Updated transifex Language files&lt;br /&gt;
 - Added partially Czech translation&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.5==&lt;br /&gt;
 - Fix Mod not loading for openxcom_git_master_2019_06_08_1528 or newer&lt;br /&gt;
 - Fix missing Requires for Tank Laser Cannon Upgrades&lt;br /&gt;
 - Fix missing energyRecovery for Drones&lt;br /&gt;
 - Fix Amsterdam name and string values&lt;br /&gt;
 - Fix Armor values for Groundtiles in Alien Bases (Silacoids...)&lt;br /&gt;
 - Fix Mujungle Walking TU&#039;s&lt;br /&gt;
 - Fix Junglemount Walking TU&#039;s&lt;br /&gt;
- Updated JA translation from transifex&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.4==&lt;br /&gt;
 - Added Translations for Japanese language, ja (TRANSIFEX)&lt;br /&gt;
 - Added Translations for Russian language, ru (TRANSIFEX)&lt;br /&gt;
 - Added Translations for British English language  en-GB (TRANSIFEX)&lt;br /&gt;
 - Added turned Versions for UBASE_01 (4 Maps total)&lt;br /&gt;
 - Added alternate/turned Version 1 for UBASE_01 (4 maps total)&lt;br /&gt;
 - Added alternate/turned Version 2 for UBASE_01 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_19 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_20 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_21 (4 maps total) Clonelab&lt;br /&gt;
 - Added Soldier Armor Upgrades&lt;br /&gt;
 - Added Tank Upgrades&lt;br /&gt;
 - Added FloorOb Sprites for Vanilla Plasma Weapons&lt;br /&gt;
 - Added Fire Grenade (converted Fire Bombs)&lt;br /&gt;
 - Added Modified Sprite for U_EXT02 (remove shadows)&lt;br /&gt;
 - Fix Wrong production requirements for some Drone Upgrades)&lt;br /&gt;
 - Fix naming issue with Alloy Drone Medikit repair&lt;br /&gt;
 - Fix Runvarnames for some Missionscripts&lt;br /&gt;
 - Upgrade Heavy Laser Autoshot (now shots 4 times)&lt;br /&gt;
 - Adjusted Weapondamage for balancing (Heavy Laser/Sniper, Scatter Laser, Plasma Shotgun, Plasma Sniper)&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2018_09_17_0112 or newer&lt;br /&gt;
 - Adjusted Missions generated from Alien Bases (Region inheritance)&lt;br /&gt;
 - Adjusted Smoke and Fire Bomb to be collectable (Burn Baby Burn)&lt;br /&gt;
 - Adjust Alive Alien Interrogation Consequences&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.3==&lt;br /&gt;
 - Final Ressource File Restructure&lt;br /&gt;
 - Turning THUNDER by 90 degree (Unified Craft MapSize)&lt;br /&gt;
 - Fix Tile and Route issue for LINERSHIP00.MAP&lt;br /&gt;
 - Fix CRAFT spawn for CARGOSHIP&lt;br /&gt;
 - Fix Soldier Armor Repair in Research Tree Graphic&lt;br /&gt;
 - Fix Alien Grenade / Elerium Rocket Research and Graphic&lt;br /&gt;
 - Fix Wall issue for UFO_190m.MAP&lt;br /&gt;
 - Fix out of boundary nodes for some Maps&lt;br /&gt;
 - Fix missing usage information on medical items/drones&lt;br /&gt;
 - Fix Several extraStrings Typos&lt;br /&gt;
 - Fix Missing Name String for MALE_CIVILIAN&lt;br /&gt;
 - Fix mapScript for POLAR, MARSH and SWAMPS to reduce chance of UFO inaccessible&lt;br /&gt;
 - Fix Increase lategame weapon variety&lt;br /&gt;
 - Fix Tile and Route issue on EXPANDEDUBASE21&lt;br /&gt;
 - Fix Missing Halfed fundingCap&lt;br /&gt;
 - Fix missionZone values N/S Atlantic&lt;br /&gt;
 - Fix NIKE Cross Commendation and some commendation spellings&lt;br /&gt;
 - Adjusted Raceweights slightly&lt;br /&gt;
 - Adjust Manufacture more to vanilla&lt;br /&gt;
 - Adjust Muton Race - Added Muton Elite Leaders&lt;br /&gt;
 - Adjust Stats for Muton Elites and Muton Elite Guards&lt;br /&gt;
 - Adjust Armor Damage Modifiers for Muton ELite, Muton Elite Guard, Holodrone, Armored Sectopod&lt;br /&gt;
 - Adjust Race composition, Ranks and Spawnnumber for Final Mission Stages&lt;br /&gt;
 - Added turned Versions for: UBASE_00&lt;br /&gt;
 - Added turned Versions for: UBASE_02&lt;br /&gt;
 - Added turned Versions for: UBASE_03&lt;br /&gt;
 - Added turned Versions for: UBASE_04&lt;br /&gt;
 - Added turned Versions for: UBASE_05&lt;br /&gt;
 - Added turned Versions for: UBASE_06&lt;br /&gt;
 - Added turned Versions for: UBASE_08&lt;br /&gt;
 - Added turned Versions for: UBASE_11&lt;br /&gt;
 - Added turned Versions for: UBASE_15&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE16&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE17&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE18 (Fake Brain Room)&lt;br /&gt;
 - Optimized Mapscript for Alien Bases&lt;br /&gt;
 - Optimized Mapscripot for Cydonia Final Assault&lt;br /&gt;
 - Added more Missions to Alien Bases to generate:&lt;br /&gt;
   - Alien Research&lt;br /&gt;
   - Alien Terror&lt;br /&gt;
   - Alien Abduction&lt;br /&gt;
   - Alien Retaliation&lt;br /&gt;
   - Alien Harvest&lt;br /&gt;
   - Ship Attack&lt;br /&gt;
   - Docked Ship&lt;br /&gt;
 - Added size check to Mapscripts and optimized spawns&lt;br /&gt;
 - Added proper Raceweights for Alien Retaliation&lt;br /&gt;
 - Added some more UfoPaedia articles for some research topics (mostly early games stuff)&lt;br /&gt;
 - Added SKYSTRIKER (Improved Skyranger)&lt;br /&gt;
 - Added Support Drones Mod&lt;br /&gt;
 - Added Support Drones Upgrade Manufacture&lt;br /&gt;
 - Added Commendations Mod&lt;br /&gt;
 - Added Commendations Fixes&lt;br /&gt;
 - Added PSXCutscenes Mod&lt;br /&gt;
 - Changes to early game Research, Alien Alloy Techs are now fully available&lt;br /&gt;
 - Change Ruleset to be conform with: openxcom_git_master_2018_04_24_2218 or newer&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2d==&lt;br /&gt;
 - Simplyfied some Missionscripts&lt;br /&gt;
 - Fix ROUTES for UBASE_06 and UBASE_15&lt;br /&gt;
 - Fix Map Error for UFO_160e.MAP&lt;br /&gt;
 - Fix Terrain issues for:&lt;br /&gt;
   - TAIGAPOLAR&lt;br /&gt;
   - JUNGLEPOLAR&lt;br /&gt;
   - GRASSLANDFOREST&lt;br /&gt;
   - CRASHEDPLANE&lt;br /&gt;
   - TUNDRAPLANE&lt;br /&gt;
   - DESERTPLANE&lt;br /&gt;
   - POLARPLANE&lt;br /&gt;
 - Fix Shotgun Class BulletSprites&lt;br /&gt;
 - Fix some minor UFOPaedia typos&lt;br /&gt;
 - Fix Alloy Tank Laser Autoshot&lt;br /&gt;
 - Adjust Alien Alloy Ammo Prices&lt;br /&gt;
 - Adjust Alloy Cannon and Alloy Cannon Ammo Prices (Craft Weapon)&lt;br /&gt;
 - Adjust UFO Extender Dropoff values and Ranges to be more balanced&lt;br /&gt;
 - Adjust Muton Berserkers (no more energy issues *evilgrin*)&lt;br /&gt;
 - Adjust HandObs for HeavyLaser/Auto and HeavyLaser/Sniper&lt;br /&gt;
 - Adjust Alien Race occurances (Mutons come 1 month earlier)&lt;br /&gt;
 - Adjust Vanilla Tanks back to original values&lt;br /&gt;
 - Added proper Raceweights for Retaliation Missions&lt;br /&gt;
 - Added proper BulletSprites for Alloy Ammo&lt;br /&gt;
 - Added Earlier Alien Cheat Turn for ALL Deployments&lt;br /&gt;
 - Added increased scoring for VERY LARGE UFO&#039;s (double the vanilla value)&lt;br /&gt;
 - Added overworked CRASHEDPLANE Maps&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2c==&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2016_08_28_1950&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2b==&lt;br /&gt;
 - Fix Alien Base Spawnings&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2016_07_22_0229&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2==&lt;br /&gt;
 - Fix Alive Chryssalid Spitter Recovery&lt;br /&gt;
 - Added more manufacture dependencies for Tanks&lt;br /&gt;
 - Increased Scoring for Alien Pact Signing to 750&lt;br /&gt;
 - Doubled Alien scores generated for Alie Bases (5 -&amp;gt; 10)&lt;br /&gt;
 - Restructered Resource files&lt;br /&gt;
 - Restructered UFOpaedia&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2016_06_25_2118&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.1==&lt;br /&gt;
 - Fix Missing SEABITS.MCD file (not needed anymore but was still listed in terrain ruleset)&lt;br /&gt;
 - Fix walking TU issue for TUNDRAPOLAR.MCD&lt;br /&gt;
 - Fix Some wrongly asigned Sounds&lt;br /&gt;
 - Fix DropOff values for some Weapons for UFO Extender Accuracy&lt;br /&gt;
 - Fix regionWeight for North Atlantic (was 45!! noew 5)&lt;br /&gt;
 - Fix some Typos in UFOpaedia (thx SIMON)&lt;br /&gt;
 - Added 2 more Battleship Variants from Cooper&lt;br /&gt;
 - Added Expanded Urban Mix (mashup off MADURBAN and EXPANDED_TERROR)&lt;br /&gt;
 - Change some Terrorunit asignments (Mutons, Sectoid Elites, Muton Elites)&lt;br /&gt;
 - Spread the Chryssalid Spitter plague&lt;br /&gt;
 - Spread Muton Berserkers&lt;br /&gt;
 - Increase Alien Scoring (Research, Infiltration, Retaliation and Supply will give Alien Score now)&lt;br /&gt;
 - Doubled Scoring for UFO action for Terrormissions&lt;br /&gt;
 - Increase Armored Sectopod HE Resistence&lt;br /&gt;
 - Blaster Launcher Waypoints reduced to 9 (DOS Version behaviour)&lt;br /&gt;
 - Optimized Mapscript MADURBAN&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2016_05_27_1727&lt;br /&gt;
&lt;br /&gt;
==Version 0.99==&lt;br /&gt;
 - Updated Terrainpack MAPS, ROUTES, TERRAINS&lt;br /&gt;
 - Updated Terrainpack Ruleset Integration&lt;br /&gt;
 - Updated Globe Cities (330 now)&lt;br /&gt;
 - Restructered Globe textures and deployments for Terrormissions&lt;br /&gt;
 - Fix some minor Ufopaedia Typos&lt;br /&gt;
 - Fix LOFT issues and Armor values for UBASE2.MCD&lt;br /&gt;
 - Fix Routes, PORTUFO05, PORTUFO17, PORTUFO20, PORTUFO21&lt;br /&gt;
 - Fix Routes CULTAFARM02&lt;br /&gt;
 - Fix Routes LINERSHIP01&lt;br /&gt;
 - Fix Routes JUNGLEMOUNT05&lt;br /&gt;
 - Fix Routes RAILYARDURBAN19, RAILYARDURBAN21, RAILYARDURBAN24 (thx Solarius)&lt;br /&gt;
 - Fixed several MCD settings in Terrain pack MCD&#039;s (that took way to long!)&lt;br /&gt;
 - Fix Power/Flying Suit Fire Immunity&lt;br /&gt;
 - Fix Terrain Pack Landing Zone Maps&lt;br /&gt;
 - Fix Cow issue for UFO_210a&lt;br /&gt;
 - Fix Route issue EXPANDEDTERROR21.RMP&lt;br /&gt;
 - Fix some wrong Maptiles on some Terrorship Maps&lt;br /&gt;
 - Added Converted TFTD WaterAnimation MCD file&lt;br /&gt;
 - Added Battleship Variants by Cooper (modified) and a design of my own&lt;br /&gt;
 - Added Hovertank/Launcher Ammo consumes Blaster Bombs but has same Power&lt;br /&gt;
 - Added Ship Attack and Docked Ship Mission (triggered by Alien Data Slate)&lt;br /&gt;
 - Added Airfield Terrain&lt;br /&gt;
 - Added Plane Terrain&lt;br /&gt;
 - Added Polar Terrain&lt;br /&gt;
 - Added Chryssalid Spitter on Earth (Muton Elite Guard Terrorunit)&lt;br /&gt;
 - Added Muton Berserker (Muton Terrorunit)&lt;br /&gt;
 - Removed ability to produce Blaster Launchers and Blaster Bombs (use captured ones!)&lt;br /&gt;
 - Readjusted Grenade Launcher SnapShot TU&lt;br /&gt;
 - Readjust Heavy Laser/Sniper Damage and Heavy Laser/Auto TU&lt;br /&gt;
 - Reduce Weightreduction, increase Stamina for Power/Flying Suits and Reinforced ones&lt;br /&gt;
 - Increased Armor on Grenades slightly&lt;br /&gt;
 - Increased Armor for Terrorunit corpses (was 0, now 26)&lt;br /&gt;
 - Reduced Scores for killing Aliens by 50%&lt;br /&gt;
 - Reduced Recoverypoints for Alien Corpses by 50%&lt;br /&gt;
 - Reduced penalty for dead Civilians from 50 to 40&lt;br /&gt;
 - Reworked chronological Racemixes&lt;br /&gt;
 - Reworked Alien Races (more Ranks, same Numbers)&lt;br /&gt;
 - Optimized Mapscripts for Docked Ship Mission, Urban, Expanded Terror, Expanded Urban and several more.&lt;br /&gt;
&lt;br /&gt;
==Version 0.98==&lt;br /&gt;
 - Fix some typos and clarified Alien Data Slate ufopaedia text&lt;br /&gt;
 - Added Recolored Blaster Launcher Bulletsprite, grey Blasterbombs!&lt;br /&gt;
 - Added Fire Bomb and Smoke for Small Launcher&lt;br /&gt;
 - Added Custom Bullet Sprites for Alloy Ammo Clips&lt;br /&gt;
 - Added Custom Bullet Sprites for Elerium, Fire and Smoke Bomb&lt;br /&gt;
 - darkened Medium Scout, Large Scouts, Fighters, Sentry Ships,&lt;br /&gt;
   Harvesters, Abductors, Terror Ships, Battleship, Supply Ships and&lt;br /&gt;
   Labship (all 117 Maps!!!)&lt;br /&gt;
 - reduced recoverable Alien Alloys by ~36% for all UFO&#039;s&lt;br /&gt;
 - reduced recoverable Elerium 115 per Power Source (35-&amp;gt;25, 50% vanilla)&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_11_30_1238&lt;br /&gt;
&lt;br /&gt;
==Version 0.97==&lt;br /&gt;
 - Research changes:&lt;br /&gt;
   - Reinforced Power Suit now needs New Fighter Craft instead of Alien Data Core as dependency&lt;br /&gt;
 - Fix Minor Graphic Errors in Reinforced Power Suit Inventory Pics&lt;br /&gt;
 - Fix For missionSiteZone: -1 Bug, you need to edit your savegames, see Forum&lt;br /&gt;
 - Added Hitsound for Combat Knife, Alloy Knife, Alloy Sword&lt;br /&gt;
 - Added partial language Support for German&lt;br /&gt;
 - Modified THUNDER Map and Routes slightly&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_11_15_0853&lt;br /&gt;
&lt;br /&gt;
==Version 0.96==&lt;br /&gt;
 - Research changes:&lt;br /&gt;
   - Alloy Knife needs only Alloy Ammo&lt;br /&gt;
   - Alloy Sword needs Alloy Knife and Alien Data Slate&lt;br /&gt;
 - Readjust all Meleeweapons, lowered Power and Accuracy slightly, changed TU usage&lt;br /&gt;
 - Added Version String&lt;br /&gt;
 - Added language support for Russian, Spanish, French and Polish&lt;br /&gt;
   You will find a mix of English and the respective language until someone translates the missing stuff&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_10_31_1725&lt;br /&gt;
&lt;br /&gt;
==Version 0.95==&lt;br /&gt;
 - Fix Reinforced Power Suit Unlock&lt;br /&gt;
 - Fix Reinforced Flying Suit Unlock&lt;br /&gt;
 - Fix Walkertank HWP&#039;s Unlock&lt;br /&gt;
 - Fix Several Ufopaedia Strings (typos)&lt;br /&gt;
 - Added New Melee HitAnimation for Combat Knife, Alloy Knife and Alloy Sword (thx pWWWa)&lt;br /&gt;
 - Imported some TERRAIN patches from Hobbes Redux (no maps yet)&lt;br /&gt;
 - Alloy Tanks take 10% less Plasma Damage&lt;br /&gt;
 - Hovertanks take 15% less Plasma Damage&lt;br /&gt;
 - Armored Sectopod is immune towards Icendiary Ammo&lt;br /&gt;
&lt;br /&gt;
==Version 0.94==&lt;br /&gt;
 - Fix HandOb issues fpr PlasmaBlade and PlasmaSword (thx pwwwa)&lt;br /&gt;
 - Fix some Groundtile issues on some UFO Maps&lt;br /&gt;
 - Fix wrong Gazer drawingRoutine&lt;br /&gt;
 - Fix wrong Muton Elite Guard Corpse BigOb&lt;br /&gt;
 - Fix WORLD NEWS UPDATE not popping up after researching a Alien Corpse&lt;br /&gt;
 - Fix 1 wrong placed Groundtile on LabShip Map (oversight...)&lt;br /&gt;
 - Fix some typos in some UFOpaedia Articles (thx SIMON)&lt;br /&gt;
 - Fix MCDPatch for TU usage for THUNDER.PCK&lt;br /&gt;
 - Fix Plasma Beam Range (52 -&amp;gt; 42)&lt;br /&gt;
 - Fix Alien Infiltration Waves&lt;br /&gt;
 - Added some more NEWS Strings (thx nadir)&lt;br /&gt;
 - Added Reinforced Power and Flying Suits (Moriaty Sprites)&lt;br /&gt;
 - Added Chryssalid Spitter Terrorunit (ranged zombification attack)&lt;br /&gt;
 - Added Sectoid Elite Race&lt;br /&gt;
 - Added HandOb&#039;s for Shotgun Clips, TaserPistol Clip, Elerium Rocket&lt;br /&gt;
 - Added FloorOb&#039;s for Pistol, Rifle, Heavy Canon, Auto Cannon, SniperRifle Alien Alloy Clips&lt;br /&gt;
 - Added HandOb&#039;s for Pistol, Rifle, Heavy Canon, Auto Cannon, SniperRifle Alien Alloy Clips&lt;br /&gt;
 - Added New BigOb&#039;s FloorOb&#039;s, HandOb&#039;s for PlasmaShotgun Clips and Elerium Clips&lt;br /&gt;
 - Added Walkertank/Plasma (hacked Armored Sectopod)&lt;br /&gt;
 - Added Plasma Melee Weapons from pwwwa&lt;br /&gt;
 - Added New Plasma Hitanimation for Heavy Plasma, Elerium Clips and Armored Sectopod Weapon&lt;br /&gt;
 - Added InventoryPicture and UfoPaedia Pictures for Muton Elite Guards&lt;br /&gt;
 - Added New BigOb for Vanilla Flying Suits&lt;br /&gt;
 - Added new Spriteset for Vanilla Flying Suits&lt;br /&gt;
 - Reworked the Racemixes&lt;br /&gt;
 - Readjusted TU usage for Heavy Laser / Sniper and Heavy Laser / Auto&lt;br /&gt;
 - Readjusted Armor for Waspites, Gazers, Muton Elites and Muton Elite Guards&lt;br /&gt;
 - Adjusted all Alien melee stats to more sane values&lt;br /&gt;
 - Doubled Money and Elerium-115 cost for Plasma Canons&lt;br /&gt;
 - Doubled Money and Elerium-115 cost for Fusion Balls&lt;br /&gt;
 - Doubled Money Costs for HWP Fusion Bombs (E-115 cost is 6)&lt;br /&gt;
 - Hovertank Launcher increased Damage (140 -&amp;gt; 200)&lt;br /&gt;
 - Changed ColorScheme of the Armored Sectopod (lighter Blue)&lt;br /&gt;
 - Armored Sectopod, does now Plasma Damage (115) and has Autoshotburst: 5&lt;br /&gt;
 - Reduced sellCost for all Items from Aliens and Alive Aliens by 50%&lt;br /&gt;
 - Increased Base Maintence Cost to 10% of initial Construction price&lt;br /&gt;
 - Increased Points Death penalties for Civilians (30-&amp;gt;50) and X-Com Tanks (x2)&lt;br /&gt;
 - Reactivated RAILYARDURBAN Terrain in Infrastructure Attack Terror Mission&lt;br /&gt;
 - Converted all Sprites into *.png, rechecked Palettes (just for good measure)&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2015_10_10_0133&lt;br /&gt;
&lt;br /&gt;
==Version 0.93==&lt;br /&gt;
 - Fix view positions for soldiers on the thunder craft.&lt;br /&gt;
 - Fix missing thunder craft MCD file.&lt;br /&gt;
 - Added consequences for alive interrogation of Navigators (additionals Alien Missions)&lt;br /&gt;
 - Added consequences for alive interrogation of Engineers (additionals Alien Missions)&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Changelog_(Hardmode)&amp;diff=118546</id>
		<title>Changelog (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Changelog_(Hardmode)&amp;diff=118546"/>
		<updated>2024-03-22T12:04:11Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.9.3==&lt;br /&gt;
