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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shadow86</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T10:47:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=52575</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=52575"/>
		<updated>2013-11-20T05:05:03Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
 &lt;br /&gt;
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a Minigun by default.  The weapon is automatically upgraded to the weapons best available based on [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
Each S.H.I.V costs §100 and takes 7 days to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70+25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].&lt;br /&gt;
Each Alloy S.H.I.V costs §150 and requires 10 Engineers and 40 Alien Alloys, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]].&lt;br /&gt;
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20+10&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70+25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].&lt;br /&gt;
Each Alloy S.H.I.V costs §20 and requires 20 Engineers and 60 Alien Alloys and 40 Elerium, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20+20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70+25&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Suppression&#039;&#039;&#039; - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s [[Suppression (EU2012)|suppression]] ability.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039; - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039; - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. Does not require the Laser project to be completed first.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039; - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.&lt;br /&gt;
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry&#039;s Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - Robotic version of the [[OTS (EU2012)|Officer Training School]]&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - For the Hover S.H.I.V. only: doubles fuel duration.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - halves build time.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes and bombs. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* For the [[XCOM]] equivalent see [[Heavy Weapons Platforms]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Particle_Cannon_(EU2012)&amp;diff=52568</id>
		<title>Particle Cannon (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Particle_Cannon_(EU2012)&amp;diff=52568"/>
		<updated>2013-11-19T22:55:53Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Swapped critical chance/damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }} &lt;br /&gt;
[[File:Particle Cannon (EU2012).png|right|128px|Particle Cannon]]&lt;br /&gt;
Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems.&lt;br /&gt;
*Effective range: Medium; 9-11 base damage, 10% critical chance, 15-17 critical damage&lt;br /&gt;
*Devastating plasma-based MEC weapon&lt;br /&gt;
*Only equippable by MEC Troopers&lt;br /&gt;
*Risk of catastrophic overheating precludes suppression with this weapon&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Weapon Data Box (EU2012)&lt;br /&gt;
|requires=[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
|costs=$325, 40 Alien Alloys, 40 Elerium, 40 Engineers&lt;br /&gt;
|base damage=9-11&lt;br /&gt;
|critical damage=15-17&lt;br /&gt;
|critical chance=10%&lt;br /&gt;
|range=Medium&lt;br /&gt;
|abilities=Collateral Damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51771</id>
		<title>User:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51771"/>
		<updated>2013-11-07T22:21:47Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: /* Terran Plasma Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. [http://www.strategycore.co.uk/forums/user/1026-shadowblade/ &#039;&#039;&#039;ShadowBlade&#039;&#039;&#039;] in StrategyCore and [http://openxcom.org/forum/index.php?action=profile;u=1267 &#039;&#039;&#039;Shadow&#039;&#039;&#039;] in the [[OpenXcom]] forums.&lt;br /&gt;
&lt;br /&gt;
Check out my [[Mods_(OpenXcom)|&#039;&#039;&#039;OpenXcom mods&#039;&#039;&#039;]]!&lt;br /&gt;
&lt;br /&gt;
== Firestorm Restyle ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1675.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1675.0;attach=6365 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Firestorm_ufopedia_preview.png]] [[File:Firestorm_preview.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
Since I&#039;ve always sort of disliked the plain, rather unimaginative saucer aspect of the default Firestorm, I decided to restyle it to give it a more advanced Terran look. Had to redo the UFOpedia entry text to accommodate the new design, and following the line of other craft, the base sprite takes some liberties when it comes to colours: I chose the Avenger&#039;s colour scheme for the Firestorm&#039;s new look.&lt;br /&gt;
&lt;br /&gt;
== Helm-off Power Suits ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Helmoff_preview.png]]&lt;br /&gt;
&lt;br /&gt;
This mod basically changes the inventory screen sprites for troopers wearing Power/Flying Suits, following the later Terror from the Deep helm-under-arm style that preserves the individuality of each soldier.&lt;br /&gt;
&lt;br /&gt;
Actually most of the graphic work is Bomb Bloke&#039;s, so big kudos to him. I just adapted the whole thing to OpenXcom and fixed some tiny pixel inconsistencies.&lt;br /&gt;
&lt;br /&gt;
== Improved Interceptor ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliator_preview.png]] [[File:Retaliator_base_preview.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research topic:&#039;&#039;&#039; Improved Interceptor (requires Alien Alloys and UFO Navigation)&lt;br /&gt;
*&#039;&#039;&#039;Manufacturing requirements:&#039;&#039;&#039; $200,000 + 25x Alien Alloys + 1x UFO Navigation, 32 Workshop space, 5000 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
While playing on Veteran level, I figured it&#039;d be nice to have a mostly conventional stepping stone towards the Firestorm, given it takes a while to be able to develop and more importantly maintain an Elerium-powered fighter craft. The Retaliator is a fairly modest improvement over its Interceptor cousin, performance-wise, but its primary advantage is that it can be built in X-COM bases and therefore not incur any rental fees.&lt;br /&gt;
&lt;br /&gt;
== Terran Plasma Weapons ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1710.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1710.0;attach=6406 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Alienterranplasma_preview.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRAN PLASMA PISTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat differences vs. alien variant:&lt;br /&gt;
*&#039;&#039;&#039;Damage:&#039;&#039;&#039; 60 Plasma &#039;&#039;(up from 52)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ammo:&#039;&#039;&#039; 18 &#039;&#039;(down from 26)&#039;&#039;&lt;br /&gt;
Manufacturing requirements:&lt;br /&gt;
*&#039;&#039;&#039;Weapon:&#039;&#039;&#039; $56,000 + 1x Alien Alloys, 3 workshop space, 600 engineer hours&lt;br /&gt;
*&#039;&#039;&#039;Clip:&#039;&#039;&#039; $2,000 + 1x Elerium-115, 2 workshop space, 60 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRAN PLASMA RIFLE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat differences vs. alien variant:&lt;br /&gt;
*&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; 60% auto, 94% snap, 110% aimed &#039;&#039;(up from 55% auto, 86% snap, 100% aimed)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Damage:&#039;&#039;&#039; 72 Plasma &#039;&#039;(down from 80)&#039;&#039;&lt;br /&gt;
Manufacturing requirements:&lt;br /&gt;
*&#039;&#039;&#039;Weapon:&#039;&#039;&#039; $88,000 + 2x Alien Alloys, 4 workshop space, 820 engineer hours&lt;br /&gt;
