Xenophobia is a mod pack compilation and economy addon for XNT: Into Darkness. It is recommended you play XNT first if you are not familiar with that mod.
Mods combined
XNT 5.3 and all the mods that includes.
Xenonauts: Community Edition 0.25HF
Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.4
Skitso's Sleek AI Turn (Removes Hidden Movement)
Ecomomy Restored (my previous mod)
Corporation Weapons Expansion for XNT (my previous mod)
Fire in the Hole v1.3.3 (maps and tiles extracted already)
Skitso's Improved Tree Stumps
Skitso's Ultimate Megamix Map Pack 2000
Shots replacement mod (improved projectile art)
Mobile Infantry jackal armor replacement mod (used for XNT impjackal)
Additional Changes
Economy overhaul: Base starts with just 10 assault rifles, 20 magazines, 10 frag grenades, 10 smoke grenades and 10 medipacks.
No more "unlimited" weapons, equipment or ammo. (Vechicle equipment still is unlimited and unchanged, for now)
All solider weapons, ammo and equipment must now be paid for and manufactured. Everything unlocks for manufacture the same way as usual. Default weapons are available to purchase/build from the start of the game.
70 new ranged weapons
20 new melee weapons (with sounds)
6 new shields (and you can repair and carry them in inventory!)
2 new medical kits (small pill and ultra medipack)
Shield and medkit reload/refilling kits
New multi-ammo rifle & shotgun and 4 new ammo types (AP, HE, ZAP, STUN)
Re-implemented particle beam heavy laser weapon & DHVRL
Added Improved barracks screen. Makes it easier to see all the troops at once (from Magnum-nauts by Mikhail Ragulin)
Added Improved Mission and kill count in the GC equip window. The kills update during the missions (from Magnum-nauts by Mikhail Ragulin)
Manufacturing categories altered, Ammo & Armor now share the same category to sort weapons from ammo for easy viewing.
SORTED all weapons, armor, ammo and items into NEW categories for both inventory AND manufacturing:
Lasers & Plasmas now grouped under "Energy" tab
MAGs and other heavy/unique ranged weapons under "Advanced" tab
Melee tab added to support and sort the new melee weapons
Medikits moved to "Melee" tab.
Explosive C4 and Breaching charges moved to "Grenades" tab
Equipment/Other is for shields mainly now.
To be added later: New balanced base structures! (5 tiers of living quarters, workshops, labs, storerooms, medical centers)
To be added later: 3 tiers of base turrets & radar buildings (3 tiers of radar, missle, laser, plasma, mag) turrets!
To be added later: 1 new garage with added capacity
Everything properly placed in the research trees to unlock and discover!
Recommended Changes
Slightly increase your starting funds in gameconfig.xml is recommended as you now need to pay for alot more than before.
Installation:
1. Xenonauts v1.07 (v1.08 may work also, untested)
2. Install XNT 5.3
(you do NOT need to install FiTH maps & tiles, its already included!)
3. Copy Xenophobia files to /assets/ and overwrite when prompted
4. Play and report any bugs you find so I can continue to improve this mod!