XCOM 2
[WOTC] Savage Items BETA 0.63
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Update: 6 Mar, 2023 @ 5:57am

Just a quick re-upload to make sure things are working.

Update: 5 Mar, 2023 @ 3:15am

0.4.2 Goal: Untested again, sorry. Improved TLM Armor upgrade compatibility. Better coloured PCSs with Rusty’s mod. A bunch of lists moved out to configs. Bug fixes and minor improvements.
Compatibility
  • Add support for RustyDios’s [WOTC] Coloured PCS Icons
  • Expands available upgrades for TeslaRage’s armour upgrade system.
    • Freeloader Pouches - Grants 3 uses of an ability which reloads the primary weapon without using an action point.
    • Medipack Holster - Grants a free Medipack.
    • HE Charge Satchel - Grants a free HE Charge.
    • Fire Retardant Layer - Provides Fire immunity.
    • Pathogen Barrier Layer - Provides Poison and Parthenogenetic Poison immunity."
    • Chemical Neutralising Layer - Provides Acid immunity.
    • Mule Pack Upgrade - Provides 2 additional utility slots. The upgrade is heavy and will reduce the user's Mobility, Dodge and Stealth.
    Localisation
    • Fixed missing localisation for the 3 new ammo upgrades in TLM for basic and advanced.
    • Also fixed the missing localisation for Tesla’s Armour Upgrades items added in 0.4.1 last week.
    MISC
    • Improved the loadout icon for Milspec rounds
    • Big change in the XComSavageStockItems.ini, you can now access the arrays of items which gain bonuses for the Grenade Bandolier, Assault, Medical, Engineering, Munitions carrier and Partisan AMods. If you have a mod.

Update: 25 Feb, 2023 @ 3:15am

0.4.1 Goal: EXPERIMENTAL / UNTESTED. Hotfixing a Long War config bug and TLM Armor upgrade compatibility.

Bugfix
  • Attempting to fix an issue, where a whole lot of items were free and had no tech requirements, if you are using LWotC.
Compatibility
  • Experimental - untested- Some of the simpler Armor Mods and one of the vests are available as upgrades for TeslaRage’s armor upgrade system. This was kicked out the door in an untested state because I need to fix the LWotC issues asap. If there is a problem there may be another fixing patch soon.
    • Alloy Weave Vest - Just like the original vest in theory.
    • Lightweight Armour Mod - Streamlines the armour of the wearer, increasing their mobility and dodge, while reducing the distance at which the soldier can be spotted.
    • Expanded Webbing Armour Mod - Grants an extra Utility slot.
    • Ceramic Plating Armour Mod - Adds 2 Armour and 1 HP.
    • Grenade Bandolier Armour Mod - Provides an extra use of frag, alien, smoke, underbarrel, AP, molotov and flash grenades and an extra frag grenade.
    • Assault Gear Armour Mod - Provides 4 ablative HP armour and 15% crit resistance. Provides an extra flashbang for each one carried.
    • Medical Gear Armour Mod - Provides an extra utility slot for medical equipment and an extra use of Medpack, Medkits, CombatStims, Stimulator and Regen for each one carried.
    • Sealed Armour Mod - This AMod grants 2HP and provides immunity to fire, acid and all types of poison.
    • Engineering Gear Armour Mod - Gain an extra charge for each Claymore, Proximity Mine, Explosive Charge and C4 for each of these items carried.
    • Bundle of Blades Armour Mod - Grants an extra use of Hidden Blades when some are being carried.
    • Alloy Plating Armour Mod - Adds 2 Armour and 2 HP.
    • Leg Assist Servos Armour Mod - Provides a free action, which grants 1 move only action point. Has a three turn cooldown.
    • Munitions Storage Armour Mod - Grants one additional use of most grenades, explosives and heavy weapons.
Localisation
  • Updated a few minor things to reflect things that have changed over the last few updates.

Update: 18 Feb, 2023 @ 9:44pm

0.4 Goal: Item additions part 3 finish Combat drugs and introduce a better way to get the new black market items (Caches and Crates) along with ammo and PCSs to go with the new system. cost balancing for legendary. Improved LWOTC compatibility and some fixes and configs allowing unwanted items to be switched off.

Thanks to those who reported bugs. I’m trying to work through them.

