XCOM 2
[WOTC] Savage Items BETA 0.63
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Update: 7 Jul @ 3:06am

0.6.3 - Numerous bug fixes

  • I’ve made some changes to detection range related stuff, mainly related to weight categories. I’ve confirmed that it is working now. Let me know if you notice something screwy.

  • Assault Amods no longer claim to give armor. The shield HP they do give has been reduced from 3 to 2.

  • There have been some changes to the lightweight vest and Amod
    The lightweight vest now gives 1 mobility, 5 dodge, 10% improved stealth and the previous crit vulnerability.
  • The lightweight Amod now gives 2*1 (2) mobility, 5 dodge and 2*10% (20%? not sure how it stacks) stealth, with the previous disadvantage of not granting a utility slot.

  • In the process of fixing some issues with the Hidden Blades, they are now much easier to use, since they now have a moving style attack similar to slash and rend, this is still a free action, so to balance things they now only come with one charge by default. As a result, this makes the Partisan AMod a fair bit better when the unit is also carrying Hidden Blades (indirect buff). - let me know if you like these changes or not.

  • Fixed an issue that was causing High Cal rounds to not apply their debuffs when you shoot.
Thanks to @Soul
  • Tactical uplink scanner localisation correction.
  • Hidden Blades no longer target certain mission objects since they were doing this at infinite range and it pretty much broke certain missions.
Thanks to @Tommy
  • Fixed some issues with the legacy auto upgrade abilities, these should no longer appear as random skills on your soldiers.
  • Alloyweave vests should now be working with TR’s Armor upgrade mod.
  • Letting me know some of the vests weren't working, which led to a number of fix ups and bugs being squashed.
Thanks to @AnarXaoC
  • Hidden blades working with Reapers now. (see above)

Thanks to everyone who has reported issues recently.

Update: 21 Jun @ 6:33pm

HOTFIX!
Thanks again to @Tommy for reporting a problem with the Templar Cache Covert Op. This was a template name issue which caused the action to be blank. This is fixed for any future covert actions rolled, though any that have rolled before this patch will be broken still.

Update: 21 Jun @ 1:25am

0.6.2 - Various Fixes

  • @Julfy pointed out numerous errors in the strategy tuning ini, which are now fixed.
  • @Avalon found that the Lightweight Vest was not giving its bonus, due to a , in the wrong place it turned out. It is now correctly giving the “Lightwieight” bonus which improves mobility, dodge and stealth, while also increasing crit vulnerability.
  • Thanks to @Tommy and “Tommy's Big List Of Bugs.” - Some localisation errors were fixed or improved.
  • “Armour Augment” term has been replaced with “Armor Modification” on all the AMods.
Other issues are being tracked, but a fix has not been found yet.

Update: 25 May @ 10:39pm

0.61 Micro-patch
I'd had a report that the basic items I'd changed to no longer free were still free for LWOTC players. Hopefully this fixed things. A minor divergence for LWOTC is that the lightweight vest has weight 0. To counterbalance this I substantially increased the cost to offset this for LWOTC players only. Let me know if it is still too strong at its new price.

Thanks RagEgnite for the report on this bug, keep the feedback coming.

Update: 16 May @ 10:26pm

0.6 Goal: Largely finishing up the Caches and Crates system.
Item additions focused on the factions and giving them their own themed items available through res ops missions and covert actions. Some new heavy weapons. Big rebalance of early starting items and weight categories.

Features
  • Weapons caches which grant Legacy, Hunter and Unique or Legendary weapons.
  • 3 new heavy weapons
  • Three new sets of caches and crates with associated items for each of the factions.
  • New data caches which grant a variety of new and existing intel type items.
  • New hack rewards, POIs and covert actions.
  • A major change to the early game which makes the previously ‘stock’ items no longer starting items, they must now be purchased for a small supply cost per item. (will likely only affect new campaigns.)
  • Numerous changes to the ammo items set. More values exposed to config. Localization reworked and now more informative.
  • Technology additions and adjustments.
  • A stack of changes and fixes.


Known Issue
The visualisation for the new heavy weapons is not working correctly.
In particular the MicroMissile Launcher will cause a soft lock when used from a bit.


Actually ... there is so much it doesn't fit in the patch notes character allowance. Check out the discussion thread for full details.

Update: 3 Sep, 2023 @ 7:42am

0.5.2 - Fix for Repair kits and some hidden stuff
I got a report that repair kits weren’t working with Engineering AMod and a Gremlin. After testing I have determined that these items are working as intended.