*&#039;&#039;&#039;Clip:&#039;&#039;&#039; $4,500 + 1x Elerium-115, 3 workshop space, 80 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRAN HEAVY PLASMA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat differences vs. alien variant:&lt;br /&gt;
*&#039;&#039;&#039;Speed:&#039;&#039;&#039; 33% auto, 28% snap, 57% aimed &#039;&#039;(up from 35% auto, 30% snap, 60% aimed)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Damage:&#039;&#039;&#039; 105 Plasma &#039;&#039;(down from 115)&#039;&#039;&lt;br /&gt;
Manufacturing requirements:&lt;br /&gt;
*&#039;&#039;&#039;Weapon:&#039;&#039;&#039; $122,000 + 3x Alien Alloys, 4 workshop space, 1,000 engineer hours&lt;br /&gt;
*&#039;&#039;&#039;Clip:&#039;&#039;&#039; $9,000 + 2x Elerium-115, 3 workshop space, 100 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALIEN PLASMA WEAPONS:&#039;&#039;&#039; Unusable by X-COM operatives, sales price halved (not as useful to human buyers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During most of the game, X-COM operatives have their own unique equipment and weapons, save for the occasional alien gadget here and there. However, once plasma&#039;s researched, that battlescape diversity is lost, and everyone&#039;s largely using the same gear.&lt;br /&gt;
&lt;br /&gt;
Not so much with this mod, which sets apart alien and human plasma weapons, creating a different late game experience. The design of the extraterrestrial firearms is not oriented towards human operators, which has led X-COM engineers to come up with their own variants. What&#039;s more, the replication process has produced particular differences in performance, compared to the alien counterparts. Not to mention Terran plasma bolts are blue! :D&lt;br /&gt;
&lt;br /&gt;
The necessity to manufacture plasma weapons and ammo alone should present interesting economic challenges when otherwise you&#039;d simply rely on the generous amounts of alien equipment you salvage from missions. Coupled with the statistical changes, it might even be enough to break the Heavy Plasma&#039;s hegemony and prod the player to at least consider keeping the highly precise Plasma Rifle in service as a primary weapon.&lt;br /&gt;
&lt;br /&gt;
Kudos to &#039;&#039;&#039;Chiko&#039;&#039;&#039; for the original design of the new plasma technology, which I later modified to some extent.&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51770</id>
		<title>User:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51770"/>
		<updated>2013-11-07T22:16:18Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: /* Terran Plasma Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. [http://www.strategycore.co.uk/forums/user/1026-shadowblade/ &#039;&#039;&#039;ShadowBlade&#039;&#039;&#039;] in StrategyCore and [http://openxcom.org/forum/index.php?action=profile;u=1267 &#039;&#039;&#039;Shadow&#039;&#039;&#039;] in the [[OpenXcom]] forums.&lt;br /&gt;
&lt;br /&gt;
Check out my [[Mods_(OpenXcom)|&#039;&#039;&#039;OpenXcom mods&#039;&#039;&#039;]]!&lt;br /&gt;
&lt;br /&gt;
== Firestorm Restyle ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1675.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1675.0;attach=6365 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Firestorm_ufopedia_preview.png]] [[File:Firestorm_preview.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
Since I&#039;ve always sort of disliked the plain, rather unimaginative saucer aspect of the default Firestorm, I decided to restyle it to give it a more advanced Terran look. Had to redo the UFOpedia entry text to accommodate the new design, and following the line of other craft, the base sprite takes some liberties when it comes to colours: I chose the Avenger&#039;s colour scheme for the Firestorm&#039;s new look.&lt;br /&gt;
&lt;br /&gt;
== Helm-off Power Suits ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Helmoff_preview.png]]&lt;br /&gt;
&lt;br /&gt;
This mod basically changes the inventory screen sprites for troopers wearing Power/Flying Suits, following the later Terror from the Deep helm-under-arm style that preserves the individuality of each soldier.&lt;br /&gt;
&lt;br /&gt;
Actually most of the graphic work is Bomb Bloke&#039;s, so big kudos to him. I just adapted the whole thing to OpenXcom and fixed some tiny pixel inconsistencies.&lt;br /&gt;
&lt;br /&gt;
== Improved Interceptor ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliator_preview.png]] [[File:Retaliator_base_preview.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research topic:&#039;&#039;&#039; Improved Interceptor (requires Alien Alloys and UFO Navigation)&lt;br /&gt;
*&#039;&#039;&#039;Manufacturing requirements:&#039;&#039;&#039; $200,000 + 25x Alien Alloys + 1x UFO Navigation, 32 Workshop space, 5000 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
While playing on Veteran level, I figured it&#039;d be nice to have a mostly conventional stepping stone towards the Firestorm, given it takes a while to be able to develop and more importantly maintain an Elerium-powered fighter craft. The Retaliator is a fairly modest improvement over its Interceptor cousin, performance-wise, but its primary advantage is that it can be built in X-COM bases and therefore not incur any rental fees.&lt;br /&gt;
&lt;br /&gt;
== Terran Plasma Weapons ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1710.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1710.0;attach=6406 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Alienterranplasma_preview.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRAN PLASMA PISTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat differences vs. alien variant:&lt;br /&gt;
*&#039;&#039;&#039;Damage:&#039;&#039;&#039; 60 Plasma &#039;&#039;(up from 52)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ammo:&#039;&#039;&#039; 18 &#039;&#039;(down from 26)&#039;&#039;&lt;br /&gt;
Manufacturing requirements:&lt;br /&gt;
*&#039;&#039;&#039;Weapon:&#039;&#039;&#039; $56,000 + 1x Alien Alloys, 3 workshop space, 600 engineer hours&lt;br /&gt;
*&#039;&#039;&#039;Clip:&#039;&#039;&#039; $2,000 + 1x Elerium-115, 2 workshop space, 60 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRAN PLASMA RIFLE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat differences vs. alien variant:&lt;br /&gt;
*&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; 60% auto, 94% snap, 110% aimed &#039;&#039;(up from 55% auto, 86% snap, 100% aimed)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Damage:&#039;&#039;&#039; 72 Plasma &#039;&#039;(down from 80)&#039;&#039;&lt;br /&gt;
Manufacturing requirements:&lt;br /&gt;
*&#039;&#039;&#039;Weapon:&#039;&#039;&#039; $88,000 + 2x Alien Alloys, 4 workshop space, 820 engineer hours&lt;br /&gt;
*&#039;&#039;&#039;Clip:&#039;&#039;&#039; $4,500 + 1x Elerium-115, 3 workshop space, 80 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRAN HEAVY PLASMA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat differences vs. alien variant:&lt;br /&gt;
*&#039;&#039;&#039;Speed:&#039;&#039;&#039; 33% auto, 28% snap, 57% aimed &#039;&#039;(up from 35% auto, 30% snap, 60% aimed)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Damage:&#039;&#039;&#039; 105 Plasma &#039;&#039;(down from 115)&#039;&#039;&lt;br /&gt;
Manufacturing requirements:&lt;br /&gt;
*&#039;&#039;&#039;Weapon:&#039;&#039;&#039; $122,000 + 3x Alien Alloys, 4 workshop space, 1,000 engineer hours&lt;br /&gt;
*&#039;&#039;&#039;Clip:&#039;&#039;&#039; $9,000 + 2x Elerium-115, 3 workshop space, 100 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALIEN PLASMA WEAPONS:&#039;&#039;&#039; Unusable by X-COM operatives, sales price halved (not as useful to human buyers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
