XCOM 2
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[WOTC] Savage Items BETA 0.64
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1.034 GB
2022 年 6 月 4 日 下午 9:25
9 月 15 日 上午 3:51
22 项改动说明 ( 查看 )
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[WOTC] Savage Items BETA 0.64

描述
NOTE: You MUST start a new campaign and meet the DLC and mod requirements for this mod to work correctly.
Recommend only: Coordinated Turn Interruptions - by Zyohex - fixes issue with the reflex AMod and future items. This is not a strict requirement.

NOTE 2: If you want to continue playing with my base game item changes, subscribe to this submod.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2819961936&searchtext=

What is this?
This mod adds a host of new items to expand Xcom's tactical loadout options. These include a new loadout slot and items to go with it, a new type of grenade, more vests, ammos, weapons, techs and many other gadgets besides.

Check out the videos above to get a demonstration of some of the things included.

Also, there is now a Google Doc of all* the new items!
https://docs.google.com/document/d/e/2PACX-1vT79SQ6Adr7GUfDLvc4S3-lvyadIEkLC2afnYYMDrtrwfBpuvXqZagjH6dXP7Ubhbs2QNB-mdZ6H2Eo/pub
Yes I know Steam doesn't like it, it's just a Googledoc, chill.

I've been working on this mod on and off, for a very long time, many years in fact. I'm very happy to finally have something that is good enough for an initial release even if it still needs a lot of work to bring it up to standard. (see future plans)

Features breakdown
  • Introduces more than 100 new items for use by Xcom forces. (as of 0.4)
  • Some of these new items are available as stock items (free and infinite) from the start of the game.
  • Armor Mods, every non-robotic unit can equip these, most grant an extra utility slot.
  • New vests, slightly expanded options especially at the start of the game.
  • New Ammos, Ammo types now have a 4 tier progression.
  • A new type of grenade and an upgraded version of the rocket heavy weapon.
  • New Medical Items
  • Weapons: Command Designators, Stun sprays, Hidden blades.
  • Several higher or lower tier versions of vanilla items. Decoy Beacon, Anima Shield
    Hacking Devices, Scanners and Sensors
  • Powerful items hidden behind new technologies and Breakthrough techs.
  • New in 0.4, Caches and Crates offer a new way to get some special items. New resources are added as prerequisites for some of the new items.
  • New in 0.5, Successful missions sometimes grant an extra reward.
  • New in 0.6, Massive content update with many new items and unique weapons drops.

Due to all the additions some vanilla items are rebalanced:
MOVED TO THE SUBMOD
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2819961936&searchtext=
  • Medikits and Nano medikits are better, providing more charges at a slight increase in cost.
  • Smoke and flash grenades are now very cheap.
  • Enhanced effects for AP and Tracer rounds.
  • Battle Scanners are cheaper and scan a larger area.
  • Meme Beacons are tougher and provide a little vision.
  • Nanoweave vests are a little cheaper on materials but cost two trooper corpses.
  • Overdrive Serum gets some buffs to make it work more like the new serum items in some ways

Recommendations
  • You MUST start a new campaign for this mod to work correctly.
  • Legendary is supported but not really tested much. (I'd like feedback on legendary pricing, since I don’t play on legendary)
  • Because this is a "Beta" I don't recommend using it for a "serious" campaign just yet.
  • Avoid making config changes for now, there will be an overhaul of config options in future and lots of things will change.

Requirements
The listed requirements are mandatory for this mod to work correctly. A vanilla version will not be made.
Recommend only: Coordinated Turn Interruptions - by Zyohex - fixes issue with the reflex AMod and future items. This is not a strict requirement.

Compatibility
This mod is highly compatible, but will need bridging mods for other mods which adjust the costs of items or change the itemisation side of the game substantially. Currently Covert Infiltration is well supported. LWOTC is supported, though this is in progress since LWOTC changes a lot about how XCOM 2 works, it should be considered semi compatible to a beta level. See the relevant discussion thread for more details.

Mods which also add the ArmorModSlot will be incompatible.

  • LWOTC - semi compatible, with some built in support, but there are some teething problems here. Don’t expect a flawless experience, please report on any issues you encounter and I’ll do what I can to improve the situation as a non-LWOTC player.
  • 黄俊浩's Armor Mod Slot (Fully custom) uses the same slot, will look in to compatibility in future.
  • Extended Explosive Tweaks: Precision Explosives Second Wave option - This option breaks the Krak Charge but otherwise works ok.
  • Alpha Smoke: Possible incompatibility because this mod may make changes to buff smoke (I'm honestly not sure) I got a crash trying to run it but that could have been another mod.
  • [WOTC] Armor Upgrades by TeslaRage:seems to be working, though you may encounter some issues.

