Xenonauts attempts to remain faithful to the original 1994 X-COM. However Xenonauts attempts to update and alter the game to enhance the experience and rework disliked or broken features from the original game.
This page will detail all the main differences between the two games, on both the Geoscape and Battlescape perspectives.
(This page is a work in progress)
- Xenonauts takes place near the end of 1979, and uses period weaponry and equipment, ranging from NATO to Soviet equipment. X-COM takes place in the (at the time) near future, using this to have futuristic equipment and weapons.
- Unlike X-Com, Xenonaut soldiers are unable to use psionic powers.
- Xenonauts replaces the 16 funding nations with 10 funding blocs. While essentially they fulfill the same role, the funding blocs occupy entire regions and continents of the world, instead of only individual nations. This means alien activity in any part of the world will negatively affect a funding region.
- Building a base costs the same amount of money no matter where it is placed, at $500,000. Unlike X-COM where different areas of the world have different base construction costs.
- Inventory management is streamlined, instead of having to purchase or manufacture ballistic weapons, ammunition, grenades and miscellaneous equipment, it is instead provided in unlimited quantities The player still has to manufacture more advanced weapons and armour however.
- In addition, there is a loadout system allowing the player to save preferred loadouts to not only distinguish a soldiers role on the battlescape, but to allow the player to quickly set up equipment for soldiers, instead of having to equip soldiers manually.
- The player has greater control over hiring new soldiers, instead of randomly giving new soldiers random stats the player is instead presented with a list of potential recruits, and can examine them to select soldiers with preferred, and high, stats.
- Weapons research and upgrading is handled differently, in X-Com you could research laser weapons relativity early on whereas with Xenonauts Lasers come in later on in the late early game.
- In addition, unlike X-Com you cannot research and use alien plasma weapons. Instead you have to research and construct your own weapons as you research them. Also new weapon types (Laser, Plasma or MAG) only see a increase in damage, unlike in X-Com where different weapon types had unique differences to them.
- UFOs spawn in waves and in groups, meaning you'll encounter multiple UFOs during a wave and not a single UFO.
- Aircombat in Xenonauts is massively overhauled in comparison to X-COM. Unlike X-COM air combat instead takes place in real time, the player directly controls their interceptors in a RTS mini game.
- Maximum Xenonauts attack force is limited to 3 machines (unlike original 4), while Alien squadron can consist of 3 ships (instead of 1).
- Auto-resolve option is not present in original X-COM.
- In X-COM it is possible to fully destroy enemy ship if extremely heavy weapon is used against the smallest vessels.
- Xenonauts pilots should always stay in alert and be aware that they can be actually attacked by enemy interceptors (unlike X-COM). That includes troop carriers.
- Despite circumstances mentioned above, Xenonauts transport ships cannot be armed.
- Xenonauts features a fully fleshed out cover system, where Xenonauts soldiers and aliens can take cover behind cover, fire over it and have the cover absorb damage and explosive damage.
- Xenonauts cannot use infantry weapons to break through alien exterior walls.
- In X-COM a minimap is present allowing commander to better plan his/her actions.
- X-COM troopers cannot perform precision shots or full-auto bursts (more than 3 bullets). They are capable of throwing items though.
- Xenonauts can jump trough small terrain obstacles (e.g. fences).
- All civilians in X-COM series are unarmed and present in terror missions only.