 - Research tree Overwork so everything fits better&lt;br /&gt;
 - Fix Bug for Mod not loading on OXCE 7.7.x+&lt;br /&gt;
 - Fix Plasma Blade not being available in lategame to player&lt;br /&gt;
 - Fix Mars Terrain Height (4 -&amp;gt; 8)&lt;br /&gt;
 - Fix globe texture asignment, which prevented Terrorsites from spawning properly&lt;br /&gt;
 - Fix missing Adv. Medikit Dependency&lt;br /&gt;
 - Fix PLasma Pistol/Rifle Clip sell prices&lt;br /&gt;
 - Fix Walkertank/Laser upgrade pricing&lt;br /&gt;
 - Rebalance lategame enemy PSI DEF&lt;br /&gt;
 - Rebalance X-Com early armors and damage modifiers&lt;br /&gt;
 - Rebalance Damage Modifiers for Tanks/Alloy Drones&lt;br /&gt;
 - Rebalance Psi Amps to use Stamina additionally to Time Units for Psi Panic and Mind Control&lt;br /&gt;
 - Adjust Raceweights for more Snakemen&lt;br /&gt;
 - Adjust Terror Occurance and Scoring&lt;br /&gt;
 - Adjust Spitter Zombies to be more dangerous&lt;br /&gt;
 - Adjust Avenger Soldier spawn to match THUNDER&lt;br /&gt;
 - Adjust Meleeweapons, more attacks possible&lt;br /&gt;
 - Adjust Alien Alloy Ammo for konventional Pistols, Rifles and Shotguns&lt;br /&gt;
 - Adjust Alloy Drones Research being available after Data Slate&lt;br /&gt;
 - Adjust Taser Pistol Clip sizes&lt;br /&gt;
 - Add Alien Proxy Grenade (Alien Grenade conversion for X-Com)&lt;br /&gt;
 - Add more randomness to Alien Mission starts&lt;br /&gt;
 - Add Alien Base execute Missions (Terror, Harvest, Abduction, Base), No Scouts&lt;br /&gt;
 - Add more Upgrade Options to X-Com Tanks&lt;br /&gt;
 - Add Upgrade Option for Medikts&lt;br /&gt;
 - Add Smoke Launcher to all Tanks (free ammo)&lt;br /&gt;
 - Add Walkertank/Laser (Sectopod converted)&lt;br /&gt;
 - Add Split Alloy Drone/Medikit -&amp;gt; Alloy Drone/Adv. Medikit&lt;br /&gt;
 - Add Elerium Powered Stun Rod&lt;br /&gt;
 - Add Taser Pistol Elerium Clip&lt;br /&gt;
 - Add additional construction cost for X-Com base modules, which require Alien tech research&lt;br /&gt;
 - Add more recommendedUserOptions for inital Startup&lt;br /&gt;
 - Add Superhuman as default and only Difficulty (Armor and Aim Modifier)&lt;br /&gt;
 - Add Forcing of Vanilla (OXC) Soldier experience gaining&lt;br /&gt;
 - Refactor Drone Smoke (ammo is free now)&lt;br /&gt;
 - Disable Bug Hunt mode (Non vanilla behaviour)&lt;br /&gt;
 - Disable LINERSHIP Terrain until Map allows for Craftspawn&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.9==&lt;br /&gt;
 - Adjust UFO Extender Accuracy Settings&lt;br /&gt;
 - Adjust Armor Resistence for Reinforced Suits&lt;br /&gt;
 - Adjust Armor Resistance for some Lategame Enemies&lt;br /&gt;
 - Fix wrong/missing Sprite for Spitterzombie&lt;br /&gt;
 - Fix Plasma Weapon Research Bug&lt;br /&gt;
 - Fix Plasma Pistol Elerium Clip hitAnimation not showing&lt;br /&gt;
 - Fix Spitter Zombie not spawning from Spitter melee attacks&lt;br /&gt;
 - Fix Sortorder for HC and AC Ammo&lt;br /&gt;
 - Fix missing listOrder for Spitter Melee Weapon&lt;br /&gt;
 - Fix missing UFO Extender settings for Laserrifle/Taser Pistol&lt;br /&gt;
 - Fix missing arcingshot for Chryssalid Spitter&lt;br /&gt;
 - Fix missinf UFO Extender settings for Chryssalid Spitter Ranged Weapon&lt;br /&gt;
 - Add OXCE Missioninteruption for successful Ground Assault&lt;br /&gt;
 - Add OXCE option to let Countries rejoin the Council once Pactbase is defeated&lt;br /&gt;
 - Add OXCE medikit DOS targetting behaviour for drones and medikits&lt;br /&gt;
 - Add OXCE recommended and fixed Useroption&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.8==&lt;br /&gt;
 - Add Support for OXCE (HOOORAY!!!)&lt;br /&gt;
 - Add Elerium High Explosive Ammo for Heavy Cannon and Auto Cannon&lt;br /&gt;
 - Add EleriumClips for Aliens&lt;br /&gt;
 - Add more Civilians&lt;br /&gt;
 - Add Chryssalid Spitter Zombie&lt;br /&gt;
 - Add Terrain Pack 4.3 Licence file&lt;br /&gt;
 - Add Terrain Pack 4.3 Author List&lt;br /&gt;
 - Add Terrain Pack Licence Graphic (by-nc-sa.png)&lt;br /&gt;
 - Add Ufopaedia Graphics for Globetrotter Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Martyr Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Mindcontrol Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for PostMortemKill Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for PsiPanic Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Slavekills Medal by Holomorph&lt;br /&gt;
 - Add missing Commencations Licence file&lt;br /&gt;
 - Add new Manufacture categories for Drones/Tanks/Personal Armor&lt;br /&gt;
 - Add more possible upgrades for tanks&lt;br /&gt;
 - Add partial language support for french (FR)&lt;br /&gt;
 - Add Overworked Research Tree by mlavia&lt;br /&gt;
 - Add Rulesetbased globe info as replacement for Hobbes IMPROVEDGLOBE.DAT&lt;br /&gt;
 - Adjust Armored Sectopod Damage modifiers&lt;br /&gt;
 - Adjust sizes of tanks and drones/ammo slightly&lt;br /&gt;
 - Adjust xcom score penalties&lt;br /&gt;
 - Adjust Terror Mission asignments&lt;br /&gt;
 - Adjust Taser Drones&lt;br /&gt;
 - Adjust Hovertank Laser and Plasma&lt;br /&gt;
 - Adjust Taser Pistol&lt;br /&gt;
 - Adjust Heavy and Auto Cannon&lt;br /&gt;
 - Adjust blastradius for Smoke Ammo/Grenades&lt;br /&gt;
 - Adjust Terrormissionasignments and Mission Calls&lt;br /&gt;
 - Adjust Alloy Drone energy recovery&lt;br /&gt;
 - Add Language files for: pt_BR, es_ES, es_419&lt;br /&gt;
 - Fix Mod not loading under OpenXcomExtended (Missing Zombie corpse)&lt;br /&gt;
 - Fix Drones getting stunned/zombified under OpenXcomExtended&lt;br /&gt;
 - Fix Missing Sprites for Taser Drones&lt;br /&gt;
 - Fix Hair and Face recolor for Armored Vest and Alloy Vest&lt;br /&gt;
 - Fix wrong asigned BigOb/FloorOb for Sailor&lt;br /&gt;
 - Fix requires for Support Drone Ufopaedia Article&lt;br /&gt;
 - Fix requires for Alloy Drone Armor Ufopaedia Article&lt;br /&gt;
 - Fix Craft spawn position for CargoShip&lt;br /&gt;
 - Fix some typos while doing Terrorsite restructure&lt;br /&gt;
 - Fix listorder for Taser Pistol/Pistol&lt;br /&gt;
 - Fix listorder for Stun and Fire Grenade&lt;br /&gt;
 - Fix bulletsprite/arcingshot for Hovertank/Ebomb&lt;br /&gt;
 - Fix wrong upgrade for Drone/Scanner&lt;br /&gt;
 - Fix wrong Map tiles for EXPANDEDUBASE_21b/d&lt;br /&gt;
 - Fix wrong manufacture dependency for Alloy Drone Medikit&lt;br /&gt;
 - Rebalance Taser Drones&lt;br /&gt;
 - Rebalance Armored Sectopod&lt;br /&gt;
 - Rebalance Alloy Ammo&lt;br /&gt;
 - Remove AREA51 Terrains as requested from Hobbes&lt;br /&gt;
 - Remove IMPROVEDGLOBE.DAT as requested from Hobbes&lt;br /&gt;
 - Restructure Ufopaedia Section to be more sane&lt;br /&gt;
 - Restructure Resources Files&lt;br /&gt;
 - Update Language files for: ja, ru, de, fr, it, ko, pl, cs, hu, en-GB&lt;br /&gt;
 - Overwork README.TXT and CERDITS.TXT, to satisfy Terrain Pack Licence File&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.7==&lt;br /&gt;
 - Fix UFOL83.MCD armor values for new MCD check&lt;br /&gt;
 - Fix DANWDECOR.MCD armor values for new MCD check&lt;br /&gt;
 - Fix AREA51Z.MCD armor values for new MCD check&lt;br /&gt;
 - Updated transifex Language files&lt;br /&gt;
 - Added partially Czech translation&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.5==&lt;br /&gt;
 - Fix Mod not loading for openxcom_git_master_2019_06_08_1528 or newer&lt;br /&gt;
 - Fix missing Requires for Tank Laser Cannon Upgrades&lt;br /&gt;
 - Fix missing energyRecovery for Drones&lt;br /&gt;
 - Fix Amsterdam name and string values&lt;br /&gt;
 - Fix Armor values for Groundtiles in Alien Bases (Silacoids...)&lt;br /&gt;
 - Fix Mujungle Walking TU&#039;s&lt;br /&gt;
 - Fix Junglemount Walking TU&#039;s&lt;br /&gt;
- Updated JA translation from transifex&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.4==&lt;br /&gt;
 - Added Translations for Japanese language, ja (TRANSIFEX)&lt;br /&gt;
 - Added Translations for Russian language, ru (TRANSIFEX)&lt;br /&gt;
 - Added Translations for British English language  en-GB (TRANSIFEX)&lt;br /&gt;
 - Added turned Versions for UBASE_01 (4 Maps total)&lt;br /&gt;
 - Added alternate/turned Version 1 for UBASE_01 (4 maps total)&lt;br /&gt;
 - Added alternate/turned Version 2 for UBASE_01 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_19 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_20 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_21 (4 maps total) Clonelab&lt;br /&gt;
 - Added Soldier Armor Upgrades&lt;br /&gt;
 - Added Tank Upgrades&lt;br /&gt;
 - Added FloorOb Sprites for Vanilla Plasma Weapons&lt;br /&gt;
 - Added Fire Grenade (converted Fire Bombs)&lt;br /&gt;
 - Added Modified Sprite for U_EXT02 (remove shadows)&lt;br /&gt;
 - Fix Wrong production requirements for some Drone Upgrades)&lt;br /&gt;
 - Fix naming issue with Alloy Drone Medikit repair&lt;br /&gt;
 - Fix Runvarnames for some Missionscripts&lt;br /&gt;
 - Upgrade Heavy Laser Autoshot (now shots 4 times)&lt;br /&gt;
 - Adjusted Weapondamage for balancing (Heavy Laser/Sniper, Scatter Laser, Plasma Shotgun, Plasma Sniper)&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2018_09_17_0112 or newer&lt;br /&gt;
 - Adjusted Missions generated from Alien Bases (Region inheritance)&lt;br /&gt;
 - Adjusted Smoke and Fire Bomb to be collectable (Burn Baby Burn)&lt;br /&gt;
 - Adjust Alive Alien Interrogation Consequences&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.3==&lt;br /&gt;
 - Final Ressource File Restructure&lt;br /&gt;
 - Turning THUNDER by 90 degree (Unified Craft MapSize)&lt;br /&gt;
 - Fix Tile and Route issue for LINERSHIP00.MAP&lt;br /&gt;
 - Fix CRAFT spawn for CARGOSHIP&lt;br /&gt;
 - Fix Soldier Armor Repair in Research Tree Graphic&lt;br /&gt;
 - Fix Alien Grenade / Elerium Rocket Research and Graphic&lt;br /&gt;
 - Fix Wall issue for UFO_190m.MAP&lt;br /&gt;
 - Fix out of boundary nodes for some Maps&lt;br /&gt;
 - Fix missing usage information on medical items/drones&lt;br /&gt;
 - Fix Several extraStrings Typos&lt;br /&gt;
 - Fix Missing Name String for MALE_CIVILIAN&lt;br /&gt;
 - Fix mapScript for POLAR, MARSH and SWAMPS to reduce chance of UFO inaccessible&lt;br /&gt;
 - Fix Increase lategame weapon variety&lt;br /&gt;
 - Fix Tile and Route issue on EXPANDEDUBASE21&lt;br /&gt;
 - Fix Missing Halfed fundingCap&lt;br /&gt;
 - Fix missionZone values N/S Atlantic&lt;br /&gt;
 - Fix NIKE Cross Commendation and some commendation spellings&lt;br /&gt;
 - Adjusted Raceweights slightly&lt;br /&gt;
 - Adjust Manufacture more to vanilla&lt;br /&gt;
 - Adjust Muton Race - Added Muton Elite Leaders&lt;br /&gt;
 - Adjust Stats for Muton Elites and Muton Elite Guards&lt;br /&gt;
 - Adjust Armor Damage Modifiers for Muton ELite, Muton Elite Guard, Holodrone, Armored Sectopod&lt;br /&gt;
 - Adjust Race composition, Ranks and Spawnnumber for Final Mission Stages&lt;br /&gt;
 - Added turned Versions for: UBASE_00&lt;br /&gt;
 - Added turned Versions for: UBASE_02&lt;br /&gt;
 - Added turned Versions for: UBASE_03&lt;br /&gt;
 - Added turned Versions for: UBASE_04&lt;br /&gt;
 - Added turned Versions for: UBASE_05&lt;br /&gt;
 - Added turned Versions for: UBASE_06&lt;br /&gt;
 - Added turned Versions for: UBASE_08&lt;br /&gt;
 - Added turned Versions for: UBASE_11&lt;br /&gt;
 - Added turned Versions for: UBASE_15&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE16&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE17&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE18 (Fake Brain Room)&lt;br /&gt;
 - Optimized Mapscript for Alien Bases&lt;br /&gt;
 - Optimized Mapscripot for Cydonia Final Assault&lt;br /&gt;
 - Added more Missions to Alien Bases to generate:&lt;br /&gt;
   - Alien Research&lt;br /&gt;
   - Alien Terror&lt;br /&gt;
   - Alien Abduction&lt;br /&gt;
   - Alien Retaliation&lt;br /&gt;
   - Alien Harvest&lt;br /&gt;
   - Ship Attack&lt;br /&gt;
   - Docked Ship&lt;br /&gt;
 - Added size check to Mapscripts and optimized spawns&lt;br /&gt;
 - Added proper Raceweights for Alien Retaliation&lt;br /&gt;
 - Added some more UfoPaedia articles for some research topics (mostly early games stuff)&lt;br /&gt;
 - Added SKYSTRIKER (Improved Skyranger)&lt;br /&gt;
 - Added Support Drones Mod&lt;br /&gt;
 - Added Support Drones Upgrade Manufacture&lt;br /&gt;
 - Added Commendations Mod&lt;br /&gt;
 - Added Commendations Fixes&lt;br /&gt;
 - Added PSXCutscenes Mod&lt;br /&gt;
 - Changes to early game Research, Alien Alloy Techs are now fully available&lt;br /&gt;
 - Change Ruleset to be conform with: openxcom_git_master_2018_04_24_2218 or newer&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2d==&lt;br /&gt;
 - Simplyfied some Missionscripts&lt;br /&gt;
 - Fix ROUTES for UBASE_06 and UBASE_15&lt;br /&gt;
 - Fix Map Error for UFO_160e.MAP&lt;br /&gt;
 - Fix Terrain issues for:&lt;br /&gt;
   - TAIGAPOLAR&lt;br /&gt;
   - JUNGLEPOLAR&lt;br /&gt;
   - GRASSLANDFOREST&lt;br /&gt;
   - CRASHEDPLANE&lt;br /&gt;
   - TUNDRAPLANE&lt;br /&gt;
   - DESERTPLANE&lt;br /&gt;
   - POLARPLANE&lt;br /&gt;
 - Fix Shotgun Class BulletSprites&lt;br /&gt;
 - Fix some minor UFOPaedia typos&lt;br /&gt;
 - Fix Alloy Tank Laser Autoshot&lt;br /&gt;
 - Adjust Alien Alloy Ammo Prices&lt;br /&gt;
 - Adjust Alloy Cannon and Alloy Cannon Ammo Prices (Craft Weapon)&lt;br /&gt;
 - Adjust UFO Extender Dropoff values and Ranges to be more balanced&lt;br /&gt;
 - Adjust Muton Berserkers (no more energy issues *evilgrin*)&lt;br /&gt;
 - Adjust HandObs for HeavyLaser/Auto and HeavyLaser/Sniper&lt;br /&gt;
 - Adjust Alien Race occurances (Mutons come 1 month earlier)&lt;br /&gt;
 - Adjust Vanilla Tanks back to original values&lt;br /&gt;
 - Added proper Raceweights for Retaliation Missions&lt;br /&gt;
 - Added proper BulletSprites for Alloy Ammo&lt;br /&gt;
 - Added Earlier Alien Cheat Turn for ALL Deployments&lt;br /&gt;
 - Added increased scoring for VERY LARGE UFO&#039;s (double the vanilla value)&lt;br /&gt;
 - Added overworked CRASHEDPLANE Maps&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2c==&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2016_08_28_1950&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2b==&lt;br /&gt;
 - Fix Alien Base Spawnings&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2016_07_22_0229&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2==&lt;br /&gt;
 - Fix Alive Chryssalid Spitter Recovery&lt;br /&gt;
 - Added more manufacture dependencies for Tanks&lt;br /&gt;
 - Increased Scoring for Alien Pact Signing to 750&lt;br /&gt;
 - Doubled Alien scores generated for Alie Bases (5 -&amp;gt; 10)&lt;br /&gt;
 - Restructered Resource files&lt;br /&gt;
 - Restructered UFOpaedia&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2016_06_25_2118&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.1==&lt;br /&gt;
 - Fix Missing SEABITS.MCD file (not needed anymore but was still listed in terrain ruleset)&lt;br /&gt;
 - Fix walking TU issue for TUNDRAPOLAR.MCD&lt;br /&gt;
 - Fix Some wrongly asigned Sounds&lt;br /&gt;
 - Fix DropOff values for some Weapons for UFO Extender Accuracy&lt;br /&gt;
 - Fix regionWeight for North Atlantic (was 45!! noew 5)&lt;br /&gt;
 - Fix some Typos in UFOpaedia (thx SIMON)&lt;br /&gt;
 - Added 2 more Battleship Variants from Cooper&lt;br /&gt;
 - Added Expanded Urban Mix (mashup off MADURBAN and EXPANDED_TERROR)&lt;br /&gt;
 - Change some Terrorunit asignments (Mutons, Sectoid Elites, Muton Elites)&lt;br /&gt;
 - Spread the Chryssalid Spitter plague&lt;br /&gt;
 - Spread Muton Berserkers&lt;br /&gt;
 - Increase Alien Scoring (Research, Infiltration, Retaliation and Supply will give Alien Score now)&lt;br /&gt;
 - Doubled Scoring for UFO action for Terrormissions&lt;br /&gt;
 - Increase Armored Sectopod HE Resistence&lt;br /&gt;
 - Blaster Launcher Waypoints reduced to 9 (DOS Version behaviour)&lt;br /&gt;
 - Optimized Mapscript MADURBAN&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2016_05_27_1727&lt;br /&gt;
&lt;br /&gt;
==Version 0.99==&lt;br /&gt;
 - Updated Terrainpack MAPS, ROUTES, TERRAINS&lt;br /&gt;
 - Updated Terrainpack Ruleset Integration&lt;br /&gt;
 - Updated Globe Cities (330 now)&lt;br /&gt;
 - Restructered Globe textures and deployments for Terrormissions&lt;br /&gt;
 - Fix some minor Ufopaedia Typos&lt;br /&gt;
 - Fix LOFT issues and Armor values for UBASE2.MCD&lt;br /&gt;
 - Fix Routes, PORTUFO05, PORTUFO17, PORTUFO20, PORTUFO21&lt;br /&gt;
 - Fix Routes CULTAFARM02&lt;br /&gt;
 - Fix Routes LINERSHIP01&lt;br /&gt;
 - Fix Routes JUNGLEMOUNT05&lt;br /&gt;
 - Fix Routes RAILYARDURBAN19, RAILYARDURBAN21, RAILYARDURBAN24 (thx Solarius)&lt;br /&gt;
 - Fixed several MCD settings in Terrain pack MCD&#039;s (that took way to long!)&lt;br /&gt;
 - Fix Power/Flying Suit Fire Immunity&lt;br /&gt;
 - Fix Terrain Pack Landing Zone Maps&lt;br /&gt;
 - Fix Cow issue for UFO_210a&lt;br /&gt;
 - Fix Route issue EXPANDEDTERROR21.RMP&lt;br /&gt;
 - Fix some wrong Maptiles on some Terrorship Maps&lt;br /&gt;
 - Added Converted TFTD WaterAnimation MCD file&lt;br /&gt;
 - Added Battleship Variants by Cooper (modified) and a design of my own&lt;br /&gt;
 - Added Hovertank/Launcher Ammo consumes Blaster Bombs but has same Power&lt;br /&gt;
 - Added Ship Attack and Docked Ship Mission (triggered by Alien Data Slate)&lt;br /&gt;
 - Added Airfield Terrain&lt;br /&gt;
 - Added Plane Terrain&lt;br /&gt;
 - Added Polar Terrain&lt;br /&gt;
 - Added Chryssalid Spitter on Earth (Muton Elite Guard Terrorunit)&lt;br /&gt;
 - Added Muton Berserker (Muton Terrorunit)&lt;br /&gt;
 - Removed ability to produce Blaster Launchers and Blaster Bombs (use captured ones!)&lt;br /&gt;