Integration with other mods
  • As of 0.6 Added support for Standardised Resource Bar - by RustyDios, who also helped with troubleshooting.
  • As of 0.5 this mod supports A Harder War, Night Mission.
  • As of 0.4.3 this mod natively supports ∑3245’s [WotC] UI - Colored Ammo Bar and Stukov81’s Tesla Loot Mod - for Advent
  • As of 0.4.2 this mod natively supports RustyDios’s [WOTC] Coloured PCS Icons
  • As of 0.4.1 this mod natively supports Tesla Rage’s [WOTC] Armour Upgrades
  • As of 0.3 this mod natively supports Long War of the Chosen and Tesla Loot Mod
  • As of 0.2 this mod natively supports Strategy Overhaul: Covert Infiltration!
  • Iridar's Rocket and SPARK mods, working with the Munitions Carrier AMod (Nuke is omitted)
  • Musashi's C4 mod works with the Engineer and Munitions Carrier AMods.
  • Robojumbers AP grenade works with Grenade Bandolier and Munitions Carrier AMods
  • Limited Reloads. unlocks the Mag carrier AMod after Hybrid Materials is researched.
  • Iridar’s System Infiltration 2.0, adjusts config of this mod.
  • LW2 Combat Knife and Musashi Specops Combat Knife and throwing knives will give extra value to the Partisan AMod.
  • Grenade Scatter by Iridar: Supported for explosive charges.
  • Grenade Bandolier armor mod is compatible with the following mods: Under barrel grenade launcher grenades, AP grenades, Molotovs.
  • Munitions Carrier armor mod is compatible with the following mods: Musashi's Tactical X4, Iridar's Rocket, launchers (not the disposables though), Under barrel weapons. Pipe Bombs, Molotovs, Spark Artillery cannon shells
  • AML Expansion + Overhaul Collection includes this mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2467218761

Future Plans
This is still in a rough state and there are more items I want to add in future. See the Future Plans thread to get an idea of what I’m working on.

Credits
This mod has been in production on and off for more than three years, as such I have undoubtedly forgotten some of the people and resources that helped me get to this stage.
See the credits discussion thread for full details. I would like to give an extra shout out to, in no particular order, Musashi, Iridar, RustyDios, LeyShade, Pavonis Interactive and the Reddit and Discord X2 modding communities in general.
热门讨论 查看全部(6)
190
11 月 8 日 上午 3:31
置顶: Bug reporting.
Hudson Savage
67
11 月 13 日 下午 2:01
Compatibility Discussions.
Hudson Savage
14
5 月 19 日 下午 6:24
Future Plans
Hudson Savage
483 条留言
Hudson Savage  [作者] 11 月 28 日 下午 4:26 
@Ember - Yeah, that's no good. I'll have a look into it.
Ember 11 月 28 日 下午 1:33 
so i dont know if this is intentional or known, but when I give my reaper the reaper's equipment armor mod they lose their shadow ability? it's just regular concealment now.

Installing the silent-runners from augmentations of them does not fix this and I find it a little sad the reaper can't wear the reaper armor mod without massively nerfing their abilities.
HaziTru 11 月 19 日 上午 9:28 
I'm thinking maybe make it the same as the mimic beacon but give it only 3 health to only take one shot. Also make it harder to craft like 2 officer corpse, 1 stun lancer. Just some thoughts.
Hudson Savage  [作者] 11 月 10 日 上午 1:33 
I think they may need changes, I've got some ideas about why it's happening.
HaziTru 11 月 9 日 下午 11:46 
Yeah I made a new save I just don't build the decoy beacons they don't seem to do anything. I thought they worked as you mentioned like sometimes enemies will ignore and some times they won't but every time I used it the enemy ignores completely and still shoot at my soldiers. Maybe it's bad rng or it just doesn't work as intended.
Tender Tendrils 11 月 8 日 上午 2:12 
I made the config already, using what I assume are the correct proving ground project names that I found in the savage items configs - have posted it in the compatibility thread for the sake of not clogging the comments with a wall of text.
Hudson Savage  [作者] 11 月 7 日 下午 10:14 
@Tender Tendrils - I think I have the unified eng/lab building in my mod list. If it's just some config entries it should be easy enough to do. - I'll add it to the list of things to do.

@HaziTru - As Soul says. It is much worse than a real meme bacon, especially if you use my base game items submod. It can be used as a distraction, though the AI doesn't seem to treat it as a high value target if they can target one of your real soldiers. - I should give them a try on a few missions and see if they need changes.
Soul 11 月 7 日 下午 6:04 
I think it have less hp and is less likely to be targeted
HaziTru 11 月 7 日 下午 4:43 
Hey I was wondering what does the decoy beacon do ? I thought it was like a mimic beacon but enemies seem to completely ignore it and shoot at my soldiers.
Tender Tendrils 11 月 7 日 上午 7:06 
This mod could probably use a config for use with the Combined Workshop/Laboratory mod - both the advent weapon crate opening from Tedjam/A Better Barracks Arsenal and the Build Random Upgrades mod (that requires TLM) use the new facility from CWL (The Res/Dev Facility) for those projects, so it would be fitting for the various crate/cache opening projects in Savage items to be added to that config, so that when CWL is running, they get moved to the same place as all the other "repeatable projects that spits out random goodies" projects from other mods.
(Could probably whack the TLM lootbox opening projects in there too, though that is something the Build Random Upgrades person should have done in their config).