Bug Fixes
I did find a few issues associated with Gremlins and Engineering items though.
  • Made new icons for drone integrated medical and engineering abilities found on the respective AMods.
  • Gremlin repair abilities, fixed missing localisation.
  • Fixed gremlin versions of the improvised plating and cover abilities getting bonus uses even if the soldier isn’t carrying the necessary items.
  • A variety of items might have been getting double bonus items from Engineering Amod, so that is fixed.

Hidden Stuff
For those who know how to find it (a taste of 6.0)
  • 3x new heavy weapons.
  • 4x Unique Weapons.

Update: 20 Aug, 2023 @ 3:39am

0.51 Goal: Bug fixes for 0.5 and new alien technology resources.
Items and Tech Changes
New Items and tech rework “AYtech”
  • Five rare and valuable alien technology items, Cybernetics, Biotech, Energy, Psionics and Nanotech. Each has a research which unlocks further research and projects (WIP.)
  • For now this only affects the “Gateway” technologies; Nanotech Warfare, Advanced Ammunition Concepts, Xenoserum Synthesis and Psionic Field Theory, now also require one of these tech items to have been researched and will consume one of these new items when being researched. This change will gate-keep what you get to research each campaign, since what tech items drop for you will be random, hopefully this means you will be researching different things each campaign.
  • Though there is not much to do with these items yet, there will be more and more to do with them in each update. Keep some, sell the surplus (they have a good sale price).
  • These items can be acquired from:
    • Alien Crates and the new, rarer, Alien Tech Crate.
    • The black market if you are lucky.
    • A new Covert Operation.
Bug Fixes
  • Fixed for medkits not being usable with a gremlin if you have Medical Protocol. There may be a bit of ability spam with some combinations of gremlin, medkit, Medical Protocol and the Medical AMod, but it all seems to be working more or less now. I hope to improve on this situation in future.
  • I was getting reports of errors on the reward screen after a successful mission. It turns out to just be a cosmetic issue, so don’t worry, you didn’t miss out on anything. I’ve changed the error message to a variant of “Mission complete, return to the Avenger” to make it a nicer popup. In future I might rework the listener so it only shows up if you are actually getting something.
Misc. Changes
  • Saleable mission intel items. Got too many missions, Sell ‘em.
  • Some of the “Gateway” techs take a little longer to research.
  • 10% increase in item drop chance for Supply Raids.

Update: 13 Aug, 2023 @ 8:04am

0.5 Goal: Caches n’ Crates, Engineering and Nanotech Warfare expanded. More fixes. Compatibility with Night missions added.

About the new Requirements:
Recommend only for now: Coordinated Turn Interruptions: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2984920458 - by Zyohex - fixes issues with the reflex AMod and planned future items. Not a strict requirement.
Tactical Legacy pack added as a requirement for a future update (0.6) not needed yet, but you have been warned. (go buy it, it's good)

CreditsCode from both of these mods was used to make the new features work.
Props to various people on the modding discord who helped me with my dumb questions, especially Iridar and RustyDios.

New Features
  • Gremlins
    • Repair kit and improvised plating items can be used with the gremlin if a unit has the Engineering Protocol, now included on the Engineering AMod.
    • The Medical AMod now provides a version of Medical Protocol. All of this mod’s medical items and the base game medkits can be used with the gremlin, if you have the relevant ability (med protocol) or are using the medical AMod.
    • note: particle effects on these new abilities not working yet.
  • Mission Success Loot
    Most missions in the game now have a chance to give an additional reward item at the end of a successful mission. The drop chance and what you get varies based on the mission type.
  • Spawning Missions
    Available from crates. Mission intel items can be researched to unlock a mission of that type. These include: Guerilla Ops, Supply Raid, UFO Raid, Council Ops, Resistance Ops
  • Getting loot - Caches, Crates
    Apart from the above mentioned mission rewards, you can now get caches from the following sources.
    • POIs - Several new ones that grant Caches.
    • Covert Actions - New covert actions for various Cache types.