 - Readjusted Grenade Launcher SnapShot TU&lt;br /&gt;
 - Readjust Heavy Laser/Sniper Damage and Heavy Laser/Auto TU&lt;br /&gt;
 - Reduce Weightreduction, increase Stamina for Power/Flying Suits and Reinforced ones&lt;br /&gt;
 - Increased Armor on Grenades slightly&lt;br /&gt;
 - Increased Armor for Terrorunit corpses (was 0, now 26)&lt;br /&gt;
 - Reduced Scores for killing Aliens by 50%&lt;br /&gt;
 - Reduced Recoverypoints for Alien Corpses by 50%&lt;br /&gt;
 - Reduced penalty for dead Civilians from 50 to 40&lt;br /&gt;
 - Reworked chronological Racemixes&lt;br /&gt;
 - Reworked Alien Races (more Ranks, same Numbers)&lt;br /&gt;
 - Optimized Mapscripts for Docked Ship Mission, Urban, Expanded Terror, Expanded Urban and several more.&lt;br /&gt;
&lt;br /&gt;
==Version 0.98==&lt;br /&gt;
 - Fix some typos and clarified Alien Data Slate ufopaedia text&lt;br /&gt;
 - Added Recolored Blaster Launcher Bulletsprite, grey Blasterbombs!&lt;br /&gt;
 - Added Fire Bomb and Smoke for Small Launcher&lt;br /&gt;
 - Added Custom Bullet Sprites for Alloy Ammo Clips&lt;br /&gt;
 - Added Custom Bullet Sprites for Elerium, Fire and Smoke Bomb&lt;br /&gt;
 - darkened Medium Scout, Large Scouts, Fighters, Sentry Ships,&lt;br /&gt;
   Harvesters, Abductors, Terror Ships, Battleship, Supply Ships and&lt;br /&gt;
   Labship (all 117 Maps!!!)&lt;br /&gt;
 - reduced recoverable Alien Alloys by ~36% for all UFO&#039;s&lt;br /&gt;
 - reduced recoverable Elerium 115 per Power Source (35-&amp;gt;25, 50% vanilla)&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_11_30_1238&lt;br /&gt;
&lt;br /&gt;
==Version 0.97==&lt;br /&gt;
 - Research changes:&lt;br /&gt;
   - Reinforced Power Suit now needs New Fighter Craft instead of Alien Data Core as dependency&lt;br /&gt;
 - Fix Minor Graphic Errors in Reinforced Power Suit Inventory Pics&lt;br /&gt;
 - Fix For missionSiteZone: -1 Bug, you need to edit your savegames, see Forum&lt;br /&gt;
 - Added Hitsound for Combat Knife, Alloy Knife, Alloy Sword&lt;br /&gt;
 - Added partial language Support for German&lt;br /&gt;
 - Modified THUNDER Map and Routes slightly&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_11_15_0853&lt;br /&gt;
&lt;br /&gt;
==Version 0.96==&lt;br /&gt;
 - Research changes:&lt;br /&gt;
   - Alloy Knife needs only Alloy Ammo&lt;br /&gt;
   - Alloy Sword needs Alloy Knife and Alien Data Slate&lt;br /&gt;
 - Readjust all Meleeweapons, lowered Power and Accuracy slightly, changed TU usage&lt;br /&gt;
 - Added Version String&lt;br /&gt;
 - Added language support for Russian, Spanish, French and Polish&lt;br /&gt;
   You will find a mix of English and the respective language until someone translates the missing stuff&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_10_31_1725&lt;br /&gt;
&lt;br /&gt;
==Version 0.95==&lt;br /&gt;
 - Fix Reinforced Power Suit Unlock&lt;br /&gt;
 - Fix Reinforced Flying Suit Unlock&lt;br /&gt;
 - Fix Walkertank HWP&#039;s Unlock&lt;br /&gt;
 - Fix Several Ufopaedia Strings (typos)&lt;br /&gt;
 - Added New Melee HitAnimation for Combat Knife, Alloy Knife and Alloy Sword (thx pWWWa)&lt;br /&gt;
 - Imported some TERRAIN patches from Hobbes Redux (no maps yet)&lt;br /&gt;
 - Alloy Tanks take 10% less Plasma Damage&lt;br /&gt;
 - Hovertanks take 15% less Plasma Damage&lt;br /&gt;
 - Armored Sectopod is immune towards Icendiary Ammo&lt;br /&gt;
&lt;br /&gt;
==Version 0.94==&lt;br /&gt;
 - Fix HandOb issues fpr PlasmaBlade and PlasmaSword (thx pwwwa)&lt;br /&gt;
 - Fix some Groundtile issues on some UFO Maps&lt;br /&gt;
 - Fix wrong Gazer drawingRoutine&lt;br /&gt;
 - Fix wrong Muton Elite Guard Corpse BigOb&lt;br /&gt;
 - Fix WORLD NEWS UPDATE not popping up after researching a Alien Corpse&lt;br /&gt;
 - Fix 1 wrong placed Groundtile on LabShip Map (oversight...)&lt;br /&gt;
 - Fix some typos in some UFOpaedia Articles (thx SIMON)&lt;br /&gt;
 - Fix MCDPatch for TU usage for THUNDER.PCK&lt;br /&gt;
 - Fix Plasma Beam Range (52 -&amp;gt; 42)&lt;br /&gt;
 - Fix Alien Infiltration Waves&lt;br /&gt;
 - Added some more NEWS Strings (thx nadir)&lt;br /&gt;
 - Added Reinforced Power and Flying Suits (Moriaty Sprites)&lt;br /&gt;
 - Added Chryssalid Spitter Terrorunit (ranged zombification attack)&lt;br /&gt;
 - Added Sectoid Elite Race&lt;br /&gt;
 - Added HandOb&#039;s for Shotgun Clips, TaserPistol Clip, Elerium Rocket&lt;br /&gt;
 - Added FloorOb&#039;s for Pistol, Rifle, Heavy Canon, Auto Cannon, SniperRifle Alien Alloy Clips&lt;br /&gt;
 - Added HandOb&#039;s for Pistol, Rifle, Heavy Canon, Auto Cannon, SniperRifle Alien Alloy Clips&lt;br /&gt;
 - Added New BigOb&#039;s FloorOb&#039;s, HandOb&#039;s for PlasmaShotgun Clips and Elerium Clips&lt;br /&gt;
 - Added Walkertank/Plasma (hacked Armored Sectopod)&lt;br /&gt;
 - Added Plasma Melee Weapons from pwwwa&lt;br /&gt;
 - Added New Plasma Hitanimation for Heavy Plasma, Elerium Clips and Armored Sectopod Weapon&lt;br /&gt;
 - Added InventoryPicture and UfoPaedia Pictures for Muton Elite Guards&lt;br /&gt;
 - Added New BigOb for Vanilla Flying Suits&lt;br /&gt;
 - Added new Spriteset for Vanilla Flying Suits&lt;br /&gt;
 - Reworked the Racemixes&lt;br /&gt;
 - Readjusted TU usage for Heavy Laser / Sniper and Heavy Laser / Auto&lt;br /&gt;
 - Readjusted Armor for Waspites, Gazers, Muton Elites and Muton Elite Guards&lt;br /&gt;
 - Adjusted all Alien melee stats to more sane values&lt;br /&gt;
 - Doubled Money and Elerium-115 cost for Plasma Canons&lt;br /&gt;
 - Doubled Money and Elerium-115 cost for Fusion Balls&lt;br /&gt;
 - Doubled Money Costs for HWP Fusion Bombs (E-115 cost is 6)&lt;br /&gt;
 - Hovertank Launcher increased Damage (140 -&amp;gt; 200)&lt;br /&gt;
 - Changed ColorScheme of the Armored Sectopod (lighter Blue)&lt;br /&gt;
 - Armored Sectopod, does now Plasma Damage (115) and has Autoshotburst: 5&lt;br /&gt;
 - Reduced sellCost for all Items from Aliens and Alive Aliens by 50%&lt;br /&gt;
 - Increased Base Maintence Cost to 10% of initial Construction price&lt;br /&gt;
 - Increased Points Death penalties for Civilians (30-&amp;gt;50) and X-Com Tanks (x2)&lt;br /&gt;
 - Reactivated RAILYARDURBAN Terrain in Infrastructure Attack Terror Mission&lt;br /&gt;
 - Converted all Sprites into *.png, rechecked Palettes (just for good measure)&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2015_10_10_0133&lt;br /&gt;
&lt;br /&gt;
==Version 0.93==&lt;br /&gt;
 - Fix view positions for soldiers on the thunder craft.&lt;br /&gt;
 - Fix missing thunder craft MCD file.&lt;br /&gt;
 - Added consequences for alive interrogation of Navigators (additionals Alien Missions)&lt;br /&gt;
 - Added consequences for alive interrogation of Engineers (additionals Alien Missions)&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118545</id>
		<title>Research (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118545"/>
		<updated>2024-03-22T12:02:33Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Detailed Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; in Hardmode has seen a major revamp, with a noted increase in difficulty. Research takes longer to complete and has more complex requirements. &lt;br /&gt;
&lt;br /&gt;
==Quick summary==&lt;br /&gt;
A quick summary of the major changes to the research system:&lt;br /&gt;
&lt;br /&gt;
* 1.5 times increase in the time to research the majority of topics. &lt;br /&gt;
* The Alien containment facility must be researched; the topics required to unlock this can only be found in an Alien Base.&lt;br /&gt;
* Many technologies will require a live alien to be interrogated.&lt;br /&gt;
:* Typically Alien Engineers are needed for certain engineering technologies, Navigators for aircraft topics and Medics for psionic topics.&lt;br /&gt;
* Two unique items, the Alien Data Slate and Alien Data Core, gatekeep most advanced technologies.&lt;br /&gt;
* Laser weapons cannot be researched until a live Alien has been interrogated and the Alien Data Slate has been researched.&lt;br /&gt;
* Some additional early game research topics have been added to bridge the gap between Terran weapons/armour and more advanced Laser/Powered armour, these being alloy enhanced ballistic weapons and armour.&lt;br /&gt;
* Significant increase in the difficulty to unlock psionics&lt;br /&gt;
&lt;br /&gt;
==Detailed Information==&lt;br /&gt;
&lt;br /&gt;
A major change of note is that the &#039;&#039;&#039;Alien Containment Facility&#039;&#039;&#039; must now be researched. The technology required to research the Alien Containment can only be found in an &#039;&#039;&#039;Alien Base&#039;&#039;&#039;, necessitating an early assault on an Alien Base in order to progress the tech tree. &lt;br /&gt;
&lt;br /&gt;
The majority of technically complicated research topics require the interrogation of an appropriately ranked live Alien. For example, the UFO Power Source topic, a pre-requisite to Power Suits and Firestorm construction, can only be researched if any Alien Engineer is interrogated beforehand. &lt;br /&gt;
&lt;br /&gt;
Major technological breakthroughs are gated behind locating, recovering and researching an &#039;&#039;&#039;Alien Data Slate&#039;&#039;&#039; and a &#039;&#039;&#039;Alien Data Core&#039;&#039;&#039;. The Slate can only be found in an Alien Base, whereas the Core can only be found on an Alien &#039;&#039;&#039;Battleship&#039;&#039;&#039;. Of particular note are that Laser Weapons cannot be researched until the Data Slate is researched, and Alien Plasma weapons cannot be researched until the Data Core has been researched. &lt;br /&gt;
&lt;br /&gt;
In order to compensate for the delay that X-COM will have in unlocking Laser weapons and more potent Personal Armour/Power Suits, X-COM can research new topics that can unlock &#039;&#039;&#039;Alloy Ammo&#039;&#039;&#039; for usage with Ballistic firearms, and &#039;&#039;&#039;Alloy Armour&#039;&#039;&#039; as an improvement over the starting armours. &lt;br /&gt;
&lt;br /&gt;
Without being able to interrogate Aliens, X-COM will be unable to progress the tech tree in an appreciable matter and will be rapidly overwhelmed within several months. Every effort should be made to secure the ability to construct the Alien Containment facility, and begin interrogating live aliens, before the end of the April of the the first year of the campaign.&lt;br /&gt;
&lt;br /&gt;
==Research Tree==&lt;br /&gt;
&lt;br /&gt;
See Research Tree here: https://www.ufopaedia.org/images/4/47/Research_Tree_Hardmode_Expansion.jpg&lt;br /&gt;
&lt;br /&gt;
The Latest Version can always be found here: https://github.com/hellrazor4223/hardmode-expansion/blob/master/Research_Tree_Hardmode_Expansion.jpg&lt;br /&gt;
&lt;br /&gt;
You will also find a up to date Research Tree File in you Hardmode_Expansion Install directory.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118544</id>
		<title>Research (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118544"/>
		<updated>2024-03-22T12:01:36Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Research Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; in Hardmode has seen a major revamp, with a noted increase in difficulty. Research takes longer to complete and has more complex requirements. &lt;br /&gt;
&lt;br /&gt;
==Quick summary==&lt;br /&gt;
A quick summary of the major changes to the research system:&lt;br /&gt;
&lt;br /&gt;
* 1.5 times increase in the time to research the majority of topics. &lt;br /&gt;
* The Alien containment facility must be researched; the topics required to unlock this can only be found in an Alien Base.&lt;br /&gt;
* Many technologies will require a live alien to be interrogated.&lt;br /&gt;
:* Typically Alien Engineers are needed for certain engineering technologies, Navigators for aircraft topics and Medics for psionic topics.&lt;br /&gt;
* Two unique items, the Alien Data Slate and Alien Data Core, gatekeep most advanced technologies.&lt;br /&gt;
* Laser weapons cannot be researched until a live Alien has been interrogated and the Alien Data Slate has been researched.&lt;br /&gt;
* Some additional early game research topics have been added to bridge the gap between Terran weapons/armour and more advanced Laser/Powered armour, these being alloy enhanced ballistic weapons and armour.&lt;br /&gt;
* Significant increase in the difficulty to unlock psionics&lt;br /&gt;
&lt;br /&gt;
==Detailed Information==&lt;br /&gt;
&lt;br /&gt;
A major change of note is that the &#039;&#039;&#039;Alien Containment Facility&#039;&#039;&#039; must now be researched. The technology required to research the Alien Containment can only be found in an &#039;&#039;&#039;Alien Base&#039;&#039;&#039;, necessitating an early assault on an Alien Base in order to progress the tech tree. &lt;br /&gt;
&lt;br /&gt;
The majority of technically complicated research topics require the interrogation of an appropriately ranked live Alien. For example, the UFO Power Source topic, a pre-requisite to Power Suits and Firestorm construction, can only be researched if any Alien Engineer is interrogated beforehand. &lt;br /&gt;
&lt;br /&gt;
Major technological breakthroughs are gated behind locating, recovering and researching an &#039;&#039;&#039;Alien Data Slate&#039;&#039;&#039; and a &#039;&#039;&#039;Alien Data Core&#039;&#039;&#039;. The Slate can only be found in an Alien Base, whereas the Core can only be found on an Alien &#039;&#039;&#039;Battleship&#039;&#039;&#039;. Of particular note are that Laser Weapons cannot be researched until the Data Slate is researched, and Alien Plasma weapons cannot be researched until the Data Core has been researched. &lt;br /&gt;
&lt;br /&gt;
In order to compensate for the delay that X-COM will have in unlocking Laser weapons and more potent Personal Armour/Power Suits, X-COM can research new topics that can unlock &#039;&#039;&#039;Alloy Ammo&#039;&#039;&#039; for usage with Ballistic firearms, and &#039;&#039;&#039;Alloy Armour&#039;&#039;&#039; as an improvement over the starting armours. &lt;br /&gt;
&lt;br /&gt;
Without being able to interrogate Aliens, X-COM will be unable to progress the tech tree in an appreciable matter and will be rapidly overwhelmed within several months. Every effort should be made to secure the ability to construct the Alien Containment facility, and begin interrogating live aliens, before the end of the second month of the war. &lt;br /&gt;
&lt;br /&gt;
==Research Tree==&lt;br /&gt;
&lt;br /&gt;
See Research Tree here: https://www.ufopaedia.org/images/4/47/Research_Tree_Hardmode_Expansion.jpg&lt;br /&gt;
&lt;br /&gt;
The Latest Version can always be found here: https://github.com/hellrazor4223/hardmode-expansion/blob/master/Research_Tree_Hardmode_Expansion.jpg&lt;br /&gt;
&lt;br /&gt;
You will also find a up to date Research Tree File in you Hardmode_Expansion Install directory.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118543</id>
		<title>Research (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118543"/>
		<updated>2024-03-22T11:59:28Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Research Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; in Hardmode has seen a major revamp, with a noted increase in difficulty. Research takes longer to complete and has more complex requirements. &lt;br /&gt;
&lt;br /&gt;
==Quick summary==&lt;br /&gt;
A quick summary of the major changes to the research system:&lt;br /&gt;
&lt;br /&gt;
* 1.5 times increase in the time to research the majority of topics. &lt;br /&gt;
* The Alien containment facility must be researched; the topics required to unlock this can only be found in an Alien Base.&lt;br /&gt;
* Many technologies will require a live alien to be interrogated.&lt;br /&gt;
:* Typically Alien Engineers are needed for certain engineering technologies, Navigators for aircraft topics and Medics for psionic topics.&lt;br /&gt;
* Two unique items, the Alien Data Slate and Alien Data Core, gatekeep most advanced technologies.&lt;br /&gt;
* Laser weapons cannot be researched until a live Alien has been interrogated and the Alien Data Slate has been researched.&lt;br /&gt;
* Some additional early game research topics have been added to bridge the gap between Terran weapons/armour and more advanced Laser/Powered armour, these being alloy enhanced ballistic weapons and armour.&lt;br /&gt;
* Significant increase in the difficulty to unlock psionics&lt;br /&gt;
&lt;br /&gt;
==Detailed Information==&lt;br /&gt;
&lt;br /&gt;
A major change of note is that the &#039;&#039;&#039;Alien Containment Facility&#039;&#039;&#039; must now be researched. The technology required to research the Alien Containment can only be found in an &#039;&#039;&#039;Alien Base&#039;&#039;&#039;, necessitating an early assault on an Alien Base in order to progress the tech tree. &lt;br /&gt;
&lt;br /&gt;
The majority of technically complicated research topics require the interrogation of an appropriately ranked live Alien. For example, the UFO Power Source topic, a pre-requisite to Power Suits and Firestorm construction, can only be researched if any Alien Engineer is interrogated beforehand. &lt;br /&gt;
&lt;br /&gt;
Major technological breakthroughs are gated behind locating, recovering and researching an &#039;&#039;&#039;Alien Data Slate&#039;&#039;&#039; and a &#039;&#039;&#039;Alien Data Core&#039;&#039;&#039;. The Slate can only be found in an Alien Base, whereas the Core can only be found on an Alien &#039;&#039;&#039;Battleship&#039;&#039;&#039;. Of particular note are that Laser Weapons cannot be researched until the Data Slate is researched, and Alien Plasma weapons cannot be researched until the Data Core has been researched. &lt;br /&gt;