NEW SYSTEM - Caches and Crates are a new way to get items. The system is limited for now and will be expanded steadily throughout the next few major updates.
  • Black Market Caches - Combat drugs and CORE bars are no longer available through the Black Market. One BM Cache is available every month, with a chance of a crate or biosample and a small chance of a Bonus BM Cache with better contents on average. They can be quickly unlocked in the Proving Grounds and grant three Crate items. BM Caches provide a wide array of possible rewards from all of the Crate types below, though this is skewed towards the lower quality items.
  • Crates again, can be unlocked in the Proving Grounds. Each one will give an item or some resources depending on its type.
    • Alien Crate - Some advanced tech or intel,
    • Alien Alloy Crate - Good amount of Alloy
    • Alien Elerium Crate - Some Elerium
    • ADVENT Crate - Some various items
    • ADVENT Alloy Crate - An amount of Alloys
    • ADVENT Supply Crate - An amount of Supplies
    • Resistance Crate - A mixture of different items
    • Resistance Supply Crate - Some supplies.
    • Black Market Crate - A huge array of stuff
    • Drugs Pack - Mostly combat drugs.
    • Wooden Crate - Mostly bad stuff but some good.
  • Note, not all the contents of these item crates is useful or resalable, there are a number of “Bad Roll” items especially from Black Market Crates down.

  • NOTE: There is a known issue that the tech report when opening a Cache only shows the first item rolled, there will be other items in the cache - these are clearly marked in the proving grounds and in research where further action is needed.
New Items - New items in this update are exclusively available through the new system.
  • 5 new ammos.
    • 3 Black market ammos - Primary weapon only and have the unreliable trait causing them to jam the magazine, requiring a reload.
    • Butcher Rounds - bonus versus bio, which is stronger when the target is autopsied,
    • Breach Busters - Like Hical, but slightly stronger, with unreliable ammo and stronger recoil.
    • Skull Splitters - Super hollow point rounds, huge bonus, but degraded by full cover and armor.
  • 1 Conventional weapons ammo - Resistance crates
    • Pre-War Rounds - good all round ammo, but worse with higher tier weapons. Does nothing for beam weapons.
  • 1 Beam weapons ammo - Alien Crates.
    • Alien Power Pack, good all round ammo, but worse with lower tier weapons. Does nothing for conventional weapons.
  • PCSs - A selection of new PCS items, (4 beneficial and 3 that are just plain bad) available through the new system, they grant abilities but the nature of these sims reduces the Will of the user. - more of these to come in future updates!
    • 4 Beneficial - all reduce Will by 5 in addition to the effects below.
      • Medical Emergency PCS - reduces will, but gives a strong ability on a cooldown which makes using a wide variety of medical items return an AP on use for the turn. Comes with a panic risk though.
      • Overwhelmed PCS - Grants Offence and Defence for each visible enemy. Grants a cooldown ability which causes standard shots to be non-turn-ending, though this can cause Berserk.
      • Partisan Warfare PCS - Gives improved stealth and a bonus to crit chance while in stealth.
      • Survival PCS - Gain Defence and dodge when hit for a few turns, this effect stacks on each hit. Also grants slow regen.
    • 3 Negative PES (Personal Experience Simulation), all reduce Will by 5 and don't do anything else. -(bad roll / filler / roleplay) items.
      • Pornographic PES
      • Simulated Drug PES
      • Prewar PES
    • Alongside the 3 released in the last patch, 3 new Combat Drugs are available through the Black Market Caches. These are all active trigger abilities with a chance to consume the item with each use.
      • Redhaze - Go berserk and kick the ass of everything nearby. (use with caution.)
      • Psiko - Gain a psi attack, and boost Psi Offence with each use of the attack, but reduce Will each time.
      • Liston - Hit hard in melee. And get a melee attack (similar to SKULLCRUSHER AMod.)
    Compatibility
    • LWOTC compatibility should be improved, XComLW_Overhaul.ini is now set up for most of the items in the mod with Slots, Starting, Infinite, Buildable and Weight values set. Let me know if there are any issues with what I’ve done there and I’ll make changes asap.
    • Some of the new ammunition types are added to TLMs ammo upgrades.
    • Legendary Costs - Broadly seems to be working Supply costs are up by 50% ish, Alloy and Elerium and other resources are up by 50% rounding down, Project times are up by 50% with just a few being doubled. - I don't play on Legendary, so let me know if something feels out of whack.
    Balance Changes
    • A new semi-rare resource is needed to research and produce Serums, the ”Biosample.” Corpse costs are slightly reduced however.
    • Slightly tweaked Klarity to be a bit less punishing to Offence and Defence.
    • Damage on Mind Crush is substantially increased it is now a mid tier damaging psi attack and mental stat nerfer.
    • After some consideration, The Light Vest has been changed again, it now grants two mobility as before, and the Crit vulnerability is reduced to +20%. It now no longer grants a utility slot by default. Uncomment +AbilityUnlocksLightVestSlot=SavLightVestBonus in XComSavageStockItems.ini to revert this. Thanks to those of you who gave feedback on the item.
    • Serums now only have a 70% chance to be consumed on use, and a 10% chance passively with each deployment.
    • Combat stims were a bit dumb and annoying with their chance to miss. They are now deadeye (aka can't miss) - fixing the weird darts next update.
    • Reducing the price of the Explosive Charges a little. I never use them because they cost supplies and you can’t launch them. So the bonus to blast area and damage doesn't seem worth it, hopefully the lower price will make them more desirable.
    • High caliber ammo works a little differently, damage bonuses are now flat amounts that increase with the size and tech level of the weapon. The aim debuff now lasts until the start of the next turn. So it will affect overwatch shots.
    • Technically an update for the submod, so you won’t see this if you aren’t using that. Overdrive serum also permanently increases Strength (used in a couple of places in this mod now) a little more than 50% of the time up to a maximum of 125. (more than double base stat.)
    Bug Fixes
    • Found a major issue with all the techs I've added since release. They weren't getting checked on loading an existing save so the tech requirements were broken. I’ve added some code I stole from one of Iridar’s mods to fix the issue of adding techs in mid campaign (Sorry Iridar!)
    • A config SNAFU was causing Tacuplink type bonuses to not last as long as they should, they now last three rounds as intended.
    • Inverted the pills ability icon for the new combat drugs to match the normal style.
    • The Medical AMod now gives bonus charges to Combat Stims and Advanced Combat Stims. And the bonus charges should apply to items in the normal inventory slots and the added medical item slot. Thanks to Rikka Arashi and others for their investigation into the issue.
    Misc. Changes
    • Added a sound to the Shield Psi Field AMod when you trigger the ability.
    • Weapon category lists, used mostly for the Ammo ab

