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Releases: Xilmi/OpenXcom

Brutal-OXCE 2026-01-24

23 Jan 23:12

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Auto-equip now no longer limits the amount of ammo a soldier will equip. Which means someone with a rocketlauncher will now actually fill their whole backpack with rockets.

Fixed lag/crash when operating the research-menu caused by improper merge-conflict resolution.

Brutal-OXCE 2026-01-23

23 Jan 19:46

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Joy Narical:
fix: no LoF error when shooting self

Xilmi:
Moved parts of auto-equip to a score-based system for more flexibility.
There's bonus-score for ammo of the weapon a soldier has.
Soldiers can now equip different weapons like pistol and stun-rod at once. But the score for an additional weapon when there already is one, will be rather low so it'll mostly only happen when most other gear is distributed and there's still carrying-capacity left.
Items of the types Firearm, Melee, Mindprobe, Psiamp and Scanner are all affected by this where the score to have several from the same category will be drastically lower.

Refactoring to allow auto-equiping more than one weapon-type and prefering ammo for the current weapon over other item-types. So, for example, someone with a rocket launcher will first take as many rockets as they can before taking other items.

Autoequip will now use the new auto-equip-logic regardless of whether "Smart ctrl-click and auto-equip" is enabled. Note: If you use a mod like Smarter_Equip, the mod's rules will still take priority over the new auto-equip-logic.

The non-cheating variant of Brutal AI will no longer require 50% of a unit's TUs to be saved to go back to cover after indirect scouting. Instead they will now as far as to where they can still attack.

What this means is that they trade a bit of their safety against a higher chance to find enemy units. This might decrease playing strength in open-terrain but should actually make closed quarters combat more dangerous and scanners less useful.

Brutal-OXCE 2026-01-15

15 Jan 21:34

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Displayed defense-strength-percentage now takes gravity shields into account.
Fixed "Brutal AI"-Mod enforcing the wrong AI-option
The auto-equip-logic now takes into account that putting stuff from one leg to the hand of the other side requires more time-units than from the same side
Fixed an issue that caused 2x2 melee-units to think they cannot attack units south and west of them when they actually could.
Removed some code that prevented checking if a unit can attack when it's move was interrupted by discovering new units or being reaction-fired at.

Brutal-OXCE 2026-01-11

11 Jan 21:16

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OXCE:
Updated to 8.5.1

Qwest8k:
Add advanced setting that makes all costs in soldiers attributes flat ones

Xilmi:
Fixed a merge-issue that caused duplicate entries in the "Soldiers"-sub-menu

Brutal-OXCE 2025-12-11

11 Dec 16:58

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The "Brutal AI" Yes or No-option has been replaced by an "AI Type"-option with 3 different choices:
0> Standard OpenXCom 1> Brutal AI 2> Seek & Destroy

The new "Seek & Destroy"-option acts like the former aggressivness-setting at a value of 3 and above.

Brutal-OXCE 2025-12-08

08 Dec 13:01

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OXCE:
Updated to 8.4.4

Xilmi:
The Brutal AI now properly considers pre-mitigation-damage to it's enemies' armor.
This fixes issues where units didn't attack targets instead of using their attacks to shred their armor.

Brutal-OXCE 2025-11-29

29 Nov 16:29

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Xilmi:

Fixed an issue that caused not moving units in doorways first as intended.
The assignment of scouting-duties now takes unit-proximity into account. This shall lead to more effective and more efficient scouting.
Removed cases where units didn't scout at all in order to prevent showing up on movement-scanners. So AI will camp less and more proactively try to find player units on their turn, even if that helps the player to find them.
Reverted the hiding logic to how it used to work in the past. This means AI should be better at avoiding to be caught out in the open and generally a bit less aggressive and more sneaky.
Fixed an bug that caused the AI not to open doors when assuming there's an enemy on the other side. Note: This makes fighting near doors, such as inside UFOs significantly more dangerous.
The damage-esitmation-logic of the AI now is aware of the concept of overkill and whether a weapons' damage per time-unit comes mostly from multiple attacks against the same target or allows attacking different targets with multiple attacks.
This leads to a significant reduction of the behavior of getting as close as possible before attacking and helps the AI to avoid overkill on a single unit and getting stranded with too little timeunits to hide again.

Brutal-OXCE 2025-11-16

16 Nov 14:01

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Xilmi:
Fixed a severe bug that prevented the AI from attacking more than one time per turn.

Brutal-OXCE 2025-11-04

04 Nov 17:32

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OXCE:
Updated to 8.4.2

Joy Narical:
Updated to Realistic Accuracy 3.0

Brutal-OXCE 2025-09-16

16 Sep 14:27

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Joy Narical:
Refactor, fix and improve realistic-accuracy and default-accuracy-calculations.