&lt;br /&gt;
In order to compensate for the delay that X-COM will have in unlocking Laser weapons and more potent Personal Armour/Power Suits, X-COM can research new topics that can unlock &#039;&#039;&#039;Alloy Ammo&#039;&#039;&#039; for usage with Ballistic firearms, and &#039;&#039;&#039;Alloy Armour&#039;&#039;&#039; as an improvement over the starting armours. &lt;br /&gt;
&lt;br /&gt;
Without being able to interrogate Aliens, X-COM will be unable to progress the tech tree in an appreciable matter and will be rapidly overwhelmed within several months. Every effort should be made to secure the ability to construct the Alien Containment facility, and begin interrogating live aliens, before the end of the second month of the war. &lt;br /&gt;
&lt;br /&gt;
==Research Tree==&lt;br /&gt;
&lt;br /&gt;
See Research Tree here: https://www.ufopaedia.org/images/4/47/Research_Tree_Hardmode_Expansion.jpg&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118542</id>
		<title>Research (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118542"/>
		<updated>2024-03-22T11:59:18Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Research Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; in Hardmode has seen a major revamp, with a noted increase in difficulty. Research takes longer to complete and has more complex requirements. &lt;br /&gt;
&lt;br /&gt;
==Quick summary==&lt;br /&gt;
A quick summary of the major changes to the research system:&lt;br /&gt;
&lt;br /&gt;
* 1.5 times increase in the time to research the majority of topics. &lt;br /&gt;
* The Alien containment facility must be researched; the topics required to unlock this can only be found in an Alien Base.&lt;br /&gt;
* Many technologies will require a live alien to be interrogated.&lt;br /&gt;
:* Typically Alien Engineers are needed for certain engineering technologies, Navigators for aircraft topics and Medics for psionic topics.&lt;br /&gt;
* Two unique items, the Alien Data Slate and Alien Data Core, gatekeep most advanced technologies.&lt;br /&gt;
* Laser weapons cannot be researched until a live Alien has been interrogated and the Alien Data Slate has been researched.&lt;br /&gt;
* Some additional early game research topics have been added to bridge the gap between Terran weapons/armour and more advanced Laser/Powered armour, these being alloy enhanced ballistic weapons and armour.&lt;br /&gt;
* Significant increase in the difficulty to unlock psionics&lt;br /&gt;
&lt;br /&gt;
==Detailed Information==&lt;br /&gt;
&lt;br /&gt;
A major change of note is that the &#039;&#039;&#039;Alien Containment Facility&#039;&#039;&#039; must now be researched. The technology required to research the Alien Containment can only be found in an &#039;&#039;&#039;Alien Base&#039;&#039;&#039;, necessitating an early assault on an Alien Base in order to progress the tech tree. &lt;br /&gt;
&lt;br /&gt;
The majority of technically complicated research topics require the interrogation of an appropriately ranked live Alien. For example, the UFO Power Source topic, a pre-requisite to Power Suits and Firestorm construction, can only be researched if any Alien Engineer is interrogated beforehand. &lt;br /&gt;
&lt;br /&gt;
Major technological breakthroughs are gated behind locating, recovering and researching an &#039;&#039;&#039;Alien Data Slate&#039;&#039;&#039; and a &#039;&#039;&#039;Alien Data Core&#039;&#039;&#039;. The Slate can only be found in an Alien Base, whereas the Core can only be found on an Alien &#039;&#039;&#039;Battleship&#039;&#039;&#039;. Of particular note are that Laser Weapons cannot be researched until the Data Slate is researched, and Alien Plasma weapons cannot be researched until the Data Core has been researched. &lt;br /&gt;
&lt;br /&gt;
In order to compensate for the delay that X-COM will have in unlocking Laser weapons and more potent Personal Armour/Power Suits, X-COM can research new topics that can unlock &#039;&#039;&#039;Alloy Ammo&#039;&#039;&#039; for usage with Ballistic firearms, and &#039;&#039;&#039;Alloy Armour&#039;&#039;&#039; as an improvement over the starting armours. &lt;br /&gt;
&lt;br /&gt;
Without being able to interrogate Aliens, X-COM will be unable to progress the tech tree in an appreciable matter and will be rapidly overwhelmed within several months. Every effort should be made to secure the ability to construct the Alien Containment facility, and begin interrogating live aliens, before the end of the second month of the war. &lt;br /&gt;
&lt;br /&gt;
==Research Tree==&lt;br /&gt;
&lt;br /&gt;
See Research Tree here: https://www.ufopaedia.org/images/4/47/Research_Tree_Hardmode_Expansion.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[file:Research_Tree_Hardmode_Expansion.jpg|1400px|thumb|center|Hardmode Research Tree]]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118541</id>
		<title>Research (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118541"/>
		<updated>2024-03-22T11:58:50Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Research Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; in Hardmode has seen a major revamp, with a noted increase in difficulty. Research takes longer to complete and has more complex requirements. &lt;br /&gt;
&lt;br /&gt;
==Quick summary==&lt;br /&gt;
A quick summary of the major changes to the research system:&lt;br /&gt;
&lt;br /&gt;
* 1.5 times increase in the time to research the majority of topics. &lt;br /&gt;
* The Alien containment facility must be researched; the topics required to unlock this can only be found in an Alien Base.&lt;br /&gt;
* Many technologies will require a live alien to be interrogated.&lt;br /&gt;
:* Typically Alien Engineers are needed for certain engineering technologies, Navigators for aircraft topics and Medics for psionic topics.&lt;br /&gt;
* Two unique items, the Alien Data Slate and Alien Data Core, gatekeep most advanced technologies.&lt;br /&gt;
* Laser weapons cannot be researched until a live Alien has been interrogated and the Alien Data Slate has been researched.&lt;br /&gt;
* Some additional early game research topics have been added to bridge the gap between Terran weapons/armour and more advanced Laser/Powered armour, these being alloy enhanced ballistic weapons and armour.&lt;br /&gt;
* Significant increase in the difficulty to unlock psionics&lt;br /&gt;
&lt;br /&gt;
==Detailed Information==&lt;br /&gt;
&lt;br /&gt;
A major change of note is that the &#039;&#039;&#039;Alien Containment Facility&#039;&#039;&#039; must now be researched. The technology required to research the Alien Containment can only be found in an &#039;&#039;&#039;Alien Base&#039;&#039;&#039;, necessitating an early assault on an Alien Base in order to progress the tech tree. &lt;br /&gt;
&lt;br /&gt;
The majority of technically complicated research topics require the interrogation of an appropriately ranked live Alien. For example, the UFO Power Source topic, a pre-requisite to Power Suits and Firestorm construction, can only be researched if any Alien Engineer is interrogated beforehand. &lt;br /&gt;
&lt;br /&gt;
Major technological breakthroughs are gated behind locating, recovering and researching an &#039;&#039;&#039;Alien Data Slate&#039;&#039;&#039; and a &#039;&#039;&#039;Alien Data Core&#039;&#039;&#039;. The Slate can only be found in an Alien Base, whereas the Core can only be found on an Alien &#039;&#039;&#039;Battleship&#039;&#039;&#039;. Of particular note are that Laser Weapons cannot be researched until the Data Slate is researched, and Alien Plasma weapons cannot be researched until the Data Core has been researched. &lt;br /&gt;
&lt;br /&gt;
In order to compensate for the delay that X-COM will have in unlocking Laser weapons and more potent Personal Armour/Power Suits, X-COM can research new topics that can unlock &#039;&#039;&#039;Alloy Ammo&#039;&#039;&#039; for usage with Ballistic firearms, and &#039;&#039;&#039;Alloy Armour&#039;&#039;&#039; as an improvement over the starting armours. &lt;br /&gt;
&lt;br /&gt;
Without being able to interrogate Aliens, X-COM will be unable to progress the tech tree in an appreciable matter and will be rapidly overwhelmed within several months. Every effort should be made to secure the ability to construct the Alien Containment facility, and begin interrogating live aliens, before the end of the second month of the war. &lt;br /&gt;
&lt;br /&gt;
==Research Tree==&lt;br /&gt;
&lt;br /&gt;
https://www.ufopaedia.org/images/4/47/Research_Tree_Hardmode_Expansion.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[file:Research_Tree_Hardmode_Expansion.jpg|1400px|thumb|center|Hardmode Research Tree]]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118540</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118540"/>
		<updated>2024-03-22T11:42:08Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Recommended Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.9.8+, see: https://openxcom.org/forum/index.php/topic,5258.0.html&lt;br /&gt;
&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[https://mod.io/g/openxcom/m/hqsounds-by-daedalus High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS - Statstring, Daytime/Nighttime]&lt;br /&gt;
&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118539</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118539"/>
		<updated>2024-03-22T11:41:56Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Recommended Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.9.8+, see: https://openxcom.org/forum/index.php/topic,5258.0.html&lt;br /&gt;
&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[https://mod.io/g/openxcom/m/hqsounds-by-daedalus | High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS - Statstring, Daytime/Nighttime]&lt;br /&gt;
&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118538</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118538"/>
		<updated>2024-03-22T11:41:23Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Recommended Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.9.8+, see: https://openxcom.org/forum/index.php/topic,5258.0.html&lt;br /&gt;
&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[https://mod.io/g/openxcom/m/hqsounds-by-daedalus| High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS - Statstring, Daytime/Nighttime]&lt;br /&gt;
&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118537</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=118537"/>
		<updated>2024-03-22T11:40:26Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.9.8+, see: https://openxcom.org/forum/index.php/topic,5258.0.html&lt;br /&gt;
&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[http://www.openxcom.com/mod/high-quality-sounds| High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS - Statstring, Daytime/Nighttime]&lt;br /&gt;
&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=118536</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=118536"/>
		<updated>2024-03-22T09:39:52Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Hardmode Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you finally got tired of the vanilla experience? &#039;&#039;(shame on you)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, there&#039;s dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you&#039;re interested in making your own, check [[Customizing (OpenXcom)|Customizing]].&lt;br /&gt;
&lt;br /&gt;
== Standard Mods ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]].  Here&#039;s a brief description of what&#039;s included:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aliens Pick Up Weapons&#039;&#039;&#039;: The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).&lt;br /&gt;
* &#039;&#039;&#039;Limit Craft Item Capacities&#039;&#039;&#039;: Limits the number of items you can take on a craft to 80, just like in the original X-COM.&lt;br /&gt;
* &#039;&#039;&#039;PSX Static Cydonia Map&#039;&#039;&#039;: Uses the Cydonia map from the PSX version of X-Com: UFO Defense.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Gun Melee&#039;&#039;&#039;: Adds a stun melee attack to every weapon (called &#039;&#039;Stun Fest&#039;&#039; in UFOextender). The TU/Damage is based on the weapon&#039;s class: &amp;lt;table {{StdCenterTable}}&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and Small Launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and Auto-Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Psionic Line of Fire&#039;&#039;&#039;: Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Starting Avalanches&#039;&#039;&#039;: All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Daytime&#039;&#039;&#039;: Forces all ground missions to daytime. Not compatible with the mod below.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Nighttime&#039;&#039;&#039;: Forces all ground missions to nighttime. Not compatible with the mod above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Fighter Transports&#039;&#039;&#039;: Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil High Explosive Damage&#039;&#039;&#039;: Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Ground Tanks&#039;&#039;&#039;: Gives ground [[Tank]]s the same stats as Hovertanks.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Heavy Laser&#039;&#039;&#039;: Increases the damage and accuracy of the [[Heavy Laser]].&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil No Psionics&#039;&#039;&#039;: Removes all Psi tech from the game, both X-COM and alien.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Pistol Auto Shot&#039;&#039;&#039;: Gives the standard-issue [[Pistol]] an auto shot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Skyranger Weapon Slot&#039;&#039;&#039;: Gives the [[Skyranger]] a craft weapon slot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Base&#039;&#039;&#039;: Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Improved Base&#039;&#039;&#039;: Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Improved Base&#039;&#039;&#039;: Combination of the two mods above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Statstrings&#039;&#039;&#039;: Soldiers get [[Statstrings]] added to their names based on their stats.&lt;br /&gt;
&lt;br /&gt;
== Downloading &amp;amp; Installing ==&lt;br /&gt;
&lt;br /&gt;
However they&#039;re nothing compared to the plethora of fan mods out there! You can usually find them on these websites:&lt;br /&gt;
&lt;br /&gt;
* [https://openxcom.mod.io/ OpenXcom Mod Portal]&lt;br /&gt;
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for 1.0 ===&lt;br /&gt;
&lt;br /&gt;
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for the Nightly Version ===&lt;br /&gt;
&lt;br /&gt;
* Extract the mod to a new folder under your mods folder&lt;br /&gt;
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are&lt;br /&gt;
** If the mods directory doesn&#039;t exist, start OpenXcom once and quit and check again&lt;br /&gt;
** WinZip has an &amp;quot;Extract to&amp;quot; option that creates a directory whose name is based on the archive name.&lt;br /&gt;
** It doesn&#039;t really matter what the directory name is as long as it is unique.&lt;br /&gt;
&lt;br /&gt;
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out.  For example, if you extract a mod to &amp;lt;user folder&amp;gt;/mods/LulzMod and you see something like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/data/TERRAIN/&lt;br /&gt;
    mods/LulzMod/data/Rulesets/&lt;br /&gt;
&lt;br /&gt;
and so on, just move everything up a level so it looks like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/TERRAIN/&lt;br /&gt;
    mods/LulzMod/Rulesets/&lt;br /&gt;
&lt;br /&gt;
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!&lt;br /&gt;
To upgrade a mod, just delete the folder and replace it with the new version.  &lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/L1WUpX9n7gY?t=14m58s Video Tutorial: Install Mods for Nightly]&lt;br /&gt;
&lt;br /&gt;
== Enabling New Mods ==&lt;br /&gt;
&lt;br /&gt;
If you did everything correctly, you should now find your mod listed in-game in the Options &amp;gt; Mods section. If it&#039;s not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.&lt;br /&gt;
&lt;br /&gt;
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.&lt;br /&gt;
&lt;br /&gt;
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.&lt;br /&gt;
&lt;br /&gt;
== User Mods ==&lt;br /&gt;
&lt;br /&gt;
There are tons of mods for OpenXcom, but here are some of the more comprehensive experiences still being updated:&lt;br /&gt;
&lt;br /&gt;
=== Final Mod Pack ===&lt;br /&gt;
This is a &amp;quot;megamod&amp;quot;: a collection of about 70 mods from various authors, merged together and balanced. Besides adding a ton of content, it also makes the game longer and more varied.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,2027.0.html Forum Link], [https://openxcom.mod.io/final-mod-pack Download Link], [http://youtu.be/L1WUpX9n7gY?t=22m36s Video Tutorial: Install FMP]&lt;br /&gt;
&lt;br /&gt;
=== The X-Com Files ===&lt;br /&gt;
A cross between an expansion and a total conversion mod derived from the Final Mod Pack, adding even more content in the vein of The X-Files. The game now starts in 1996, as the newly formed X-COM project must discover the secrets behind the mutated animals and dangerous cults emerging throughout the world, figure out their connection to the reports of alien activity, repel the alien threats to Earth, and navigate through the enormous amounts of red tape that force you to start with only two agents and a rental car. The truth is out there!&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/board,21.0.html Forum Link]&lt;br /&gt;
