I wanted to add some feedback about 1.60 concerning my experience about Warspace 1.60 on ironman impossible marathon mode: I'm learning that marathon + impossible + warspace suddenly makes month 4 UFOs insane overkill and makes it actually impossible to beat the game, due to Warspace 1.60's changes to UFOs and total dependency on powerups for aircraft (that will take like 6 months to get to thanks to insane research times of Warspace + marathon mode). Marathon mode seems to multiply on top of Warspace's extra long time to research anything, making it impossible to get the air weapons/powerups without which you can't do anything to the UFOs that suddenly pop up. I went from holding my own and doing well (invested heavily in interceptors and rushing to the NA bonus) to being annihilated no matter what, on every continent. For the first 3 months, you see UFOs that take you 1-2 interceptors to shoot down. Undefended satellites will very likely get shot down- fair enough: I never had a single satellite shot down in my vanilla classic run, since I get stealth satellites before that ever started happening. It's also nice that you can't shoot everything down with just 1 interceptor all the time. However, after the first 3 months suddenly Warspace 1.60 spawns only UFOs that are impossible to shoot down. These start dropping mutons on all their missions, even though the game up to this point only had sectoids and floaters on missions! These swarm every continent and you can't shoot them down even if you invested in having 3 interceptors ready. I had 10 fights in month 4 with 3 interceptors sent at ship at a time and even on the fights where every hit landed not a single UFO went down! After you fail to shoot them down, they blow up your satellites basically 100% for sure. As if this wasn't bad enough by itself, this causes that whole continent and the country that lost coverage in particular to panic like crazy. As if THAT wasn't bad enough, Warspace 1.60 lets countries leave the Council permanently with just 4/5 panic, much less 5/5 panic. So basically you go from aliens and UFOs that can be countered with the proper investment in troops/aircraft to, in the next month, the sudden appearance of crazy UFOs that are invulnerable, spawn constantly, and drop aliens that are a huge ramp-up in difficulty (especially when the removal of enemy AI limits means multiple patrols will constantly wander into your fights with the mutons). I'm surviving the squad fights fairly well because I rushed for vests and carapace armor (which are mandatory versus thin men and mutons since Warspace 1.60 ramps up plasma crits even more it seems like)...but of course this means I am months away from researching the powerups and air weapons that 1.60 apparently makes mandatory for UFOs in month 4! In sum: In order to survive the 1.60 changes in light of marathon mode, I think I need to go into the DGC.mod and tone down the appearance rate of tougher/mid-level UFOs, their health/speed, the cost of satellites (still around 150 spacebucks even with like 35 engineers), the odds of satellites being shot down in the early game when you are like 6 months away from stealth satellites, and the research time of marathon mode in general. I'm not sure how to do all this but hopefully it is as easy as changing other things about the game.