New Items
  • Buildable
    Engineering Items - Several items that work with the Engineering AMod. (though not with the Gremlin yet)
    • Improvised Cover Kit - Build a block of barricade which degrades over time. Provides high cover and can be detonated if needed. Can be repaired, requires a repair kit to place.
    • Breaching Gun - a very short range, conal AOE attack with moderate damage but good cover destruction. Has three uses.
    • Bunker Field Generator - A deployable defensive shield generator which provides defensive bonuses to nearby units. Requires Shieldbearer Autopsy.
  • Breakthroughs
    Nanotech Warfare Items, both from a breakthrough.
    • Nano Shredder Rounds, ammo which applies the NanoShredder effect to targets hit.
    • Nano Shredder grenade - a grenade which applies the NanoShredder effect and eats cover in the blast zone.
      • New Effect - Nano Shredder: New status effect which reduces armour, mobility and hack defence by percentage, as well as dealing damage every turn. Can spread to nearby units so use with care. Damage type: NanoShred
  • Crates
    Gained from Black Market and Resistance crates
    • Plasma Improvised Elerium Device - a claymore style item with a limited supply and larger boom, which anyone can use.
    Gained from ADVENT crates: 3 PCSs and 1 Utility item, which all have a chance to reduce will for that mission, this effect is doubled for Skirmishers.
    • Mark target PCS - gives the unit Mark Target
    • Reflex boost PCS - Dodge and lighting reflex passive
    • Security code PCS - which gives conceal and hack stat bonus.
    • Shield Amp - Utility item. Gives 1 Shield, and bonus shields at certain shield levels (roughly 25-33% boost giving a maximum of 5 shields.)
New Cache and Crate Types
  • Alien Cache - Only gives Alien Crates, so very valuable.
  • ADVENT Cache - Gives mainly ADVENT Crates pretty good.
  • Resistance Cache - Gives a variety of crates mainly the Resistance ones.
  • ADVENT Secure Crate - A higher quality of ADVENT Crate, requires more time and a little intel.
  • Resistance Utility Cache - Gives Utility Crates only.
  • Resistance Explosives Crate - Gives a random grenade, sometimes one of the AMods.
  • Resistance Ammo Crate - Gives a random ammo.
  • Resistance Utility Crate - Grants a random utility item.

Localisation
  • Quite a few typos cleaned up courtesy of Sagil and Stukov.
  • Updated Engineering and Medical AMod localisation to be clearer about what they do now.

Bug Fixes
  • Fix the decoy beacon counting as a casualty and using the users voice finally.
  • Fixed a major issue where various items were not giving bonus uses as intended, should be fixed now.

Misc. Changes
  • Small changes to the animation for Stim guns, gets rid of the weird looking dart things. Maybe implement a dart firing animation in future.
  • Core bars have a stronger effect on Skirmishers.
  • Active Optical Camo AMod - Boosts defence to 20, up from 10.
  • Price increases for the Engineering (+10) and Medical (+15) AMods to account for the gremlin integration.
  • The Hazmat AMod now grants immunity to Frost but not the new Nano-Shred damage type.
  • Nanoreactive Amod now provides immunity to fire, frost, bleeding and Nano-Shred.
  • Nanomachine regen spray now clears frost and Nano-Shred.
  • A small buff to environmental damage for the HE charge now 35 up from 30.

Compatibility
For Those using: A Harder War, Night Missions
  • The items added by that mod have a slightly reduced supply cost: Night vision Goggles 30(45) and Electro flares 10(15). I felt it was necessary to adjust these prices to account for the balance of scouting items while using this mod.
  • Advanced Sensor Suites get the same bonus ability as the NVGs.

Update: 29 Apr, 2023 @ 9:00pm

0.4.4 quick fix - just a quick one, to fix a small bug
  • Fixes to Alien power pack, Milspec rounds and Butcher rounds applying their bonuses to melee attacks. Thanks to Stukov81 for the lead.
    • Note: The ammo effects seem to still work for ranged attacks which originate from melee weapons. Example, Hunter axe throw (but not slash). Because the main condition here is ExcludeMelee.

Update: 22 Apr, 2023 @ 11:50pm

0.4.3 Goal: Back from my break doing family and work stuff. A few fixes and compatibility additions prior to starting on the next big update.

Special Notes
I’ve removed a screen listener which could have been causing problems, this was a listener which would check the HQ to see if you had the stock (infinite use) items and add them if you didn’t. This was for adding the mod in mid campaign, which isn’t supported anyway. You now really need to start a new campaign when enabling this mod. Let me know if items aren’t showing up.

Thanks to Stukov81 for his work on a few fixes and the new compatibility entries. He has a campaign which includes a modified version of this mod currently running on twitch.tv/stukov81.

Various Fixes
  • Fix for the Engineering Amod not working with Claymore -Made a change- TESTIT
  • Permanently fixed my spelling of permanent. And some other localisation changes.
  • Fixed an error in the RedHaze behaviour tree - thanks to Stukov for finding it!
  • Small config addition, allowing the stock ammo types to be given a supply cost.
Compatibility
  • If you are using Tesla Loot Mod and Tesla Loot Mod - for Advent, you can allow the new ammo types to be on ADVENT troops.
  • If you are using [WotC] UI - Colored Ammo Bar the new ammos also have different colours.