During most of the game, X-COM operatives have their own unique equipment and weapons, save for the occasional alien gadget here and there. However, once plasma&#039;s researched, that battlescape diversity is lost, and everyone&#039;s largely using the same gear.&lt;br /&gt;
&lt;br /&gt;
Not so much with this mod, which sets apart alien and human plasma weapons, creating a different late game experience. The design of the extraterrestrial firearms is not oriented towards human operators, which has led X-COM engineers to come up with their own variants. What&#039;s more, the replication process has produced particular differences in performance, compared to the alien counterparts. Not to mention Terran plasma bolts are blue! :D&lt;br /&gt;
&lt;br /&gt;
The necessity to manufacture plasma weapons and ammo alone should present interesting economic challenges when otherwise you&#039;d simply rely on the generous amounts of alien equipment you salvage from missions. Coupled with the statistical changes, it might even be enough to break the Heavy Plasma&#039;s hegemony and prod the player to at least consider keeping the highly precise Plasma Rifle in service as a primary weapon.&lt;br /&gt;
&lt;br /&gt;
Kudos to &#039;&#039;&#039;Chiko&#039;&#039;&#039; for the original design of the new plasma technology, which I later modified to some extent.&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51769</id>
		<title>User:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51769"/>
		<updated>2013-11-07T22:14:06Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Added the Terran Plasma Weapons mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. [http://www.strategycore.co.uk/forums/user/1026-shadowblade/ &#039;&#039;&#039;ShadowBlade&#039;&#039;&#039;] in StrategyCore and [http://openxcom.org/forum/index.php?action=profile;u=1267 &#039;&#039;&#039;Shadow&#039;&#039;&#039;] in the [[OpenXcom]] forums.&lt;br /&gt;
&lt;br /&gt;
Check out my [[Mods_(OpenXcom)|&#039;&#039;&#039;OpenXcom mods&#039;&#039;&#039;]]!&lt;br /&gt;
&lt;br /&gt;
== Firestorm Restyle ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1675.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1675.0;attach=6365 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Firestorm_ufopedia_preview.png]] [[File:Firestorm_preview.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
Since I&#039;ve always sort of disliked the plain, rather unimaginative saucer aspect of the default Firestorm, I decided to restyle it to give it a more advanced Terran look. Had to redo the UFOpedia entry text to accommodate the new design, and following the line of other craft, the base sprite takes some liberties when it comes to colours: I chose the Avenger&#039;s colour scheme for the Firestorm&#039;s new look.&lt;br /&gt;
&lt;br /&gt;
== Helm-off Power Suits ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Helmoff_preview.png]]&lt;br /&gt;
&lt;br /&gt;
This mod basically changes the inventory screen sprites for troopers wearing Power/Flying Suits, following the later Terror from the Deep helm-under-arm style that preserves the individuality of each soldier.&lt;br /&gt;
&lt;br /&gt;
Actually most of the graphic work is Bomb Bloke&#039;s, so big kudos to him. I just adapted the whole thing to OpenXcom and fixed some tiny pixel inconsistencies.&lt;br /&gt;
&lt;br /&gt;
== Improved Interceptor ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliator_preview.png]] [[File:Retaliator_base_preview.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research topic:&#039;&#039;&#039; Improved Interceptor (requires Alien Alloys and UFO Navigation)&lt;br /&gt;
*&#039;&#039;&#039;Manufacturing requirements:&#039;&#039;&#039; $200,000 + 25x Alien Alloys + 1x UFO Navigation, 32 Workshop space, 5000 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
While playing on Veteran level, I figured it&#039;d be nice to have a mostly conventional stepping stone towards the Firestorm, given it takes a while to be able to develop and more importantly maintain an Elerium-powered fighter craft. The Retaliator is a fairly modest improvement over its Interceptor cousin, performance-wise, but its primary advantage is that it can be built in X-COM bases and therefore not incur any rental fees.&lt;br /&gt;
&lt;br /&gt;
== Terran Plasma Weapons ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1710.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1710.0;attach=6406 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Alienterranplasma_preview.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRAN PLASMA PISTOL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat differences vs. alien variant:&lt;br /&gt;
*&#039;&#039;&#039;Damage:&#039;&#039;&#039; 60 Plasma (up from 52)&lt;br /&gt;
*&#039;&#039;&#039;Ammo:&#039;&#039;&#039; 18 (down from 26)&lt;br /&gt;
Manufacturing requirements:&lt;br /&gt;
*&#039;&#039;&#039;Weapon:&#039;&#039;&#039; $56,000 + 1x Alien Alloys, 3 workshop space, 600 engineer hours&lt;br /&gt;
*&#039;&#039;&#039;Clip:&#039;&#039;&#039; $2,000 + 1x Elerium-115, 2 workshop space, 60 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRAN PLASMA RIFLE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat differences vs. alien variant:&lt;br /&gt;
*&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; 60% auto, 94% snap, 110% aimed (up from 55% auto, 86% snap, 100% aimed)&lt;br /&gt;
*&#039;&#039;&#039;Damage:&#039;&#039;&#039; 72 Plasma (down from 80)&lt;br /&gt;
Manufacturing requirements:&lt;br /&gt;
*&#039;&#039;&#039;Weapon:&#039;&#039;&#039; $88,000 + 2x Alien Alloys, 4 workshop space, 820 engineer hours&lt;br /&gt;
*&#039;&#039;&#039;Clip:&#039;&#039;&#039; $4,500 + 1x Elerium-115, 3 workshop space, 80 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRAN HEAVY PLASMA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat differences vs. alien variant:&lt;br /&gt;
*&#039;&#039;&#039;Speed:&#039;&#039;&#039; 33% auto, 28% snap, 57% aimed (up from 35% auto, 30% snap, 60% aimed)&lt;br /&gt;
*&#039;&#039;&#039;Damage:&#039;&#039;&#039; 105 Plasma (down from 115)&lt;br /&gt;
Manufacturing requirements:&lt;br /&gt;
*&#039;&#039;&#039;Weapon:&#039;&#039;&#039; $122,000 + 3x Alien Alloys, 4 workshop space, 1,000 engineer hours&lt;br /&gt;
*&#039;&#039;&#039;Clip:&#039;&#039;&#039; $9,000 + 2x Elerium-115, 3 workshop space, 100 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALIEN PLASMA WEAPONS:&#039;&#039;&#039; Unusable by X-COM operatives, sales price halved (not as useful to human buyers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
During most of the game, X-COM operatives have their own unique equipment and weapons, save for the occasional alien gadget here and there. However, once plasma&#039;s researched, that battlescape diversity is lost, and everyone&#039;s largely using the same gear.&lt;br /&gt;
&lt;br /&gt;
Not so much with this mod, which sets apart alien and human plasma weapons, creating a different late game experience. The design of the extraterrestrial firearms is not oriented towards human operators, which has led X-COM engineers to come up with their own variants. What&#039;s more, the replication process has produced particular differences in performance, compared to the alien counterparts. Not to mention Terran plasma bolts are blue! :D&lt;br /&gt;
&lt;br /&gt;
The necessity to manufacture plasma weapons and ammo alone should present interesting economic challenges when otherwise you&#039;d simply rely on the generous amounts of alien equipment you salvage from missions. Coupled with the statistical changes, it might even be enough to break the Heavy Plasma&#039;s hegemony and prod the player to at least consider keeping the highly precise Plasma Rifle in service as a primary weapon.&lt;br /&gt;
&lt;br /&gt;
Kudos to &#039;&#039;&#039;Chiko&#039;&#039;&#039; for the original design of the new plasma technology, which I later modified to some extent.&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Alienterranplasma_preview.png&amp;diff=51768</id>