[https://openxcom.mod.io/the-x-com-files Download Link]&lt;br /&gt;
&lt;br /&gt;
=== Hardmode Expansion ===&lt;br /&gt;
Hardmode Expansion 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.&lt;br /&gt;
&lt;br /&gt;
For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn&#039;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.&lt;br /&gt;
&lt;br /&gt;
Research takes longer and you do not have access to an alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3550.0.html Forum: Hardmode Expansion -- General Feedback Thread] or [https://openxcom.org/forum/index.php/topic,4971.0.html Forum: Hardmode Expansion Downloadlinks &amp;amp; Links], [https://mod.io/g/openxcom/m/hardmode-expansion Hardmode Expansion on Mod.io], [http://youtu.be/L1WUpX9n7gY?t=33m45s Video Tutorial: Install Hardmode Expansion], [[Hardmode|Wiki Link]]&lt;br /&gt;
&lt;br /&gt;
=== Piratez (or X-Piratez) ===&lt;br /&gt;
The year is 2600. The Earth has been long conquered by aliens. You run a gang of all-female mutant pirates. Rob aliens and their human proxies for fun, profit and power. Now with a custom .exe that allows for a ton of unique features; bigger and better than ever before. &lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3626.0.html Forum Link], [https://openxcom.mod.io/x-piratez Modsite Download Link], [http://openxcom.org/forum/index.php/topic,4465.0.html Alternate Download Link], [[Piratez|Wiki Link]],[http://youtu.be/L1WUpX9n7gY?t=54m11s Video Tutorial: Install X-Piratez]&lt;br /&gt;
&lt;br /&gt;
=== Area 51 ===&lt;br /&gt;
Area 51 is an expansion that aims to enlarge the original game&#039;s experience, give it a couple new challenges, and leave nearly everything untouched about the original. It does not aim to include all the existing mods or drastically change the game although there are a lot of new features and other mods included. Area 51 was formerly known as UFO Redux until version 0.9.&lt;br /&gt;
&lt;br /&gt;
The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet&#039;s defense, transport, manufacturing and research facilities that support the Earth&#039;s armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units.&lt;br /&gt;
&lt;br /&gt;
To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions.&lt;br /&gt;
&lt;br /&gt;
New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3328.0.html Forum Link], [https://openxcom.mod.io/area-51 Download Link], [http://youtu.be/L1WUpX9n7gY?t=29m25s Video Tutorial: Install Area 51]&lt;br /&gt;
&lt;br /&gt;
=== The Hybrid Mod. ===&lt;br /&gt;
&lt;br /&gt;
This mod will enable you to play both UFO and TFTD in a single campaign in one game, instead of two games. First you play the UFO campaign as per normal, then TFTD, once the brain is destroyed on Cydonia.&lt;br /&gt;
&lt;br /&gt;
Main feature of this mod is the Hybrid Globe, you can access both UFO and TFTD Terrain, all their weapons and Aliens from both game.&lt;br /&gt;
&lt;br /&gt;
You can recover crash UFOs from the sea, use crafts from both game and more.&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/openxcom/m/the-hybrid-mod-version-36-with-expansions&lt;br /&gt;
&lt;br /&gt;
=== 40k for OpenXcom ===&lt;br /&gt;
&lt;br /&gt;
This is a Warhammer 40k total conversion for OpenXcom, based on an earlier space marine mod by Ryskeliini. As Force Commander for the Imperium of Man on a planet besieged by Chaos, you must find a way to end the Warp Storm and purge your world!&lt;br /&gt;
&lt;br /&gt;
By Ryskeliini, bulletdesigner, ohartenstein23, and many contributors from the OXC forums&lt;br /&gt;
&lt;br /&gt;
https://openxcom.mod.io/40k&lt;br /&gt;
&lt;br /&gt;
=== X-Chronicles ===&lt;br /&gt;
&lt;br /&gt;
Global fantasy-themed overhaul mod. This time, the aliens did not come, instead - magic came to Earth. And along with it, strange magical creatures, sorcerers, zombies and other fantasy clichés. Choose a patron country on which the gameplay will depend.&lt;br /&gt;
Learn magic technologies and throw away your guns. Evolve your operatives from ordinary humans to demigods ... or monsters.&lt;br /&gt;
Learn powerful battle spells. With all these bells and whistles, go down to the abode of Aliens ...and lose outright to the horrors there.&lt;br /&gt;
&lt;br /&gt;
https://openxcom.old.mod.io/x-chronicles&lt;br /&gt;
&lt;br /&gt;
=== X-Com: From the Ashes ===&lt;br /&gt;
&lt;br /&gt;
X-COM&#039;s initiative failed, alien agents infiltrated the ranks of most major governments. There is no support from the Council of Funding Nations, and Council members loyal to X-COM are scattered and remain concealed. The player will need to learn how to survive in the new circumstances, and conduct an undercover struggle against alien forces. Uses its own version of the game engine. There are many entirely new mechanics in the game - diplomacy, covert operations, new tactical mission objectives, loyalty and more.&lt;br /&gt;
&lt;br /&gt;
https://openxcom.old.mod.io/from-the-ashes&lt;br /&gt;
&lt;br /&gt;
=== From the Apocalypse ===&lt;br /&gt;
&lt;br /&gt;
A total conversion mod, deeply inspired by X-Com Apocalypse.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;X-Com Apocalypse is my most special game. This mod is my personal re-imagination of that game and at the same time a tribute to it. Some designs have been ripped straight from Apocalypse, some are stolen elsewhere, but some others --such as: plasma weapons, laser weapons, and Auto-Cannon-- are made entirely by me.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://openxcom.org/forum/index.php?topic=3319.0&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118535</id>
		<title>Research (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Hardmode)&amp;diff=118535"/>
		<updated>2024-03-20T23:18:14Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Research Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; in Hardmode has seen a major revamp, with a noted increase in difficulty. Research takes longer to complete and has more complex requirements. &lt;br /&gt;
&lt;br /&gt;
==Quick summary==&lt;br /&gt;
A quick summary of the major changes to the research system:&lt;br /&gt;
&lt;br /&gt;
* 1.5 times increase in the time to research the majority of topics. &lt;br /&gt;
* The Alien containment facility must be researched; the topics required to unlock this can only be found in an Alien Base.&lt;br /&gt;
* Many technologies will require a live alien to be interrogated.&lt;br /&gt;
:* Typically Alien Engineers are needed for certain engineering technologies, Navigators for aircraft topics and Medics for psionic topics.&lt;br /&gt;
* Two unique items, the Alien Data Slate and Alien Data Core, gatekeep most advanced technologies.&lt;br /&gt;
* Laser weapons cannot be researched until a live Alien has been interrogated and the Alien Data Slate has been researched.&lt;br /&gt;
* Some additional early game research topics have been added to bridge the gap between Terran weapons/armour and more advanced Laser/Powered armour, these being alloy enhanced ballistic weapons and armour.&lt;br /&gt;
* Significant increase in the difficulty to unlock psionics&lt;br /&gt;
&lt;br /&gt;
==Detailed Information==&lt;br /&gt;
&lt;br /&gt;
A major change of note is that the &#039;&#039;&#039;Alien Containment Facility&#039;&#039;&#039; must now be researched. The technology required to research the Alien Containment can only be found in an &#039;&#039;&#039;Alien Base&#039;&#039;&#039;, necessitating an early assault on an Alien Base in order to progress the tech tree. &lt;br /&gt;
&lt;br /&gt;
The majority of technically complicated research topics require the interrogation of an appropriately ranked live Alien. For example, the UFO Power Source topic, a pre-requisite to Power Suits and Firestorm construction, can only be researched if any Alien Engineer is interrogated beforehand. &lt;br /&gt;
&lt;br /&gt;
Major technological breakthroughs are gated behind locating, recovering and researching an &#039;&#039;&#039;Alien Data Slate&#039;&#039;&#039; and a &#039;&#039;&#039;Alien Data Core&#039;&#039;&#039;. The Slate can only be found in an Alien Base, whereas the Core can only be found on an Alien &#039;&#039;&#039;Battleship&#039;&#039;&#039;. Of particular note are that Laser Weapons cannot be researched until the Data Slate is researched, and Alien Plasma weapons cannot be researched until the Data Core has been researched. &lt;br /&gt;
&lt;br /&gt;
In order to compensate for the delay that X-COM will have in unlocking Laser weapons and more potent Personal Armour/Power Suits, X-COM can research new topics that can unlock &#039;&#039;&#039;Alloy Ammo&#039;&#039;&#039; for usage with Ballistic firearms, and &#039;&#039;&#039;Alloy Armour&#039;&#039;&#039; as an improvement over the starting armours. &lt;br /&gt;
&lt;br /&gt;
Without being able to interrogate Aliens, X-COM will be unable to progress the tech tree in an appreciable matter and will be rapidly overwhelmed within several months. Every effort should be made to secure the ability to construct the Alien Containment facility, and begin interrogating live aliens, before the end of the second month of the war. &lt;br /&gt;
&lt;br /&gt;
==Research Tree==&lt;br /&gt;
&amp;lt;center&amp;gt;[[file:Research_Tree_Hardmode_Expansion.jpg|1400px|thumb|center|Hardmode Research Tree]]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Research_Tree_Hardmode_Expansion.jpg&amp;diff=118534</id>
		<title>File:Research Tree Hardmode Expansion.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Research_Tree_Hardmode_Expansion.jpg&amp;diff=118534"/>
		<updated>2024-03-20T23:08:47Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Hardmode_tree.jpg&amp;diff=114902</id>
		<title>File:Hardmode tree.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Hardmode_tree.jpg&amp;diff=114902"/>
		<updated>2023-07-27T14:12:12Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: Hellrazor reverted File:Hardmode tree.jpg to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Hardmode_tree.jpg&amp;diff=114901</id>
		<title>File:Hardmode tree.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Hardmode_tree.jpg&amp;diff=114901"/>
		<updated>2023-07-27T14:11:54Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: Hellrazor reverted File:Hardmode tree.jpg to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Hardmode_tree.jpg&amp;diff=114900</id>
		<title>File:Hardmode tree.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Hardmode_tree.jpg&amp;diff=114900"/>
		<updated>2023-07-27T14:10:01Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: Hellrazor uploaded a new version of File:Hardmode tree.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Battlescape_Strategy_(Hardmode)&amp;diff=114017</id>
		<title>Battlescape Strategy (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Battlescape_Strategy_(Hardmode)&amp;diff=114017"/>
		<updated>2023-04-11T10:03:08Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Squad Composition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
As Hardmode assumes the player is familiar with vanilla X-COM, this strategy section will detail additional battlescape issues, tips and tricks that Hardmode presents. Generic strategy information pertinent to vanilla X-COM can be found here: https://www.ufopaedia.org/index.php/Category:Tactics&lt;br /&gt;
&lt;br /&gt;
==Squad Roles==&lt;br /&gt;
Every X-COM commander will have their own personal preference for how they equip and deploy their soldiers. &lt;br /&gt;
&lt;br /&gt;
Due to the presence of new tools and weapons, this section will detail some possible new squad roles that may be performed. &lt;br /&gt;
&lt;br /&gt;
=== Breacher ===&lt;br /&gt;
Wielding the new [[Shotgun]] class of weapons. Breacher&#039;s are intended to get in close to the enemy in close quarter combat end deliver outstanding firepower. A good breacher wants high time units but otherwise is not dependant on any particular stat to be effective, and can make an effective &amp;quot;generic&amp;quot; role for soldiers with mediocre or bad stats. Breachers can make good scouts, however this class does suffer from very poor usefulness in mid range combat and is virtually defenceless in long range combat.&lt;br /&gt;
&lt;br /&gt;
These form of soldiers will excel in close combat oriented enviroments such as UFO&#039;s or Alien Bases&lt;br /&gt;
&lt;br /&gt;
=== Hybrid Breacher ===&lt;br /&gt;
An alternative to a dedicated breacher, is to have soldiers place shotguns in their backpack and to then carry a traditional [[Rifle (Hardmode)|Rifle]] or [[Pistol (Hardmode)|Pistol]] as their mainstay weapon. This does confer a significant weight penelty to the soldier, meaning a soldier will have to sacrifice a large part of their carrying capacity to pull this off. But the success to this is a highly versatile soldier than can engage in equally close and mid-range combat at any moment.&lt;br /&gt;
&lt;br /&gt;
The advent of power suits and their successors will make this form of soldier setup more viable for low weight carrying soldiers due to the weight reduction inherent with the power suits.&lt;br /&gt;
&lt;br /&gt;
=== Grenadier ===&lt;br /&gt;
Different from the traditional view of a X-COM grenadier, this is a soldier dedicated to using the [[Grenade Launcher]]. This soldier is served best with decent aim and high strength to carry the grenades. So long as this soldier can find a safe, open, area to setup in, they can stay put and deploy pin-point accurate indirect explosive fire across the entire map. Grenadiers tend to do very well in training up their aim stat due to how frequently they fire.&lt;br /&gt;
&lt;br /&gt;
As a grenadier will be sitting well behind the frontline, they typically do not require armour or any other items. &lt;br /&gt;
&lt;br /&gt;
Grenadiers are kept relevant towards the mid-game with the proliferation of the [[Small Launcher (Hardmode)|Small Launcher]], which acts as the alien interpretation of the grenade launcher, this also allows the grenadier to use &#039;stun&#039; bombs to capture aliens at very long ranges. The strength of this weapon does fall off in the late game, but it nonetheless retains a niche thanks to its indirect fire and stun capability.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
Armed with a high power [[Sniper Rifle]]. These soldiers sacrifice close range effectiveness for long range precision elimination. Their high aim/power shots makes them very effective for picking off enemies at great distances, and heavily support scout-sniper tactics. High aim is very much needed to makes a Sniper class work well. &lt;br /&gt;
&lt;br /&gt;
A pistol sidearm can prove lifesaving if an enemy closes the gap, as the sniper suffers from very poor close range accuracy. Furthermore in the early game a Sniper can also make an effective medkit user due to their rearline position in a squad.&lt;br /&gt;
&lt;br /&gt;
==Squad Composition==&lt;br /&gt;
X-COM starts the game with eight soldiers and two Heavy Weapons Platforms. The starting Skyranger has a troop carrying capacity of 14 soldiers, and up to three HWPs/Drones. More soldiers and equipment will be needed. &lt;br /&gt;
&lt;br /&gt;
One of the core questions that will define your squad composition will be if you intend to use HWP&#039;s and Drones, or not. A HWP consumes 4 soldier slots, a drone consumes only 1. &lt;br /&gt;
&lt;br /&gt;
Some early game combinations include:&lt;br /&gt;
* 14 Soldiers&lt;br /&gt;
* 12 - 11 Soldiers - 2 - 3 Drones&lt;br /&gt;
* 10 Soldiers - 1 HWP&lt;br /&gt;
&lt;br /&gt;
==Disembarkation Strategy==&lt;br /&gt;
The disembarkation part of any ground operations represents likely the most dangerous part of any mission, this difficulty can be enchanced based on what equipment your forces have, what enemies you are fighting, and what environment you are landing in. &lt;br /&gt;
&lt;br /&gt;
Some tools you can access that can weigh the odds in X-COM&#039;s favour during landings include:&lt;br /&gt;
* [[Motion Scanner|Motion Scanners]]: Can allow X-Com operatives inside the aircraft to check for any hostile movement within the vicinity of the craft.&lt;br /&gt;
* [[Smoke Grenade|Smoke Grenades]]: Concealment of the landing zone making it harder for the enemy to spot your forces.&lt;br /&gt;
* [[Heavy_Weapons_Platforms_(Hardmode)#Drones|Drones]]: Lacking the firepower of heavy weapon&#039;s platforms, however these little drones can rapidly scout ahead and survive thanks to their high time units and strong armour. &lt;br /&gt;
&lt;br /&gt;
Detailed here is a general overview of an uncontested landing and an example of how to benefit from these three tools. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Uncon_Landing_1.png|Commencement of landing and spotting no hostiles, this is a common view outside the transport. &lt;br /&gt;
&lt;br /&gt;
Image:Uncon_Landing_2.png|Smoking the immediate entrances to the aircraft, plus inside the transport, will provide maximum concealment to X-Com troops. &lt;br /&gt;
&lt;br /&gt;
