Explore XCOM: Enemy Unknown mods like Training Roulette, Itchy Trigger Tentacle, and Red Fog. Learn their effects and availability.
Mods from the original XCOM: Enemy Unknown:
Flanked Mod (a community-made modification that changes the game): This mod makes combat more tactical by emphasizing flanking, but also makes aliens more dangerous if your soldiers are exposed. It considers only whether an enemy is flanked or not, removing nuanced positioning benefits.
Training Roulette: This mod randomizes the skill tree for every soldier class except MEC Troopers. This blurs class distinctions but can lead to soldiers with unsuitable skills (e.g., a Heavy with close combat skills). It is not recommended due to increased randomness and potential for making classes less effective. Soldiers at the Squaddie rank (the first rank above Rookie) display all possible skills, allowing for early dismissal of those with undesirable trees.
Itchy Trigger Tentacle: Not available until you've beaten the game. This mod causes Mechtoids, Cyberdisks, and Sectopods to fire half the time instead of activating overwatch. The spotting soldier can finish their move, potentially reaching cover (press the cover button to crouch behind walls or objects). This mod increases game difficulty.
Mind over Matter: Not available until you've beaten the game. Giving a soldier a Gene-mod disqualifies them from psionic potential, preventing the creation of psionic genetic supersoldiers. This means you must settle for regular psionic soldiers. The source suggests psionics are generally useless, so this mod is not seen as a significant difficulty increase.
Mods from the original X-com Enemy Unknown (re-listed):
Damage Roulette: Guns deal random damage, making combat more unpredictable, similar to UFO Defense where pistols could deal double damage.
New Economy: Council nations provide random amounts of funds, which is described as not very interesting or deadly.
Not Created Equally: XCOM rookies start with random stats, potentially leading to soldiers who panic easily and have poor aim. This mod also randomizes movement speed, affecting soldier effectiveness significantly. Soldiers can have high movement and stats or average movement with weak aim and low will.
Hidden Potential: XCOM soldiers gain random stats upon ranking up, meaning a sniper might receive less aim bonus than a Heavy. This is useful for those who enjoy randomness.
Red Fog: Only available after beating the game on Normal difficulty. Combat wounds reduce soldier abilities, preventing near-dead soldiers from performing effectively. This mod forces players to protect soldiers and reduces the capability of units like SHIVs and MECs.
Absolutely Critical: Only available after beating the game on Normal difficulty. Any unit that is flanked receives a critical hit if the flanker hits. This makes ambushes deadly and emphasizes the importance of the cover system.
Greater Good: Only available after beating the game on Normal difficulty. Psionics can only be learned by capturing a psionic alien. Killing psionic aliens prevents psionic acquisition if this mod is active. This is not considered a major game changer as capturing aliens is generally recommended, and players should have sufficient firepower and tactical sense by the time they encounter psionic aliens.
Marathon: Only available after beating the game on Normal difficulty. All game activities take longer to complete.
Results Driven: Only available after beating the game on Classic difficulty. Nations provide less money as they become more insecure, increasing difficulty on harder settings due to panic from alien abduction missions.
High Stakes: Only available after beating the game on Classic difficulty. Players receive random rewards for completing Alien abduction missions, preventing the farming of engineers.
Diminishing Returns: Only available after beating the game on Classic difficulty. Satellites cost more to construct as more are built, potentially leading to the loss of a few continents.
More Than Human: Only available after beating the game on Classic difficulty. Psionic soldiers are harder to find, extending the late game.
War Weariness: Only available after beating the game on Impossible difficulty. Nation funding decreases as the game progresses, encouraging faster completion.
E-115: Only available after beating the game on Impossible difficulty. Elerium supplies degrade over time, providing more incentive to shoot down alien ships.
Total Loss: (No details provided in source.)
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