XCOM 2
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[WOTC] Savage Items BETA 0.64
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Jun 4, 2022 @ 9:25pm
Sep 15 @ 3:51am
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[WOTC] Savage Items BETA 0.64

Description
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.
Popular Discussions View All (6)
188
Sep 22 @ 9:00pm
PINNED: Bug reporting.
Hudson Savage
63
Jul 15 @ 6:06am
Compatibility Discussions.
Hudson Savage
2
May 17 @ 1:27pm
PINNED: 0.6 Full Details.
Hudson Savage
459 Comments
ECHO2879 19 hours ago 
@HudsonSavage

Yeah no I don’t use covert infiltration I played mostly normal-ish mods for more combat related things so I would assume that by having covert infiltration it could make it so I could get the amount I most likely should have gotten instead of just one unique weapon

Oh, and thanks for the talk about how the drops work to some degree and the XCom code, I find that stuff interesting
Hudson Savage  [author] Oct 11 @ 8:11am 
I can relate.
Stukov81-T.TV Oct 10 @ 11:35pm 
hehe restarteritis is something i am suffer from a lot myself
Soul Oct 10 @ 7:11pm 
Well I started with 0.6 so prob like 3-5 runs,most up to FL14 (yeah I restart runs a lot when I find some cool mods that change early game too lmao)
Hudson Savage  [author] Oct 10 @ 6:44pm 
@Soul - how many runs have you played with the Cache and crate system, say since 0.5?
Soul Oct 10 @ 4:09am 
Maybe he doesn't have covert infiltration,cause thats how I get mines
If he play normal style with only 1 covert it could be the reason lmao
Perso I'm fine with the current way it is
Hudson Savage  [author] Oct 10 @ 3:56am 
@Soul, @ECHO2879 - There it is, both of you getting completely different results. The issue is that i's a completely RNG based system. Caches and crates have a chance to be rolled, just a dice roll. Then the items themselves use a droplist system where the more entries an item has in the list, the more likely it will be to show up. The exception being the Unique weapon crates which use a deck system to reduce the chance of a player getting dupes.

The problem with pure RNG heavy systems is that you will inevitably get outliers. As you probably know XCom fudges rolls a lot to avoid situations where a player misses 15 shots in a row and has a bad time. Caches and crates have no such pity system because;
A) I'm a talentless hack who sucks at coding.
B) I want players to have to adapt their play to what they are given and I accept that there are going to be some players who get too much or too little from the system.
Hudson Savage  [author] Oct 10 @ 3:56am 
My intention for these uniques is that in a full play-through the player will get 2-5 of them. Maybe more in certain campaigns which have more missions eg:LWOTC. So Soul got too many, ECHO got one or two less than my ideal. I don't have enough data to go on to decide if the average is too much or too little so I leave it and wait for more reports.

So thank you both for your comments if you do another run with this mod let me know since these RNG systems can be tough to balance, I don't have enough time to play this as well as make it so feedback like this is invaluable to me. :KneelingBow:

ECHO, as for your idea of a guaranteed way to get them... if I ever get around to figuring out missions. A single POI that spawns a unique mission somewhere around month 3, with a unique weapon crate as the reward sounds cool to me.

Thank you for listening to my TED talk.
Soul Oct 8 @ 12:46pm 
You can get a lot of boxes in the coverts and black market
I think month 5 I had like 7 boxes
ECHO2879 Oct 8 @ 12:38pm 
is there a way to get unique weapons without having to spend a lot of time just getting thoes boxes, it seems like it takes way to long to even get just one. out of a lets say 20 hours in one playthrough i only got one of them, it being the sword. i think it could be cool if there was a guaranteed but very expensive way to get them, idk like spending 100-150 intel to get the box needed to unlock one of thoes boxes without needing god on your side

i do really like this mod tho it adds so much and i love how you can give your guys so many things with older pieces of equipment still having a lot of uses even in late game, it can just be a pain to get what you want sometimes