Image:Xenomorphs.png|Ending the turn here will make the aliens take their turn. There is a risk a nearby alien might enter the craft, but when your turn starts you will now be able to use a motion tracker to spot nearby hostiles from within the craft, also all remaining aliens will have less time units, meaning less reaction fire risk. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Uncon_Landing_3.png|Deploy your drones to reconnoitre the nearby area, their small size and high armour will afford them great survivability.&lt;br /&gt;
&lt;br /&gt;
Image:Uncon_Landing_4.png|Deploy the first wave of X-Com troopers, they can throw up additional smoke to conceal the craft and drones, and begin laying down gunfire at spotted hostiles.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some complications that may increase the difficulty of a successful exodus would be landing in a urban or industrial environment, all of which afford the enemy many ambush opportunities that you will have difficulty in scouting. Enemies are also capable of throwing explosives from the very first turn in hardmode, so if a nearby enemy spots your troops then there is a risk of a grenade ruining your day. &lt;br /&gt;
&lt;br /&gt;
Terror sites also represent a more dangerous enviroment, as aliens are more likely to appear closer to the transport, including terror units.&lt;br /&gt;
&lt;br /&gt;
These strategies will invariably be custom tailored based on your own experience, equipment and environment.&lt;br /&gt;
&lt;br /&gt;
==Drone Warfare==&lt;br /&gt;
Explain effective usages of drones and their scouting and survivability. Benefits of module upgrades (Taser = captures, Medkit = good healing, Scanner = greater scouting). Possible drawbacks and HWP conflicts. &lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114016</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114016"/>
		<updated>2023-04-11T09:48:28Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Alien Base Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions:&lt;br /&gt;
* Any active alien base has a 6% chance per day to generate a random selection of weighted missions in their region, these include:&lt;br /&gt;
**Alien Supply (Weight: 70)&lt;br /&gt;
**Alien Terror (without Scouts, Alien Base gathered intelligence, there will only be one Terror Ships scouting before the attack) (Weight: 20)&lt;br /&gt;
**Alien Abduction (without Scouts), the Alien Base sends out Abductors and a Labship to collect specimen) (Weight: 10)&lt;br /&gt;
**Alien Harvest (without Scouts), the Alien Base sends out Harvesters and a Labship to collect food for the Aliens  (Weight: 10)&lt;br /&gt;
**Alien Base (without Scouts), the Alien Base sends out a Alien Base building fleet containing, Exavator, Supply Ship, LabShip and BattleShip (Weight: 10)&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 90 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
Attacking the landed Alien Labship or shooting it down will give you a 33% chance of preventing mission success for the aliens, all UFO&#039;s will withdraw from the mission at once.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 150 points.&lt;br /&gt;
&lt;br /&gt;
Attacking the landed Alien Labship or shooting it down will give you a 33% chance of preventing mission success for the aliens, all UFO&#039;s will withdraw from the mission at once.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Attacking the Alien Battleship via Ground Assault or shooting it down gives you a 50% Chance to prevent the mission success.&lt;br /&gt;
The alien infiltration will go on despite of this.&lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 100 points of score, with the base itself deducting 34 points in its region per day (1020 points per alien base on earth per 30 day month) and initiating other missions in its regions.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
Alien Terror Missions starting from Alien Bases will send out no scout ships. A Terror Ship will be the only scout before a sudden attack, those can stack up at the end of the month.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114015</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114015"/>
		<updated>2023-04-11T09:44:56Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Alien Terror Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions:&lt;br /&gt;
* Any active alien base has a 6% chance per day to generate a random selection of weighted missions in their region, these include:&lt;br /&gt;
**Alien Supply (Weight: 70)&lt;br /&gt;
**Alien Terror (without Scouts, Alien Base gathered intelligence, there will only be one Terror Ships scouting before the attack) (Weight: 20)&lt;br /&gt;
**Alien Abduction (without Scouts), the Alien Base sends out Abductors and a Labship to collect specimen) (Weight: 10)&lt;br /&gt;
**Alien Harvest (without Scouts), the Alien Base sends out Harvesters and a Labship to collect food for the Aliens  (Weight: 10)&lt;br /&gt;
**Alien Base (without Scouts), the Alien Base sends out a Alien Base building fleet containing, Exavator, Supply Ship, LabShip and BattleShip (Weight: 10)&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 90 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
Attacking the landed Alien Labship or shooting it down will give you a 33% chance of preventing mission success for the aliens, all UFO&#039;s will withdraw from the mission at once.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 150 points.&lt;br /&gt;
&lt;br /&gt;
Attacking the landed Alien Labship or shooting it down will give you a 33% chance of preventing mission success for the aliens, all UFO&#039;s will withdraw from the mission at once.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Attacking the Alien Battleship via Ground Assault or shooting it down gives you a 50% Chance to prevent the mission success.&lt;br /&gt;
The alien infiltration will go on despite of this.&lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
Alien Terror Missions starting from Alien Bases will send out no scout ships. A Terror Ship will be the only scout before a sudden attack, those can stack up at the end of the month.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114014</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114014"/>
		<updated>2023-04-11T09:42:08Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Alien Abduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions:&lt;br /&gt;
* Any active alien base has a 6% chance per day to generate a random selection of weighted missions in their region, these include:&lt;br /&gt;
**Alien Supply (Weight: 70)&lt;br /&gt;
**Alien Terror (without Scouts, Alien Base gathered intelligence, there will only be one Terror Ships scouting before the attack) (Weight: 20)&lt;br /&gt;
**Alien Abduction (without Scouts), the Alien Base sends out Abductors and a Labship to collect specimen) (Weight: 10)&lt;br /&gt;
**Alien Harvest (without Scouts), the Alien Base sends out Harvesters and a Labship to collect food for the Aliens  (Weight: 10)&lt;br /&gt;
**Alien Base (without Scouts), the Alien Base sends out a Alien Base building fleet containing, Exavator, Supply Ship, LabShip and BattleShip (Weight: 10)&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 90 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
Attacking the landed Alien Labship or shooting it down will give you a 33% chance of preventing mission success for the aliens, all UFO&#039;s will withdraw from the mission at once.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 150 points.&lt;br /&gt;
&lt;br /&gt;
Attacking the landed Alien Labship or shooting it down will give you a 33% chance of preventing mission success for the aliens, all UFO&#039;s will withdraw from the mission at once.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Attacking the Alien Battleship via Ground Assault or shooting it down gives you a 50% Chance to prevent the mission success.&lt;br /&gt;
The alien infiltration will go on despite of this.&lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114013</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114013"/>
		<updated>2023-04-11T09:41:58Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Alien Harvest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions:&lt;br /&gt;
* Any active alien base has a 6% chance per day to generate a random selection of weighted missions in their region, these include:&lt;br /&gt;
**Alien Supply (Weight: 70)&lt;br /&gt;
**Alien Terror (without Scouts, Alien Base gathered intelligence, there will only be one Terror Ships scouting before the attack) (Weight: 20)&lt;br /&gt;
**Alien Abduction (without Scouts), the Alien Base sends out Abductors and a Labship to collect specimen) (Weight: 10)&lt;br /&gt;
**Alien Harvest (without Scouts), the Alien Base sends out Harvesters and a Labship to collect food for the Aliens  (Weight: 10)&lt;br /&gt;
**Alien Base (without Scouts), the Alien Base sends out a Alien Base building fleet containing, Exavator, Supply Ship, LabShip and BattleShip (Weight: 10)&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 90 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
Attacking the landed Alien Labship or shooting it down will give you a 33% chance of preventing mission success for the aliens, all UFO&#039;s will withdraw from the mission at once.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 150 points.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Attacking the Alien Battleship via Ground Assault or shooting it down gives you a 50% Chance to prevent the mission success.&lt;br /&gt;
The alien infiltration will go on despite of this.&lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114012</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114012"/>
		<updated>2023-04-11T09:40:18Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Alien Infiltration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions:&lt;br /&gt;
* Any active alien base has a 6% chance per day to generate a random selection of weighted missions in their region, these include:&lt;br /&gt;
**Alien Supply (Weight: 70)&lt;br /&gt;
**Alien Terror (without Scouts, Alien Base gathered intelligence, there will only be one Terror Ships scouting before the attack) (Weight: 20)&lt;br /&gt;
**Alien Abduction (without Scouts), the Alien Base sends out Abductors and a Labship to collect specimen) (Weight: 10)&lt;br /&gt;
**Alien Harvest (without Scouts), the Alien Base sends out Harvesters and a Labship to collect food for the Aliens  (Weight: 10)&lt;br /&gt;
**Alien Base (without Scouts), the Alien Base sends out a Alien Base building fleet containing, Exavator, Supply Ship, LabShip and BattleShip (Weight: 10)&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 90 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 150 points.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Attacking the Alien Battleship via Ground Assault or shooting it down gives you a 50% Chance to prevent the mission success.&lt;br /&gt;
The alien infiltration will go on despite of this.&lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114011</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114011"/>
		<updated>2023-04-11T09:36:59Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Alien Abduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions:&lt;br /&gt;
* Any active alien base has a 6% chance per day to generate a random selection of weighted missions in their region, these include:&lt;br /&gt;
**Alien Supply (Weight: 70)&lt;br /&gt;
**Alien Terror (without Scouts, Alien Base gathered intelligence, there will only be one Terror Ships scouting before the attack) (Weight: 20)&lt;br /&gt;
**Alien Abduction (without Scouts), the Alien Base sends out Abductors and a Labship to collect specimen) (Weight: 10)&lt;br /&gt;
**Alien Harvest (without Scouts), the Alien Base sends out Harvesters and a Labship to collect food for the Aliens  (Weight: 10)&lt;br /&gt;
**Alien Base (without Scouts), the Alien Base sends out a Alien Base building fleet containing, Exavator, Supply Ship, LabShip and BattleShip (Weight: 10)&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 90 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 150 points.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Destruction or interception of the UFO&#039;s attending to this mission will only delay its outcome, it cannot be prevented once the aliens commit to it. &lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114010</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114010"/>
		<updated>2023-04-11T09:36:36Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Alien Harvest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions:&lt;br /&gt;
* Any active alien base has a 6% chance per day to generate a random selection of weighted missions in their region, these include:&lt;br /&gt;
**Alien Supply (Weight: 70)&lt;br /&gt;
**Alien Terror (without Scouts, Alien Base gathered intelligence, there will only be one Terror Ships scouting before the attack) (Weight: 20)&lt;br /&gt;
**Alien Abduction (without Scouts), the Alien Base sends out Abductors and a Labship to collect specimen) (Weight: 10)&lt;br /&gt;
**Alien Harvest (without Scouts), the Alien Base sends out Harvesters and a Labship to collect food for the Aliens  (Weight: 10)&lt;br /&gt;
**Alien Base (without Scouts), the Alien Base sends out a Alien Base building fleet containing, Exavator, Supply Ship, LabShip and BattleShip (Weight: 10)&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 90 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 50 points.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Destruction or interception of the UFO&#039;s attending to this mission will only delay its outcome, it cannot be prevented once the aliens commit to it. &lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114009</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114009"/>
		<updated>2023-04-11T09:35:10Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Mission Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions:&lt;br /&gt;
* Any active alien base has a 6% chance per day to generate a random selection of weighted missions in their region, these include:&lt;br /&gt;
**Alien Supply (Weight: 70)&lt;br /&gt;
**Alien Terror (without Scouts, Alien Base gathered intelligence, there will only be one Terror Ships scouting before the attack) (Weight: 20)&lt;br /&gt;
**Alien Abduction (without Scouts), the Alien Base sends out Abductors and a Labship to collect specimen) (Weight: 10)&lt;br /&gt;
**Alien Harvest (without Scouts), the Alien Base sends out Harvesters and a Labship to collect food for the Aliens  (Weight: 10)&lt;br /&gt;
**Alien Base (without Scouts), the Alien Base sends out a Alien Base building fleet containing, Exavator, Supply Ship, LabShip and BattleShip (Weight: 10)&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 30 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 50 points.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Destruction or interception of the UFO&#039;s attending to this mission will only delay its outcome, it cannot be prevented once the aliens commit to it. &lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114008</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114008"/>
		<updated>2023-04-11T09:31:08Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Mission Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions:&lt;br /&gt;
* Any active alien base has a 6% chance per day to generate a random selection of weighted missions in their region, these include:&lt;br /&gt;
**Alien Terror (without Scouts, Alien Base gathered intelligence, there will only be one Terror Ships scouting before the attack)&lt;br /&gt;
**Alien Abduction (without Scouts), the Alien Base sends out Abductors and a Labship to collect specimen)&lt;br /&gt;
**Alien Harvest (without Scouts), the Alien Base sends out Harvesters and a Labship to collect food for the Aliens&lt;br /&gt;
**Alien Base (without Scouts), the Alien Base sends out a Alien Base building fleet containing, Exavator, Supply Ship, LabShip and BattleShip &lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 30 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 50 points.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Destruction or interception of the UFO&#039;s attending to this mission will only delay its outcome, it cannot be prevented once the aliens commit to it. &lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114007</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114007"/>
		<updated>2023-04-11T09:22:22Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Alien Terror Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions&lt;br /&gt;
* If there is an alien base present on Earth, there is a 6% chance every day that an alien supply mission will be scheduled. &lt;br /&gt;
* Any active alien base has a 10% chance per month to generate one random selection of missions in their region, these include&lt;br /&gt;
**Alien Terror, Abduction, Retaliation or Harvest missions&lt;br /&gt;
**Ship Attack or Docked Ship terror missions&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* Researching an Alien Data Slate will trigger the aliens to counter with a Ship Attack or Docked Ship terror mission.&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 30 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 50 points.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Destruction or interception of the UFO&#039;s attending to this mission will only delay its outcome, it cannot be prevented once the aliens commit to it. &lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 100 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114006</id>
		<title>Alien Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&amp;diff=114006"/>