		<title>File:Alienterranplasma preview.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Alienterranplasma_preview.png&amp;diff=51768"/>
		<updated>2013-11-07T22:09:39Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Preview of the Terran Plasma Weapons mod for OpenXcom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preview of the Terran Plasma Weapons mod for [[OpenXcom]].&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=51761</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=51761"/>
		<updated>2013-11-07T04:25:00Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Added the Terran Plasma Weapons mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a selected list of OpenXCom Mods (modifications).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Mod Type !! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Mod Name !! width=&amp;quot;175px&amp;quot; align=&amp;quot;center&amp;quot; | Author(s) !! width=&amp;quot;300px&amp;quot; align=&amp;quot;center&amp;quot; | Website/Download !! align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Combat Armor || align=&amp;quot;center&amp;quot; | Ryskeliini|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1281.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1281.0;attach=5658 download] || align=&amp;quot;center&amp;quot; | Adds Kevlar armor as a purchasable armor type.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Helm-off Power Suits || align=&amp;quot;center&amp;quot; | Bomb Bloke and Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 download] || align=&amp;quot;center&amp;quot; | Power/Flying Suits inventory sprites show the soldiers&#039; faces (TFTD style).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Power/Flying Suit redesign || align=&amp;quot;center&amp;quot; | Moriarty|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,493.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=493.0;attach=5694 download] || align=&amp;quot;center&amp;quot; | Replaces all in-game representations of power suits and flying suits.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Inventory || align=&amp;quot;center&amp;quot; | Alien inventory images || align=&amp;quot;center&amp;quot; | Cirix|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1290.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1290.0;attach=5557 download] || align=&amp;quot;center&amp;quot; | Adds Inventory sprites for mind controlled aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Firestorm Restyle || align=&amp;quot;center&amp;quot; | Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1675.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1675.0;attach=6365 download] || align=&amp;quot;center&amp;quot; | Graphically redesigns the Firestorm to give it a more Terran appearance.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Improved Interceptor || align=&amp;quot;center&amp;quot; | Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 download] || align=&amp;quot;center&amp;quot; | Adds the Retaliator, an improved version of the Interceptor which can be manufactured.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Sentinel || align=&amp;quot;center&amp;quot; | Warboy1982 || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1274.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1274.0;attach=5665 download] || align=&amp;quot;center&amp;quot; | Adds a Sentinel heavy fighter as a purchasable aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Custom Grenades || align=&amp;quot;center&amp;quot; | Simon-v || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1245.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/23785083/openxcom/CustomGrenades.zip download] || align=&amp;quot;center&amp;quot; | Adds an incendiary grenade as a purchasable item, and a throwable stun grenade as a researchable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Daichi Blade || align=&amp;quot;center&amp;quot; | Chiko and Moriarty || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1300.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/47596892/Combat%20Knife.rar download] || align=&amp;quot;center&amp;quot; | Adds a combat knife as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Grenade Launcher || align=&amp;quot;center&amp;quot; | Ryskeliini || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1301.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/47596892/Grenade%20Launcher.rar download] || align=&amp;quot;center&amp;quot; | Adds an M-79 grenade launcher as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Sniper Rifle || align=&amp;quot;center&amp;quot; | Toshiaki2115 || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1267.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1267.0;attach=5727 download] || align=&amp;quot;center&amp;quot; | Adds a sniper rifle as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Terran Plasma Weapons || align=&amp;quot;center&amp;quot; | Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1710.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1710.0;attach=6406 download] || align=&amp;quot;center&amp;quot; | Adds a Terran line of plasma weapons to maintain challenge and diversity in the late game.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=51612</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=51612"/>
		<updated>2013-10-26T01:02:27Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Added the Firestorm Restyle mod.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a selected list of OpenXCom Mods (modifications).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Mod Type !! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Mod Name !! width=&amp;quot;175px&amp;quot; align=&amp;quot;center&amp;quot; | Author(s) !! width=&amp;quot;300px&amp;quot; align=&amp;quot;center&amp;quot; | Website/Download !! align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Combat Armor || align=&amp;quot;center&amp;quot; | Ryskeliini|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1281.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1281.0;attach=5658 download] || align=&amp;quot;center&amp;quot; | Adds Kevlar armor as a purchasable armor type.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Helm-off Power Suits || align=&amp;quot;center&amp;quot; | Bomb Bloke and Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 download] || align=&amp;quot;center&amp;quot; | Power/Flying Suits inventory sprites show the soldiers&#039; faces (TFTD style).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Power/Flying Suit redesign || align=&amp;quot;center&amp;quot; | Moriarty|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,493.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=493.0;attach=5694 download] || align=&amp;quot;center&amp;quot; | Replaces all in-game representations of power suits and flying suits.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Inventory || align=&amp;quot;center&amp;quot; | Alien inventory images || align=&amp;quot;center&amp;quot; | Cirix|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1290.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1290.0;attach=5557 download] || align=&amp;quot;center&amp;quot; | Adds Inventory sprites for mind controlled aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Firestorm Restyle || align=&amp;quot;center&amp;quot; | Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1675.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1675.0;attach=6365 download] || align=&amp;quot;center&amp;quot; | Graphically redesigns the Firestorm to give it a more Terran appearance.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Improved Interceptor || align=&amp;quot;center&amp;quot; | Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 download] || align=&amp;quot;center&amp;quot; | Adds the Retaliator, an improved version of the Interceptor which can be manufactured.