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  1. Two recurring complaints throughout development have been: 1) For a joint NATO / Soviet organisation, the Xenonauts sure don't have much Soviet equipment. They do have Soviet soldiers, but their weapons are American and their vehicle is British. We used to be able to point to the MiG interceptor, but even that is now researchable rather than starting. 2) There's not enough different ballistic weapons - we only have one type of assault rifle, for example. The M-16 and the AK-47 actually behave quite differently in reality. While vanilla Xenonauts is not going to add any extra weapons or change the existing ones for design reasons, we've always said we'll make it as easy as possible for people to mod the game to their preferences. As such, the build now includes art for Soviet equivalents of the starting Xenonaut weapons, as well as a few unused NATO weapons we did while settling on the current selection. There is a total of 16 new images there. It's now just a question of altering text files to change the NATO weapons into Soviet weapons, or to add extra guns like AK-47s into the game. In fact, with the tool Quartermaster is working on it may even be easier than that soon. I was going to stick these in a mod, but without an installer we can't have it automatically loaded onto everyone's PC (yet). We might include the Soviet Weapon mod as an example mod to go with the final game though. The guns can be found in the directory /assets/weapons/ballistic. A few of the weapons are shown below:
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