		<updated>2023-04-11T09:21:42Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Alien Terror Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. &lt;br /&gt;
&lt;br /&gt;
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. &lt;br /&gt;
&lt;br /&gt;
==Mission Generation==&lt;br /&gt;
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. &lt;br /&gt;
&lt;br /&gt;
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM&#039;s starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.&lt;br /&gt;
&lt;br /&gt;
The following actions or events may result in the generation of further missions&lt;br /&gt;
* If there is an alien base present on Earth, there is a 6% chance every day that an alien supply mission will be scheduled. &lt;br /&gt;
* Any active alien base has a 10% chance per month to generate one random selection of missions in their region, these include&lt;br /&gt;
**Alien Terror, Abduction, Retaliation or Harvest missions&lt;br /&gt;
**Ship Attack or Docked Ship terror missions&lt;br /&gt;
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month&lt;br /&gt;
* Researching an Alien Data Slate will trigger the aliens to counter with a Ship Attack or Docked Ship terror mission.&lt;br /&gt;
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Research===&lt;br /&gt;
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. &lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 30 points against X-COM.&lt;br /&gt;
&lt;br /&gt;
===Alien Abduction===&lt;br /&gt;
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 50 points.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation&#039;s borders. &lt;br /&gt;
&lt;br /&gt;
Destruction or interception of the UFO&#039;s attending to this mission will only delay its outcome, it cannot be prevented once the aliens commit to it. &lt;br /&gt;
&lt;br /&gt;
===Alien Base Construction===&lt;br /&gt;
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO&#039;s consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.&lt;br /&gt;
&lt;br /&gt;
===Alien Supply Mission===&lt;br /&gt;
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. &lt;br /&gt;
&lt;br /&gt;
===Alien Terror Mission===&lt;br /&gt;
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 20 points of score, in addition to the ~2000 score deduction if the terror mission is a success for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com&#039;s activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. &lt;br /&gt;
&lt;br /&gt;
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(Hardmode)&amp;diff=114005</id>
		<title>Missions (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(Hardmode)&amp;diff=114005"/>
		<updated>2023-04-11T09:20:12Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Terror Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
General mission types in hardmode are mostly unchanged compared to vanilla. &lt;br /&gt;
&lt;br /&gt;
=UFO Landed Assault=&lt;br /&gt;
Some Alien UFO missions involve landings. Observing a UFOs speed and height can help in determining if a UFO is in the process of attempting a landing, however in some circumstances the UFO may be merely conducting a low level sweep and will not land.&lt;br /&gt;
&lt;br /&gt;
A UFO that lands is far more difficult to assault, but the UFO will suffer no loss of onboard equipment or resources, thus offering a far greater reward than a crashed UFO. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the entire crew compliment will be alive and healthy, ergo they will offer greater resistance. Furthermore a UFO may land during the night, further enhancing the difficulty of the mission. In addition a landed UFO will only remain on the ground for a short duration, making it risky to attempt to wait for the landing site to reach morning. &lt;br /&gt;
&lt;br /&gt;
=UFO Crash Site Assault=&lt;br /&gt;
Whenever a UFO is shot down, assuming it is not destroyed outright due to overdamage, a crash site assault becomes available. &lt;br /&gt;
&lt;br /&gt;
A UFO brought down will suffer a variable amount of damage to onboard equipment and crew numbers in addition to possible structural damage to the craft, which may make assaults on it easier. This represents a double edged sword as a crashed UFO is relatively easier to secure than a landed one, but it will offer less recoverable resources. &lt;br /&gt;
&lt;br /&gt;
Be wary that shooting down UFO&#039;s has a chance to trigger a future alien retaliation mission. Avoid shooting down craft near bases you do not want to be attacked. &lt;br /&gt;
&lt;br /&gt;
=Alien Base Assault=&lt;br /&gt;
As the invasion proceeds the aliens will construct ground bases on Earth to advance their goals. A successful assault on an alien base is absolutely vital in the early game in order to secure research data and resources to progress the tech tree. &lt;br /&gt;
&lt;br /&gt;
The aliens are guaranteed to construct an alien base within the same region as X-COM&#039;s first base within the first month. This is to guarantee that X-COM can assault an alien base and advance the tech tree. &lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, base assaults tend to be larger in size and hold a larger defensive force. In addition to how early a player must assault one, expect a long operation. The usage of alloy ammunition is vitally required for success for these early game assaults.&lt;br /&gt;
&lt;br /&gt;
=Terror Mission=&lt;br /&gt;
Terror missions require X-COM to defeat a large contingent of alien terror troops while attempting to save as many civilians as possible. Failure to attend to a terror mission will result in major negative political consequences for X-COM.&lt;br /&gt;
&lt;br /&gt;
Hardmode terror missions feature significantly larger maps and a larger contingent of civilians at risk, potentially up to 24.&lt;br /&gt;
&lt;br /&gt;
Civilians remain unarmed and cannot defend themselves. Do note that a stunned civilian still counts as being alive at the end of a mission.  &lt;br /&gt;
&lt;br /&gt;
Due to alternations from the mod, even a successful terror mission will still see X-COM suffer a negative score/political penalty, it is very unlikely for X-COM to gain a positive score out of a terror mission, with a best case scenario being a even score of around 0. Ergo terror missions put more pressure on X-COM to not only succeed here, but to succeed elsewhere to counteract the consequences of a terror mission. &lt;br /&gt;
&lt;br /&gt;
Terror missions are more dangerous in hardmode due to a wider range of unique terror forces, with the possibility of encountering multiple terror troops that would normally not work together in vanilla. Furthermore, failure to attend a terror mission will confer a larger negative score to X-COM than vanilla, around a negative 2000 score. If X-COM cannot make an effort to attend a terror mission, expect major consequences to your score. (landing and aborting the mission will confer a similar negative score)&lt;br /&gt;
&lt;br /&gt;
=X-COM Base Defence=&lt;br /&gt;
Base defence missions operate similarly to vanilla, expect a large contingent of enemy forces in addition to terror troops.&lt;br /&gt;
&lt;br /&gt;
=Cydonia or Bust=&lt;br /&gt;
The battle to end the war. Expect a longer, gruelling, version compared to vanilla with a larger contingent of mixed enemy troops.&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Changelog_(Hardmode)&amp;diff=114004</id>
		<title>Changelog (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Changelog_(Hardmode)&amp;diff=114004"/>
		<updated>2023-04-11T09:15:05Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.9==&lt;br /&gt;
 - Adjust UFO Extender Accuracy Settings&lt;br /&gt;
 - Adjust Armor Resistence for Reinforced Suits&lt;br /&gt;
 - Adjust Armor Resistance for some Lategame Enemies&lt;br /&gt;
 - Fix wrong/missing Sprite for Spitterzombie&lt;br /&gt;
 - Fix Plasma Weapon Research Bug&lt;br /&gt;
 - Fix Plasma Pistol Elerium Clip hitAnimation not showing&lt;br /&gt;
 - Fix Spitter Zombie not spawning from Spitter melee attacks&lt;br /&gt;
 - Fix Sortorder for HC and AC Ammo&lt;br /&gt;
 - Fix missing listOrder for Spitter Melee Weapon&lt;br /&gt;
 - Fix missing UFO Extender settings for Laserrifle/Taser Pistol&lt;br /&gt;
 - Fix missing arcingshot for Chryssalid Spitter&lt;br /&gt;
 - Fix missinf UFO Extender settings for Chryssalid Spitter Ranged Weapon&lt;br /&gt;
 - Add OXCE Missioninteruption for successful Ground Assault&lt;br /&gt;
 - Add OXCE option to let Countries rejoin the Council once Pactbase is defeated&lt;br /&gt;
 - Add OXCE medikit DOS targetting behaviour for drones and medikits&lt;br /&gt;
 - Add OXCE recommended and fixed Useroption&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.8==&lt;br /&gt;
 - Add Support for OXCE (HOOORAY!!!)&lt;br /&gt;
 - Add Elerium High Explosive Ammo for Heavy Cannon and Auto Cannon&lt;br /&gt;
 - Add EleriumClips for Aliens&lt;br /&gt;
 - Add more Civilians&lt;br /&gt;
 - Add Chryssalid Spitter Zombie&lt;br /&gt;
 - Add Terrain Pack 4.3 Licence file&lt;br /&gt;
 - Add Terrain Pack 4.3 Author List&lt;br /&gt;
 - Add Terrain Pack Licence Graphic (by-nc-sa.png)&lt;br /&gt;
 - Add Ufopaedia Graphics for Globetrotter Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Martyr Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Mindcontrol Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for PostMortemKill Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for PsiPanic Medal by Holomorph&lt;br /&gt;
 - Add Ufopaedia Graphics for Slavekills Medal by Holomorph&lt;br /&gt;
 - Add missing Commencations Licence file&lt;br /&gt;
 - Add new Manufacture categories for Drones/Tanks/Personal Armor&lt;br /&gt;
 - Add more possible upgrades for tanks&lt;br /&gt;
 - Add partial language support for french (FR)&lt;br /&gt;
 - Add Overworked Research Tree by mlavia&lt;br /&gt;
 - Add Rulesetbased globe info as replacement for Hobbes IMPROVEDGLOBE.DAT&lt;br /&gt;
 - Adjust Armored Sectopod Damage modifiers&lt;br /&gt;
 - Adjust sizes of tanks and drones/ammo slightly&lt;br /&gt;
 - Adjust xcom score penalties&lt;br /&gt;
 - Adjust Terror Mission asignments&lt;br /&gt;
 - Adjust Taser Drones&lt;br /&gt;
 - Adjust Hovertank Laser and Plasma&lt;br /&gt;
 - Adjust Taser Pistol&lt;br /&gt;
 - Adjust Heavy and Auto Cannon&lt;br /&gt;
 - Adjust blastradius for Smoke Ammo/Grenades&lt;br /&gt;
 - Adjust Terrormissionasignments and Mission Calls&lt;br /&gt;
 - Adjust Alloy Drone energy recovery&lt;br /&gt;
 - Add Language files for: pt_BR, es_ES, es_419&lt;br /&gt;
 - Fix Mod not loading under OpenXcomExtended (Missing Zombie corpse)&lt;br /&gt;
 - Fix Drones getting stunned/zombified under OpenXcomExtended&lt;br /&gt;
 - Fix Missing Sprites for Taser Drones&lt;br /&gt;
 - Fix Hair and Face recolor for Armored Vest and Alloy Vest&lt;br /&gt;
 - Fix wrong asigned BigOb/FloorOb for Sailor&lt;br /&gt;
 - Fix requires for Support Drone Ufopaedia Article&lt;br /&gt;
 - Fix requires for Alloy Drone Armor Ufopaedia Article&lt;br /&gt;
 - Fix Craft spawn position for CargoShip&lt;br /&gt;
 - Fix some typos while doing Terrorsite restructure&lt;br /&gt;
 - Fix listorder for Taser Pistol/Pistol&lt;br /&gt;
 - Fix listorder for Stun and Fire Grenade&lt;br /&gt;
 - Fix bulletsprite/arcingshot for Hovertank/Ebomb&lt;br /&gt;
 - Fix wrong upgrade for Drone/Scanner&lt;br /&gt;
 - Fix wrong Map tiles for EXPANDEDUBASE_21b/d&lt;br /&gt;
 - Fix wrong manufacture dependency for Alloy Drone Medikit&lt;br /&gt;
 - Rebalance Taser Drones&lt;br /&gt;
 - Rebalance Armored Sectopod&lt;br /&gt;
 - Rebalance Alloy Ammo&lt;br /&gt;
 - Remove AREA51 Terrains as requested from Hobbes&lt;br /&gt;
 - Remove IMPROVEDGLOBE.DAT as requested from Hobbes&lt;br /&gt;
 - Restructure Ufopaedia Section to be more sane&lt;br /&gt;
 - Restructure Resources Files&lt;br /&gt;
 - Update Language files for: ja, ru, de, fr, it, ko, pl, cs, hu, en-GB&lt;br /&gt;
 - Overwork README.TXT and CERDITS.TXT, to satisfy Terrain Pack Licence File&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.7==&lt;br /&gt;
 - Fix UFOL83.MCD armor values for new MCD check&lt;br /&gt;
 - Fix DANWDECOR.MCD armor values for new MCD check&lt;br /&gt;
 - Fix AREA51Z.MCD armor values for new MCD check&lt;br /&gt;
 - Updated transifex Language files&lt;br /&gt;
 - Added partially Czech translation&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.5==&lt;br /&gt;
 - Fix Mod not loading for openxcom_git_master_2019_06_08_1528 or newer&lt;br /&gt;
 - Fix missing Requires for Tank Laser Cannon Upgrades&lt;br /&gt;
 - Fix missing energyRecovery for Drones&lt;br /&gt;
 - Fix Amsterdam name and string values&lt;br /&gt;
 - Fix Armor values for Groundtiles in Alien Bases (Silacoids...)&lt;br /&gt;
 - Fix Mujungle Walking TU&#039;s&lt;br /&gt;
 - Fix Junglemount Walking TU&#039;s&lt;br /&gt;
- Updated JA translation from transifex&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.4==&lt;br /&gt;
 - Added Translations for Japanese language, ja (TRANSIFEX)&lt;br /&gt;
 - Added Translations for Russian language, ru (TRANSIFEX)&lt;br /&gt;
 - Added Translations for British English language  en-GB (TRANSIFEX)&lt;br /&gt;
 - Added turned Versions for UBASE_01 (4 Maps total)&lt;br /&gt;
 - Added alternate/turned Version 1 for UBASE_01 (4 maps total)&lt;br /&gt;
 - Added alternate/turned Version 2 for UBASE_01 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_19 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_20 (4 maps total)&lt;br /&gt;
 - Added turned Version for EXPANDEDUBASE_21 (4 maps total) Clonelab&lt;br /&gt;
 - Added Soldier Armor Upgrades&lt;br /&gt;
 - Added Tank Upgrades&lt;br /&gt;
 - Added FloorOb Sprites for Vanilla Plasma Weapons&lt;br /&gt;
 - Added Fire Grenade (converted Fire Bombs)&lt;br /&gt;
 - Added Modified Sprite for U_EXT02 (remove shadows)&lt;br /&gt;
 - Fix Wrong production requirements for some Drone Upgrades)&lt;br /&gt;
 - Fix naming issue with Alloy Drone Medikit repair&lt;br /&gt;
 - Fix Runvarnames for some Missionscripts&lt;br /&gt;
 - Upgrade Heavy Laser Autoshot (now shots 4 times)&lt;br /&gt;
 - Adjusted Weapondamage for balancing (Heavy Laser/Sniper, Scatter Laser, Plasma Shotgun, Plasma Sniper)&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2018_09_17_0112 or newer&lt;br /&gt;
 - Adjusted Missions generated from Alien Bases (Region inheritance)&lt;br /&gt;
 - Adjusted Smoke and Fire Bomb to be collectable (Burn Baby Burn)&lt;br /&gt;
 - Adjust Alive Alien Interrogation Consequences&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.3==&lt;br /&gt;
 - Final Ressource File Restructure&lt;br /&gt;
 - Turning THUNDER by 90 degree (Unified Craft MapSize)&lt;br /&gt;
 - Fix Tile and Route issue for LINERSHIP00.MAP&lt;br /&gt;
 - Fix CRAFT spawn for CARGOSHIP&lt;br /&gt;
 - Fix Soldier Armor Repair in Research Tree Graphic&lt;br /&gt;
 - Fix Alien Grenade / Elerium Rocket Research and Graphic&lt;br /&gt;
 - Fix Wall issue for UFO_190m.MAP&lt;br /&gt;
 - Fix out of boundary nodes for some Maps&lt;br /&gt;
 - Fix missing usage information on medical items/drones&lt;br /&gt;
 - Fix Several extraStrings Typos&lt;br /&gt;
 - Fix Missing Name String for MALE_CIVILIAN&lt;br /&gt;
 - Fix mapScript for POLAR, MARSH and SWAMPS to reduce chance of UFO inaccessible&lt;br /&gt;
 - Fix Increase lategame weapon variety&lt;br /&gt;
 - Fix Tile and Route issue on EXPANDEDUBASE21&lt;br /&gt;
 - Fix Missing Halfed fundingCap&lt;br /&gt;
 - Fix missionZone values N/S Atlantic&lt;br /&gt;
 - Fix NIKE Cross Commendation and some commendation spellings&lt;br /&gt;
 - Adjusted Raceweights slightly&lt;br /&gt;
 - Adjust Manufacture more to vanilla&lt;br /&gt;
 - Adjust Muton Race - Added Muton Elite Leaders&lt;br /&gt;
 - Adjust Stats for Muton Elites and Muton Elite Guards&lt;br /&gt;
 - Adjust Armor Damage Modifiers for Muton ELite, Muton Elite Guard, Holodrone, Armored Sectopod&lt;br /&gt;
 - Adjust Race composition, Ranks and Spawnnumber for Final Mission Stages&lt;br /&gt;
 - Added turned Versions for: UBASE_00&lt;br /&gt;
 - Added turned Versions for: UBASE_02&lt;br /&gt;
 - Added turned Versions for: UBASE_03&lt;br /&gt;
 - Added turned Versions for: UBASE_04&lt;br /&gt;
 - Added turned Versions for: UBASE_05&lt;br /&gt;
 - Added turned Versions for: UBASE_06&lt;br /&gt;
 - Added turned Versions for: UBASE_08&lt;br /&gt;
 - Added turned Versions for: UBASE_11&lt;br /&gt;
 - Added turned Versions for: UBASE_15&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE16&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE17&lt;br /&gt;
 - Added turned Versions for: EXPANDEDUBASE18 (Fake Brain Room)&lt;br /&gt;
 - Optimized Mapscript for Alien Bases&lt;br /&gt;
 - Optimized Mapscripot for Cydonia Final Assault&lt;br /&gt;
 - Added more Missions to Alien Bases to generate:&lt;br /&gt;
   - Alien Research&lt;br /&gt;
   - Alien Terror&lt;br /&gt;
   - Alien Abduction&lt;br /&gt;
   - Alien Retaliation&lt;br /&gt;
   - Alien Harvest&lt;br /&gt;
   - Ship Attack&lt;br /&gt;
   - Docked Ship&lt;br /&gt;
 - Added size check to Mapscripts and optimized spawns&lt;br /&gt;
 - Added proper Raceweights for Alien Retaliation&lt;br /&gt;
 - Added some more UfoPaedia articles for some research topics (mostly early games stuff)&lt;br /&gt;