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Sentinel || align=&amp;quot;center&amp;quot; | Warboy1982 || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1274.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1274.0;attach=5665 download] || align=&amp;quot;center&amp;quot; | Adds a Sentinel heavy fighter as a purchasable aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Daichi Blade || align=&amp;quot;center&amp;quot; | Chiko and Moriarty || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1300.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/47596892/Combat%20Knife.rar download] || align=&amp;quot;center&amp;quot; | Adds a combat knife as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Grenade Launcher || align=&amp;quot;center&amp;quot; | Ryskeliini || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1301.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/47596892/Grenade%20Launcher.rar download] || align=&amp;quot;center&amp;quot; | Adds an M-79 grenade launcher as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Sniper Rifle || align=&amp;quot;center&amp;quot; | Toshiaki2115 || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1267.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1267.0;attach=5727 download] || align=&amp;quot;center&amp;quot; | Adds a sniper rifle as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Custom Grenades || align=&amp;quot;center&amp;quot; | Simon-v || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1245.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/23785083/openxcom/CustomGrenades.zip download] || align=&amp;quot;center&amp;quot; | Adds an incendiary grenade as a purchasable item, and a throwable stun grenade as a researchable item.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51611</id>
		<title>User:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51611"/>
		<updated>2013-10-26T00:00:21Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. [http://www.strategycore.co.uk/forums/user/1026-shadowblade/ &#039;&#039;&#039;ShadowBlade&#039;&#039;&#039;] in StrategyCore and [http://openxcom.org/forum/index.php?action=profile;u=1267 &#039;&#039;&#039;Shadow&#039;&#039;&#039;] in the [[OpenXcom]] forums.&lt;br /&gt;
&lt;br /&gt;
Check out my [[Mods_(OpenXcom)|&#039;&#039;&#039;OpenXcom mods&#039;&#039;&#039;]]!&lt;br /&gt;
&lt;br /&gt;
== Firestorm Restyle ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1675.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1675.0;attach=6365 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Firestorm_ufopedia_preview.png]] [[File:Firestorm_preview.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
Since I&#039;ve always sort of disliked the plain, rather unimaginative saucer aspect of the default Firestorm, I decided to restyle it to give it a more advanced Terran look. Had to redo the UFOpedia entry text to accommodate the new design, and following the line of other craft, the base sprite takes some liberties when it comes to colours: I chose the Avenger&#039;s colour scheme for the Firestorm&#039;s new look.&lt;br /&gt;
&lt;br /&gt;
== Helm-off Power Suits ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Helmoff_preview.png]]&lt;br /&gt;
&lt;br /&gt;
This mod basically changes the inventory screen sprites for troopers wearing Power/Flying Suits, following the later Terror from the Deep helm-under-arm style that preserves the individuality of each soldier.&lt;br /&gt;
&lt;br /&gt;
Actually most of the graphic work is Bomb Bloke&#039;s, so big kudos to him. I just adapted the whole thing to OpenXcom and fixed some tiny pixel inconsistencies.&lt;br /&gt;
&lt;br /&gt;
== Improved Interceptor ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliator_preview.png]] [[File:Retaliator_base_preview.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research topic:&#039;&#039;&#039; Improved Interceptor (requires Alien Alloys and UFO Navigation)&lt;br /&gt;
*&#039;&#039;&#039;Manufacturing requirements:&#039;&#039;&#039; $200,000 + 25x Alien Alloys + 1x UFO Navigation, 32 Workshop space, 5000 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
While playing on Veteran level, I figured it&#039;d be nice to have a mostly conventional stepping stone towards the Firestorm, given it takes a while to be able to develop and more importantly maintain an Elerium-powered fighter craft. The Retaliator is a fairly modest improvement over its Interceptor cousin, performance-wise, but its primary advantage is that it can be built in X-COM bases and therefore not incur any rental fees.&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Retaliator_base_preview.png&amp;diff=51610</id>
		<title>File:Retaliator base preview.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Retaliator_base_preview.png&amp;diff=51610"/>
		<updated>2013-10-25T23:59:36Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Retaliator base sprite, from the Improved Interceptor mod for OpenXcom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Retaliator base sprite, from the Improved Interceptor mod for [[OpenXcom]].&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Firestorm_preview.png&amp;diff=51609</id>
		<title>File:Firestorm preview.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Firestorm_preview.png&amp;diff=51609"/>
		<updated>2013-10-25T23:58:07Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: uploaded a new version of &amp;amp;quot;File:Firestorm preview.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preview of the base sprite, restyled Firestorm mod for [[OpenXcom]].&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51608</id>
		<title>User:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51608"/>
		<updated>2013-10-25T23:56:27Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. [http://www.strategycore.co.uk/forums/user/1026-shadowblade/ &#039;&#039;&#039;ShadowBlade&#039;&#039;&#039;] in StrategyCore and [http://openxcom.org/forum/index.php?action=profile;u=1267 &#039;&#039;&#039;Shadow&#039;&#039;&#039;] in the [[OpenXcom]] forums.&lt;br /&gt;
&lt;br /&gt;
Check out my [[Mods_(OpenXcom)|&#039;&#039;&#039;OpenXcom mods&#039;&#039;&#039;]]!&lt;br /&gt;
&lt;br /&gt;
== Firestorm Restyle ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1675.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1675.0;attach=6365 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Firestorm_ufopedia_preview.png]] [[File:Firestorm_preview.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
Since I&#039;ve always sort of disliked the plain, rather unimaginative saucer aspect of the default Firestorm, I decided to restyle it to give it a more advanced Terran look. Had to redo the UFOpedia entry text to accommodate the new design, and following the line of other craft, the base sprite takes some liberties when it comes to colours: I chose the Avenger&#039;s colour scheme for the Firestorm&#039;s new look.&lt;br /&gt;
&lt;br /&gt;
== Helm-off Power Suits ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Helmoff_preview.png]]&lt;br /&gt;
&lt;br /&gt;
This mod basically changes the inventory screen sprites for troopers wearing Power/Flying Suits, following the later Terror from the Deep helm-under-arm style that preserves the individuality of each soldier.&lt;br /&gt;
&lt;br /&gt;
Actually most of the graphic work is Bomb Bloke&#039;s, so big kudos to him. I just adapted the whole thing to OpenXcom and fixed some tiny pixel inconsistencies.&lt;br /&gt;
&lt;br /&gt;
== Improved Interceptor ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliator_preview.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research topic:&#039;&#039;&#039; Improved Interceptor (requires Alien Alloys and UFO Navigation)&lt;br /&gt;
*&#039;&#039;&#039;Manufacturing requirements:&#039;&#039;&#039; $200,000 + 25x Alien Alloys + 1x UFO Navigation, 32 Workshop space, 5000 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
While playing on Veteran level, I figured it&#039;d be nice to have a mostly conventional stepping stone towards the Firestorm, given it takes a while to be able to develop and more importantly maintain an Elerium-powered fighter craft. The Retaliator is a fairly modest improvement over its Interceptor cousin, performance-wise, but its primary advantage is that it can be built in X-COM bases and therefore not incur any rental fees.&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Firestorm_ufopedia_preview.png&amp;diff=51607</id>
		<title>File:Firestorm ufopedia preview.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Firestorm_ufopedia_preview.png&amp;diff=51607"/>
		<updated>2013-10-25T23:47:15Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Preview of the UFOpedia entry, restyled Firestorm mod for OpenXcom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preview of the UFOpedia entry, restyled Firestorm mod for [[OpenXcom]].&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Firestorm_preview.png&amp;diff=51605</id>
		<title>File:Firestorm preview.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Firestorm_preview.png&amp;diff=51605"/>
		<updated>2013-10-25T23:42:43Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Preview of the base sprite, restyled Firestorm mod for OpenXcom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preview of the base sprite, restyled Firestorm mod for [[OpenXcom]].&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=51350</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=51350"/>
		<updated>2013-10-24T15:41:14Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: /* Options File */ Updated battleFireSpeed desc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, use &#039;&#039;Restore Defaults&#039;&#039; or delete your &#039;&#039;options.cfg&#039;&#039; file (see below) to reset your settings.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The game will look for the original gm.cat, delete (or rename to restore it later in case you change your mind) it before using custom music. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowChangeListValuesByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| When enabled, scrolling the mouse wheel over increase/decrease buttons in lists will change the value.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease when &#039;&#039;&#039;allowChangeListValuesByMouseWheel&#039;&#039;&#039; is enabled.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup. Shows the Language screen if none is specified.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode.&lt;br /&gt;
* 0 = Keyboard enabled.&lt;br /&gt;
* 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NewBattle_*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the last-used settings in the &#039;&#039;New Battle&#039;&#039; screen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; This feature is experimental and can cause UI and performance problems, as the game is not designed for flexible resolutions.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses OpenGL hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which GLSL rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into vertical synchronisation mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mute&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables all audio output. Automatically enabled if no audio hardware is detected.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, players can automatically sell manufactured items by right-clicking the Up Arrow on the Quantity in the manufacture screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;researchedItemsWillSpent&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item spends it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
* 2 = -10 damage units per level&lt;br /&gt;
* 3 = -5 damage units per level&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order. The amount the unit can move this turn (according to TUs) is highlighted in green, and the rest is highlighted in red.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, changes how shot trajectories are calculated, the basic theory being &amp;quot;the further away it the target is, the harder it is to hit&amp;quot;. Also takes into account shot type, lighting of the target and lowering height of target when he (she) is kneeling.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollType&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling mode.&lt;br /&gt;
* 0 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 1 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Drag Scroll: Hold down MMB and drag to scroll. Recommended for playing windowed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 1 = Left Mouse Button&lt;br /&gt;
* 2 = Middle Mouse Button&lt;br /&gt;
* 3 = Right Mouse Button&lt;br /&gt;
* 6... = Other Mouse Buttons&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of miliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game. Regional and Country borders will be displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51204</id>
		<title>User:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51204"/>
		<updated>2013-10-23T01:36:56Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. [http://www.strategycore.co.uk/forums/user/1026-shadowblade/ &#039;&#039;&#039;ShadowBlade&#039;&#039;&#039;] in StrategyCore and [http://openxcom.org/forum/index.php?action=profile;u=1267 &#039;&#039;&#039;Shadow&#039;&#039;&#039;] in the [[OpenXcom]] forums.&lt;br /&gt;
&lt;br /&gt;
Check out my [[Mods_(OpenXcom)|&#039;&#039;&#039;OpenXcom mods&#039;&#039;&#039;]]!&lt;br /&gt;
&lt;br /&gt;
== Improved Interceptor ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliator_preview.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research topic:&#039;&#039;&#039; Improved Interceptor (requires Alien Alloys and UFO Navigation)&lt;br /&gt;
*&#039;&#039;&#039;Manufacturing requirements:&#039;&#039;&#039; $200,000 + 25x Alien Alloys + 1x UFO Navigation, 32 Workshop space, 5000 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
While playing on Veteran level, I figured it&#039;d be nice to have a mostly conventional stepping stone towards the Firestorm, given it takes a while to be able to develop and more importantly maintain an Elerium-powered fighter craft. The Retaliator is a fairly modest improvement over its Interceptor cousin, performance-wise, but its primary advantage is that it can be built in X-COM bases and therefore not incur any rental fees.&lt;br /&gt;
&lt;br /&gt;
== Helm-off Power Suits ==&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 Download]&lt;br /&gt;
&lt;br /&gt;
[[File:Helmoff_preview.png]]&lt;br /&gt;
&lt;br /&gt;
This mod basically changes the inventory screen sprites for troopers wearing Power/Flying Suits, following the later Terror from the Deep helm-under-arm style that preserves the individuality of each soldier.&lt;br /&gt;
&lt;br /&gt;
Actually most of the graphic work is Bomb Bloke&#039;s, so big kudos to him. I just adapted the whole thing to OpenXcom and fixed some tiny pixel inconsistencies.&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=51200</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=51200"/>