 - Added SKYSTRIKER (Improved Skyranger)&lt;br /&gt;
 - Added Support Drones Mod&lt;br /&gt;
 - Added Support Drones Upgrade Manufacture&lt;br /&gt;
 - Added Commendations Mod&lt;br /&gt;
 - Added Commendations Fixes&lt;br /&gt;
 - Added PSXCutscenes Mod&lt;br /&gt;
 - Changes to early game Research, Alien Alloy Techs are now fully available&lt;br /&gt;
 - Change Ruleset to be conform with: openxcom_git_master_2018_04_24_2218 or newer&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2d==&lt;br /&gt;
 - Simplyfied some Missionscripts&lt;br /&gt;
 - Fix ROUTES for UBASE_06 and UBASE_15&lt;br /&gt;
 - Fix Map Error for UFO_160e.MAP&lt;br /&gt;
 - Fix Terrain issues for:&lt;br /&gt;
   - TAIGAPOLAR&lt;br /&gt;
   - JUNGLEPOLAR&lt;br /&gt;
   - GRASSLANDFOREST&lt;br /&gt;
   - CRASHEDPLANE&lt;br /&gt;
   - TUNDRAPLANE&lt;br /&gt;
   - DESERTPLANE&lt;br /&gt;
   - POLARPLANE&lt;br /&gt;
 - Fix Shotgun Class BulletSprites&lt;br /&gt;
 - Fix some minor UFOPaedia typos&lt;br /&gt;
 - Fix Alloy Tank Laser Autoshot&lt;br /&gt;
 - Adjust Alien Alloy Ammo Prices&lt;br /&gt;
 - Adjust Alloy Cannon and Alloy Cannon Ammo Prices (Craft Weapon)&lt;br /&gt;
 - Adjust UFO Extender Dropoff values and Ranges to be more balanced&lt;br /&gt;
 - Adjust Muton Berserkers (no more energy issues *evilgrin*)&lt;br /&gt;
 - Adjust HandObs for HeavyLaser/Auto and HeavyLaser/Sniper&lt;br /&gt;
 - Adjust Alien Race occurances (Mutons come 1 month earlier)&lt;br /&gt;
 - Adjust Vanilla Tanks back to original values&lt;br /&gt;
 - Added proper Raceweights for Retaliation Missions&lt;br /&gt;
 - Added proper BulletSprites for Alloy Ammo&lt;br /&gt;
 - Added Earlier Alien Cheat Turn for ALL Deployments&lt;br /&gt;
 - Added increased scoring for VERY LARGE UFO&#039;s (double the vanilla value)&lt;br /&gt;
 - Added overworked CRASHEDPLANE Maps&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2c==&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2016_08_28_1950&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2b==&lt;br /&gt;
 - Fix Alien Base Spawnings&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2016_07_22_0229&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.2==&lt;br /&gt;
 - Fix Alive Chryssalid Spitter Recovery&lt;br /&gt;
 - Added more manufacture dependencies for Tanks&lt;br /&gt;
 - Increased Scoring for Alien Pact Signing to 750&lt;br /&gt;
 - Doubled Alien scores generated for Alie Bases (5 -&amp;gt; 10)&lt;br /&gt;
 - Restructered Resource files&lt;br /&gt;
 - Restructered UFOpaedia&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2016_06_25_2118&lt;br /&gt;
&lt;br /&gt;
==Version 0.99.1==&lt;br /&gt;
 - Fix Missing SEABITS.MCD file (not needed anymore but was still listed in terrain ruleset)&lt;br /&gt;
 - Fix walking TU issue for TUNDRAPOLAR.MCD&lt;br /&gt;
 - Fix Some wrongly asigned Sounds&lt;br /&gt;
 - Fix DropOff values for some Weapons for UFO Extender Accuracy&lt;br /&gt;
 - Fix regionWeight for North Atlantic (was 45!! noew 5)&lt;br /&gt;
 - Fix some Typos in UFOpaedia (thx SIMON)&lt;br /&gt;
 - Added 2 more Battleship Variants from Cooper&lt;br /&gt;
 - Added Expanded Urban Mix (mashup off MADURBAN and EXPANDED_TERROR)&lt;br /&gt;
 - Change some Terrorunit asignments (Mutons, Sectoid Elites, Muton Elites)&lt;br /&gt;
 - Spread the Chryssalid Spitter plague&lt;br /&gt;
 - Spread Muton Berserkers&lt;br /&gt;
 - Increase Alien Scoring (Research, Infiltration, Retaliation and Supply will give Alien Score now)&lt;br /&gt;
 - Doubled Scoring for UFO action for Terrormissions&lt;br /&gt;
 - Increase Armored Sectopod HE Resistence&lt;br /&gt;
 - Blaster Launcher Waypoints reduced to 9 (DOS Version behaviour)&lt;br /&gt;
 - Optimized Mapscript MADURBAN&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2016_05_27_1727&lt;br /&gt;
&lt;br /&gt;
==Version 0.99==&lt;br /&gt;
 - Updated Terrainpack MAPS, ROUTES, TERRAINS&lt;br /&gt;
 - Updated Terrainpack Ruleset Integration&lt;br /&gt;
 - Updated Globe Cities (330 now)&lt;br /&gt;
 - Restructered Globe textures and deployments for Terrormissions&lt;br /&gt;
 - Fix some minor Ufopaedia Typos&lt;br /&gt;
 - Fix LOFT issues and Armor values for UBASE2.MCD&lt;br /&gt;
 - Fix Routes, PORTUFO05, PORTUFO17, PORTUFO20, PORTUFO21&lt;br /&gt;
 - Fix Routes CULTAFARM02&lt;br /&gt;
 - Fix Routes LINERSHIP01&lt;br /&gt;
 - Fix Routes JUNGLEMOUNT05&lt;br /&gt;
 - Fix Routes RAILYARDURBAN19, RAILYARDURBAN21, RAILYARDURBAN24 (thx Solarius)&lt;br /&gt;
 - Fixed several MCD settings in Terrain pack MCD&#039;s (that took way to long!)&lt;br /&gt;
 - Fix Power/Flying Suit Fire Immunity&lt;br /&gt;
 - Fix Terrain Pack Landing Zone Maps&lt;br /&gt;
 - Fix Cow issue for UFO_210a&lt;br /&gt;
 - Fix Route issue EXPANDEDTERROR21.RMP&lt;br /&gt;
 - Fix some wrong Maptiles on some Terrorship Maps&lt;br /&gt;
 - Added Converted TFTD WaterAnimation MCD file&lt;br /&gt;
 - Added Battleship Variants by Cooper (modified) and a design of my own&lt;br /&gt;
 - Added Hovertank/Launcher Ammo consumes Blaster Bombs but has same Power&lt;br /&gt;
 - Added Ship Attack and Docked Ship Mission (triggered by Alien Data Slate)&lt;br /&gt;
 - Added Airfield Terrain&lt;br /&gt;
 - Added Plane Terrain&lt;br /&gt;
 - Added Polar Terrain&lt;br /&gt;
 - Added Chryssalid Spitter on Earth (Muton Elite Guard Terrorunit)&lt;br /&gt;
 - Added Muton Berserker (Muton Terrorunit)&lt;br /&gt;
 - Removed ability to produce Blaster Launchers and Blaster Bombs (use captured ones!)&lt;br /&gt;
 - Readjusted Grenade Launcher SnapShot TU&lt;br /&gt;
 - Readjust Heavy Laser/Sniper Damage and Heavy Laser/Auto TU&lt;br /&gt;
 - Reduce Weightreduction, increase Stamina for Power/Flying Suits and Reinforced ones&lt;br /&gt;
 - Increased Armor on Grenades slightly&lt;br /&gt;
 - Increased Armor for Terrorunit corpses (was 0, now 26)&lt;br /&gt;
 - Reduced Scores for killing Aliens by 50%&lt;br /&gt;
 - Reduced Recoverypoints for Alien Corpses by 50%&lt;br /&gt;
 - Reduced penalty for dead Civilians from 50 to 40&lt;br /&gt;
 - Reworked chronological Racemixes&lt;br /&gt;
 - Reworked Alien Races (more Ranks, same Numbers)&lt;br /&gt;
 - Optimized Mapscripts for Docked Ship Mission, Urban, Expanded Terror, Expanded Urban and several more.&lt;br /&gt;
&lt;br /&gt;
==Version 0.98==&lt;br /&gt;
 - Fix some typos and clarified Alien Data Slate ufopaedia text&lt;br /&gt;
 - Added Recolored Blaster Launcher Bulletsprite, grey Blasterbombs!&lt;br /&gt;
 - Added Fire Bomb and Smoke for Small Launcher&lt;br /&gt;
 - Added Custom Bullet Sprites for Alloy Ammo Clips&lt;br /&gt;
 - Added Custom Bullet Sprites for Elerium, Fire and Smoke Bomb&lt;br /&gt;
 - darkened Medium Scout, Large Scouts, Fighters, Sentry Ships,&lt;br /&gt;
   Harvesters, Abductors, Terror Ships, Battleship, Supply Ships and&lt;br /&gt;
   Labship (all 117 Maps!!!)&lt;br /&gt;
 - reduced recoverable Alien Alloys by ~36% for all UFO&#039;s&lt;br /&gt;
 - reduced recoverable Elerium 115 per Power Source (35-&amp;gt;25, 50% vanilla)&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_11_30_1238&lt;br /&gt;
&lt;br /&gt;
==Version 0.97==&lt;br /&gt;
 - Research changes:&lt;br /&gt;
   - Reinforced Power Suit now needs New Fighter Craft instead of Alien Data Core as dependency&lt;br /&gt;
 - Fix Minor Graphic Errors in Reinforced Power Suit Inventory Pics&lt;br /&gt;
 - Fix For missionSiteZone: -1 Bug, you need to edit your savegames, see Forum&lt;br /&gt;
 - Added Hitsound for Combat Knife, Alloy Knife, Alloy Sword&lt;br /&gt;
 - Added partial language Support for German&lt;br /&gt;
 - Modified THUNDER Map and Routes slightly&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_11_15_0853&lt;br /&gt;
&lt;br /&gt;
==Version 0.96==&lt;br /&gt;
 - Research changes:&lt;br /&gt;
   - Alloy Knife needs only Alloy Ammo&lt;br /&gt;
   - Alloy Sword needs Alloy Knife and Alien Data Slate&lt;br /&gt;
 - Readjust all Meleeweapons, lowered Power and Accuracy slightly, changed TU usage&lt;br /&gt;
 - Added Version String&lt;br /&gt;
 - Added language support for Russian, Spanish, French and Polish&lt;br /&gt;
   You will find a mix of English and the respective language until someone translates the missing stuff&lt;br /&gt;
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2015_10_31_1725&lt;br /&gt;
&lt;br /&gt;
==Version 0.95==&lt;br /&gt;
 - Fix Reinforced Power Suit Unlock&lt;br /&gt;
 - Fix Reinforced Flying Suit Unlock&lt;br /&gt;
 - Fix Walkertank HWP&#039;s Unlock&lt;br /&gt;
 - Fix Several Ufopaedia Strings (typos)&lt;br /&gt;
 - Added New Melee HitAnimation for Combat Knife, Alloy Knife and Alloy Sword (thx pWWWa)&lt;br /&gt;
 - Imported some TERRAIN patches from Hobbes Redux (no maps yet)&lt;br /&gt;
 - Alloy Tanks take 10% less Plasma Damage&lt;br /&gt;
 - Hovertanks take 15% less Plasma Damage&lt;br /&gt;
 - Armored Sectopod is immune towards Icendiary Ammo&lt;br /&gt;
&lt;br /&gt;
==Version 0.94==&lt;br /&gt;
 - Fix HandOb issues fpr PlasmaBlade and PlasmaSword (thx pwwwa)&lt;br /&gt;
 - Fix some Groundtile issues on some UFO Maps&lt;br /&gt;
 - Fix wrong Gazer drawingRoutine&lt;br /&gt;
 - Fix wrong Muton Elite Guard Corpse BigOb&lt;br /&gt;
 - Fix WORLD NEWS UPDATE not popping up after researching a Alien Corpse&lt;br /&gt;
 - Fix 1 wrong placed Groundtile on LabShip Map (oversight...)&lt;br /&gt;
 - Fix some typos in some UFOpaedia Articles (thx SIMON)&lt;br /&gt;
 - Fix MCDPatch for TU usage for THUNDER.PCK&lt;br /&gt;
 - Fix Plasma Beam Range (52 -&amp;gt; 42)&lt;br /&gt;
 - Fix Alien Infiltration Waves&lt;br /&gt;
 - Added some more NEWS Strings (thx nadir)&lt;br /&gt;
 - Added Reinforced Power and Flying Suits (Moriaty Sprites)&lt;br /&gt;
 - Added Chryssalid Spitter Terrorunit (ranged zombification attack)&lt;br /&gt;
 - Added Sectoid Elite Race&lt;br /&gt;
 - Added HandOb&#039;s for Shotgun Clips, TaserPistol Clip, Elerium Rocket&lt;br /&gt;
 - Added FloorOb&#039;s for Pistol, Rifle, Heavy Canon, Auto Cannon, SniperRifle Alien Alloy Clips&lt;br /&gt;
 - Added HandOb&#039;s for Pistol, Rifle, Heavy Canon, Auto Cannon, SniperRifle Alien Alloy Clips&lt;br /&gt;
 - Added New BigOb&#039;s FloorOb&#039;s, HandOb&#039;s for PlasmaShotgun Clips and Elerium Clips&lt;br /&gt;
 - Added Walkertank/Plasma (hacked Armored Sectopod)&lt;br /&gt;
 - Added Plasma Melee Weapons from pwwwa&lt;br /&gt;
 - Added New Plasma Hitanimation for Heavy Plasma, Elerium Clips and Armored Sectopod Weapon&lt;br /&gt;
 - Added InventoryPicture and UfoPaedia Pictures for Muton Elite Guards&lt;br /&gt;
 - Added New BigOb for Vanilla Flying Suits&lt;br /&gt;
 - Added new Spriteset for Vanilla Flying Suits&lt;br /&gt;
 - Reworked the Racemixes&lt;br /&gt;
 - Readjusted TU usage for Heavy Laser / Sniper and Heavy Laser / Auto&lt;br /&gt;
 - Readjusted Armor for Waspites, Gazers, Muton Elites and Muton Elite Guards&lt;br /&gt;
 - Adjusted all Alien melee stats to more sane values&lt;br /&gt;
 - Doubled Money and Elerium-115 cost for Plasma Canons&lt;br /&gt;
 - Doubled Money and Elerium-115 cost for Fusion Balls&lt;br /&gt;
 - Doubled Money Costs for HWP Fusion Bombs (E-115 cost is 6)&lt;br /&gt;
 - Hovertank Launcher increased Damage (140 -&amp;gt; 200)&lt;br /&gt;
 - Changed ColorScheme of the Armored Sectopod (lighter Blue)&lt;br /&gt;
 - Armored Sectopod, does now Plasma Damage (115) and has Autoshotburst: 5&lt;br /&gt;
 - Reduced sellCost for all Items from Aliens and Alive Aliens by 50%&lt;br /&gt;
 - Increased Base Maintence Cost to 10% of initial Construction price&lt;br /&gt;
 - Increased Points Death penalties for Civilians (30-&amp;gt;50) and X-Com Tanks (x2)&lt;br /&gt;
 - Reactivated RAILYARDURBAN Terrain in Infrastructure Attack Terror Mission&lt;br /&gt;
 - Converted all Sprites into *.png, rechecked Palettes (just for good measure)&lt;br /&gt;
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2015_10_10_0133&lt;br /&gt;
&lt;br /&gt;
==Version 0.93==&lt;br /&gt;
 - Fix view positions for soldiers on the thunder craft.&lt;br /&gt;
 - Fix missing thunder craft MCD file.&lt;br /&gt;
 - Added consequences for alive interrogation of Navigators (additionals Alien Missions)&lt;br /&gt;
 - Added consequences for alive interrogation of Engineers (additionals Alien Missions)&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=114003</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=114003"/>
		<updated>2023-04-11T09:12:53Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Optional Options or Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.5.3, see: https://openxcom.org/forum/index.php/topic,5258.0.html&lt;br /&gt;
Alternatively Hardmode continues to support the base OpenXcom, at least version 2022_04_29_0633, see: https://openxcom.org/git-builds/&lt;br /&gt;
&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[http://www.openxcom.com/mod/high-quality-sounds| High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html SUPPLEMENTAL MODS - Statstring, Daytime/Nighttime]&lt;br /&gt;
&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=114002</id>
		<title>Installation (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_(Hardmode)&amp;diff=114002"/>
		<updated>2023-04-11T09:11:59Z</updated>

		<summary type="html">&lt;p&gt;Hellrazor: /* Optional Options or Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Hardmode offically supports OpenXcom Extended version v7.5.3, see: https://openxcom.org/forum/index.php/topic,5258.0.html&lt;br /&gt;
Alternatively Hardmode continues to support the base OpenXcom, at least version 2022_04_29_0633, see: https://openxcom.org/git-builds/&lt;br /&gt;
&lt;br /&gt;
To install the mod:&lt;br /&gt;
 - Download mod here: https://mod.io/g/openxcom/m/hardmode-expansion&lt;br /&gt;
 - Extract Zip file&lt;br /&gt;
 - Copy over the directory &amp;quot;Hardmode_Expansion&amp;quot; in your user mods directory. (Normally under C:\Users\[your PC]\Documents\OpenXcom\mods on PC)&lt;br /&gt;
 - Active &amp;quot;Hardmode_Expansion&amp;quot; under Mods while in-game&lt;br /&gt;
&lt;br /&gt;
Additional Download links can be found here on Forum: [https://openxcom.org/forum/index.php/topic,4971.0.html Hardmode Expansion Downloadlinks &amp;amp; Links]&lt;br /&gt;
&lt;br /&gt;
Please report any bugs or issues here: [https://openxcom.org/forum/index.php/topic,4968.0.html Hardmode Expansion Bug Reports]&lt;br /&gt;
&lt;br /&gt;
OpenXcom Extended Download links can be found here on the forum: [https://openxcom.org/forum/index.php/topic,5258.0.html OXCE download &amp;amp; installation guide]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Settings ==&lt;br /&gt;
Hardmode is intended to be a standalone mod, mods which add new items/crafts will generally not cause issues but could upset the games balance.&lt;br /&gt;
&lt;br /&gt;
===Recommended Mod===&lt;br /&gt;
The following mod I highly recommend to be used with Hardmode Expansion&lt;br /&gt;
&lt;br /&gt;
*[http://www.openxcom.com/mod/high-quality-sounds| High Quality Sounds]&lt;br /&gt;
&lt;br /&gt;
===Recommended Options===&lt;br /&gt;
These options are recommended to be enabled or set to a certain setting for a more enjoyable/optimal/fun experience. &lt;br /&gt;
These will be enabled on the first startup of the mod in OXCE. Feel free to turn them off if you feel uncomfartable with them.&lt;br /&gt;
&lt;br /&gt;
*Show Funds on the Geoscape&lt;br /&gt;
*Forced Craft Launch - Craft will likely be taking constant damage, allows more reliable response&lt;br /&gt;
*Storage Limits for Recovered Items - Encourage selling excess items after combat&lt;br /&gt;
*Live Alien Sale - To compensate for the larger amount of live aliens X-COM will capture&lt;br /&gt;
*Realistic Globe Lightning&lt;br /&gt;
*Psi Training Anytime&lt;br /&gt;
*UFO Extender Accuracy - All weapons are balanced around this mod, it is fully supported&lt;br /&gt;
*Explosion Height, Set to 3 - Allow explosive weapons to destroy larger urban structures&lt;br /&gt;
*Path Preview shows TU and Energy Usage&lt;br /&gt;
*Saved Pre-primed Grenades - For smoke grenade usage&lt;br /&gt;
*Show Stats on Inventory Screen&lt;br /&gt;
*Sneaky AI&lt;br /&gt;
*Alternate Movement Methods - To enable better tactical options and faster fights&lt;br /&gt;
*Alien Bleeding&lt;br /&gt;
*Autosell Manager for OXCE&lt;br /&gt;
*OpenXcomExtened Links&lt;br /&gt;
&lt;br /&gt;
===Optional Options or Mods===&lt;br /&gt;
There is a small collection of supplementary mods located here: [https://openxcom.org/forum/index.php/topic,4980.0.html [SUPPLEMENTAL MODS] Statstring, Daytime/Nighttime]&lt;br /&gt;
&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Daytime: Forces all Missions in Hardmode Expansion to be Daytime always&lt;br /&gt;
*Hardmode Expansion XcomUtil Always Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always&lt;br /&gt;
*Screening Statsstrings: My (hellrazors) statstrings for Soldierscreening and rolechanging&lt;br /&gt;
&lt;br /&gt;
===Incompatiable Options or Mods===&lt;br /&gt;
These options conflict with the games settings, which could cause balance issues, game errors or will simply not work.&lt;br /&gt;
&lt;br /&gt;
*Commendations Mod (already included)&lt;br /&gt;
*PSX Static Cydonia Map&lt;br /&gt;
*XcomUtil Improved Base Layout&lt;br /&gt;
*XcomUtil Defensive Base Layout&lt;br /&gt;
*XcomUtil Improved Tanks&lt;br /&gt;
*XcomUtil Improved Heavy Laser&lt;br /&gt;
*Any mods that alter alien deployments, their missions or items they carry&lt;/div&gt;</summary>
		<author><name>Hellrazor</name></author>
	</entry>
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