		<updated>2013-10-22T22:36:26Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a selected list of OpenXCom Mods (modifications).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Mod Type !! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Mod Name !! width=&amp;quot;175px&amp;quot; align=&amp;quot;center&amp;quot; | Author(s) !! width=&amp;quot;300px&amp;quot; align=&amp;quot;center&amp;quot; | Website/Download !! align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Combat Armor || align=&amp;quot;center&amp;quot; | Ryskeliini|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1281.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1281.0;attach=5658 download] || align=&amp;quot;center&amp;quot; | Adds Kevlar armor as a purchasable armor type.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Helm-off Power Suits || align=&amp;quot;center&amp;quot; | Bomb Bloke and Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 download] || align=&amp;quot;center&amp;quot; | Power/Flying Suits inventory sprites show the soldiers&#039; faces (TFTD style).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Power/Flying Suit redesign || align=&amp;quot;center&amp;quot; | Moriarty|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,493.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=493.0;attach=5694 download] || align=&amp;quot;center&amp;quot; | Replaces all in-game representations of power suits and flying suits.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Inventory || align=&amp;quot;center&amp;quot; | Alien inventory images || align=&amp;quot;center&amp;quot; | Cirix|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1290.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1290.0;attach=5557 download] || align=&amp;quot;center&amp;quot; | Adds Inventory sprites for mind controlled aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Improved Interceptor || align=&amp;quot;center&amp;quot; | Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 download] || align=&amp;quot;center&amp;quot; | Adds the Retaliator, an improved version of the Interceptor which can be manufactured.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Sentinel || align=&amp;quot;center&amp;quot; | Warboy1982 || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1274.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1274.0;attach=5665 download] || align=&amp;quot;center&amp;quot; | Adds a Sentinel heavy fighter as a purchasable aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Daichi Blade || align=&amp;quot;center&amp;quot; | Chiko and Moriarty || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1300.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/47596892/Combat%20Knife.rar download] || align=&amp;quot;center&amp;quot; | Adds a combat knife as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Grenade Launcher || align=&amp;quot;center&amp;quot; | Ryskeliini || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1301.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/47596892/Grenade%20Launcher.rar download] || align=&amp;quot;center&amp;quot; | Adds an M-79 grenade launcher as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Sniper Rifle || align=&amp;quot;center&amp;quot; | Toshiaki2115 || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1267.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1267.0;attach=5727 download] || align=&amp;quot;center&amp;quot; | Adds a sniper rifle as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Custom Grenades || align=&amp;quot;center&amp;quot; | Simon-v || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1245.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/23785083/openxcom/CustomGrenades.zip download] || align=&amp;quot;center&amp;quot; | Adds an incendiary grenade as a purchasable item, and a throwable stun grenade as a researchable item.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51199</id>
		<title>User:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51199"/>
		<updated>2013-10-22T22:35:26Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. [http://www.strategycore.co.uk/forums/user/1026-shadowblade/ &#039;&#039;&#039;ShadowBlade&#039;&#039;&#039;] in StrategyCore and [http://openxcom.org/forum/index.php?action=profile;u=1267 &#039;&#039;&#039;Shadow&#039;&#039;&#039;] in the [[OpenXcom]] forums.&lt;br /&gt;
&lt;br /&gt;
Check out my [[Mods_(OpenXcom)|&#039;&#039;&#039;OpenXcom mods&#039;&#039;&#039;]]!&lt;br /&gt;
&lt;br /&gt;
== Improved Interceptor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliator_preview.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research topic:&#039;&#039;&#039; Improved Interceptor (requires Alien Alloys and UFO Navigation)&lt;br /&gt;
*&#039;&#039;&#039;Manufacturing requirements:&#039;&#039;&#039; $200,000 + 25x Alien Alloys + 1x UFO Navigation, 32 Workshop space, 5000 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
While playing on Veteran level, I figured it&#039;d be nice to have a mostly conventional stepping stone towards the Firestorm, given it takes a while to be able to develop and more importantly maintain an Elerium-powered fighter craft. The Retaliator is a fairly modest improvement over its Interceptor cousin, performance-wise, but its primary advantage is that it can be built in X-COM bases and therefore not incur any rental fees.&lt;br /&gt;
&lt;br /&gt;
== Helm-off Power Suits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Helmoff_preview.png]]&lt;br /&gt;
&lt;br /&gt;
This mod basically changes the inventory screen sprites for troopers wearing Power/Flying Suits, following the later Terror from the Deep helm-under-arm style that preserves the individuality of each soldier.&lt;br /&gt;
&lt;br /&gt;
Actually most of the graphic work is Bomb Bloke&#039;s, so big kudos to him. I just adapted the whole thing to OpenXcom and fixed some tiny pixel inconsistencies.&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51198</id>
		<title>User:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51198"/>
		<updated>2013-10-22T22:32:47Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. [http://www.strategycore.co.uk/forums/user/1026-shadowblade/ &#039;&#039;&#039;ShadowBlade&#039;&#039;&#039;] in StrategyCore and [http://openxcom.org/forum/index.php?action=profile;u=1267 &#039;&#039;&#039;Shadow&#039;&#039;&#039;] in the [[OpenXcom]] forums.&lt;br /&gt;
&lt;br /&gt;
Check out my OpenXcom mods!&lt;br /&gt;
&lt;br /&gt;
== Improved Interceptor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliator_preview.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research topic:&#039;&#039;&#039; Improved Interceptor (requires Alien Alloys and UFO Navigation)&lt;br /&gt;
*&#039;&#039;&#039;Manufacturing requirements:&#039;&#039;&#039; $200,000 + 25x Alien Alloys + 1x UFO Navigation, 32 Workshop space, 5000 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
While playing on Veteran level, I figured it&#039;d be nice to have a mostly conventional stepping stone towards the Firestorm, given it takes a while to be able to develop and more importantly maintain an Elerium-powered fighter craft. The Retaliator is a fairly modest improvement over its Interceptor cousin, performance-wise, but its primary advantage is that it can be built in X-COM bases and therefore not incur any rental fees.&lt;br /&gt;
&lt;br /&gt;
== Helm-off Power Suits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Helmoff_preview.png]]&lt;br /&gt;
&lt;br /&gt;
This mod basically changes the inventory screen sprites for troopers wearing Power/Flying Suits, following the later Terror from the Deep helm-under-arm style that preserves the individuality of each soldier.&lt;br /&gt;
&lt;br /&gt;
Actually most of the graphic work is Bomb Bloke&#039;s, so big kudos to him. I just adapted the whole thing to OpenXcom and fixed some tiny pixel inconsistencies.&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Shadow86&amp;diff=51197</id>
		<title>User talk:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Shadow86&amp;diff=51197"/>
		<updated>2013-10-22T22:30:13Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Created page with &amp;quot;&amp;#039;&amp;#039;Insert comments here!&amp;#039;&amp;#039;  ----&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Insert comments here!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51196</id>
		<title>User:Shadow86</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Shadow86&amp;diff=51196"/>
		<updated>2013-10-22T22:29:20Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Created page with &amp;quot;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. &amp;#039;&amp;#039;&amp;#039;ShadowBlade&amp;#039;&amp;#039;&amp;#039; in StrategyCore and &amp;#039;&amp;#039;&amp;#039;Shadow&amp;#039;&amp;#039;&amp;#039; in the OpenXcom forums.  ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-COM veteran with over 10 years of experience and proud former player in the X-COM Alliance Sim. &#039;&#039;&#039;ShadowBlade&#039;&#039;&#039; in StrategyCore and &#039;&#039;&#039;Shadow&#039;&#039;&#039; in the [[OpenXcom]] forums.&lt;br /&gt;
&lt;br /&gt;
Check out my OpenXcom mods!&lt;br /&gt;
&lt;br /&gt;
== Improved Interceptor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliator_preview.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research topic:&#039;&#039;&#039; Improved Interceptor (requires Alien Alloys and UFO Navigation)&lt;br /&gt;
*&#039;&#039;&#039;Manufacturing requirements:&#039;&#039;&#039; $200,000 + 25x Alien Alloys + 1x UFO Navigation, 32 Workshop space, 5000 engineer hours&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localised for:&#039;&#039;&#039; English (UK), English (US), Español (AL), Español (ES)&lt;br /&gt;
&lt;br /&gt;
While playing on Veteran level, I figured it&#039;d be nice to have a mostly conventional stepping stone towards the Firestorm, given it takes a while to be able to develop and more importantly maintain an Elerium-powered fighter craft. The Retaliator is a fairly modest improvement over its Interceptor cousin, performance-wise, but its primary advantage is that it can be built in X-COM bases and therefore not incur any rental fees.&lt;br /&gt;
&lt;br /&gt;
== Helm-off Power Suits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Helmoff_preview.png]]&lt;br /&gt;
&lt;br /&gt;
This mod basically changes the inventory screen sprites for troopers wearing Power/Flying Suits, following the later Terror from the Deep helm-under-arm style that preserves the individuality of each soldier.&lt;br /&gt;
&lt;br /&gt;
Actually most of the graphic work is Bomb Bloke&#039;s, so big kudos to him. I just adapted the whole thing to OpenXcom and fixed some tiny pixel inconsistencies.&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Helmoff_preview.png&amp;diff=51195</id>
		<title>File:Helmoff preview.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Helmoff_preview.png&amp;diff=51195"/>
		<updated>2013-10-22T22:28:57Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Preview of the Helm-off Power Suits mod for OpenXcom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preview of the Helm-off Power Suits mod for [[OpenXcom]].&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Retaliator_preview.png&amp;diff=51194</id>
		<title>File:Retaliator preview.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Retaliator_preview.png&amp;diff=51194"/>
		<updated>2013-10-22T22:26:46Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: Screenshot of the Retaliator&amp;#039;s UFOpedia article, from the Improved Interceptor mod for OpenXcom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the Retaliator&#039;s UFOpedia article, from the Improved Interceptor mod for [[OpenXcom]].&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=51187</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=51187"/>
		<updated>2013-10-22T22:06:07Z</updated>

		<summary type="html">&lt;p&gt;Shadow86: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a selected list of OpenXCom Mods (modifications).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Mod Type !! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Mod Name !! width=&amp;quot;175px&amp;quot; align=&amp;quot;center&amp;quot; | Author(s) !! width=&amp;quot;300px&amp;quot; align=&amp;quot;center&amp;quot; | Website/Download !! align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Combat Armor || align=&amp;quot;center&amp;quot; | Ryskeliini|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1281.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1281.0;attach=5658 download] || align=&amp;quot;center&amp;quot; | Adds Kevlar armor as a purchasable armor type.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Helm-off Power Suits || align=&amp;quot;center&amp;quot; | Bomb Bloke and Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1638.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1638.0;attach=6279 download] || align=&amp;quot;center&amp;quot; | Power/Flying Suits inventory sprites show the soldiers&#039; faces (TFTD style).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Armor || align=&amp;quot;center&amp;quot; | Power/Flying Suit redesign || align=&amp;quot;center&amp;quot; | Moriarty|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,493.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=493.0;attach=5694 download] || align=&amp;quot;center&amp;quot; | Replaces all in-game representations of power suits and flying suits.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Inventory || align=&amp;quot;center&amp;quot; | Alien inventory images || align=&amp;quot;center&amp;quot; | Cirix|| align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1290.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1290.0;attach=5557 download] || align=&amp;quot;center&amp;quot; | Adds Inventory sprites for mind controlled aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Retaliator || align=&amp;quot;center&amp;quot; | Shadow || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1628.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1628.0;attach=6291 download] || align=&amp;quot;center&amp;quot; | Adds an improved version of the Interceptor that can be manufactured.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Craft || align=&amp;quot;center&amp;quot; | Sentinel || align=&amp;quot;center&amp;quot; | Warboy1982 || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1274.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1274.0;attach=5665 download] || align=&amp;quot;center&amp;quot; | Adds a Sentinel heavy fighter as a purchasable aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Daichi Blade || align=&amp;quot;center&amp;quot; | Chiko and Moriarty || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1300.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/47596892/Combat%20Knife.rar download] || align=&amp;quot;center&amp;quot; | Adds a combat knife as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Grenade Launcher || align=&amp;quot;center&amp;quot; | Ryskeliini || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1301.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/47596892/Grenade%20Launcher.rar download] || align=&amp;quot;center&amp;quot; | Adds an M-79 grenade launcher as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Sniper Rifle || align=&amp;quot;center&amp;quot; | Toshiaki2115 || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1267.0.html Forum Thread] / [http://openxcom.org/forum/index.php?action=dlattach;topic=1267.0;attach=5727 download] || align=&amp;quot;center&amp;quot; | Adds a sniper rifle as a purchasable item.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weapon || align=&amp;quot;center&amp;quot; | Custom Grenades || align=&amp;quot;center&amp;quot; | Simon-v || align=&amp;quot;center&amp;quot; | [http://openxcom.org/forum/index.php/topic,1245.0.html Forum Thread] / [https://dl.dropboxusercontent.com/u/23785083/openxcom/CustomGrenades.zip download] || align=&amp;quot;center&amp;quot; | Adds an incendiary grenade as a purchasable item, and a throwable stun grenade as a researchable item.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Shadow86</name></author>
	</entry>
</feed>