Update: 15 Dec, 2022 @ 2:58am

0.3.1 Goal: Item additions, Serums 2 and some illicit combat drugs. Balance and more fixes. This is a smaller update than I hoped and will be the last one of this year, see you again in 2023!
New Items
  • New Serums - The last of the Serum type items for now.
    • 3 Breakthroughs have been added after the Xenoserum Synthesis and certain autopsies are completed. They will give access to a new slightly more powerful type of serum, they are kind of cool so good luck getting them to drop!
    • Purple - Good for a psionically sensitive soldier, though can be of use to anyone.
    • Orange - Powerful allround combat booster, great for shooters and grenadiers.
    • Green - Grants a lot of healing and immunity to acid and poison, kind of a fun box of tricks.
  • Combat Drugs are a new subclass of buffing item, these items are currently only available through the black market and are overpriced for now. They provide good buffs but have side effects and no permanent positive stat changes. These items have a chance to be consumed with every deployment. I will improve availability in the next update, in the meantime give them a try.
    • Raptor - Passively Boosts aim and crit
    • Turbo - Passively Boosts mobility and dodge
    • Klarity - Passively Boosts Will a lot, small buffs to aim and defence.negative mental states except mind control only last 1 turn.
    • More of these in the next update :D
Localisation
  • Some slight changes to the Serums and their abilities to make the effects clearer and accommodate changes to how they work. The color in the name of each serum is ALLCAPS
  • Serum X Explosure has been changed to the less severe sounding Serum X Exposure. Explosions are not a side effect of XenoSerum usage. Probably.
Balance Changes
  • Administer Serum abilities are now a free action, Action Point bonuses are adjusted to compensate.
  • Serums now have a low (default is currently 10%) chance to be consumed after a mission even if the active ability is not used.
  • Technically a change for those using the submod, the stat changes for overdrive serum are weighted to be better.
Misc. Changes
  • Serum items now have a better loadout icon. And should show the passive exposure icon in tactical.
  • It seems the Tranquility AMod may not have been clearing negative mental effects as intended, so I put in some stuff to hopefully make sure it does so. This change is untested.
  • Improved the visual effects for Acid Jet and Skunk Spray.

Update: 13 Nov, 2022 @ 11:24pm

0.3 Goal: The First Wave of item additions (10) Hand sprayers, Serums, Combat Stims and Ration Bars. Various Balance and compatibility changes. Review of item and tech costs and Black Market resale values all of which are now exposed to configs.. First pass at LWOTC stealth values.

Special thanks to RustyDios for helping troubleshoot my LootTables!
Also thanks to LeyShade for some help improving compatibility with other mods.

New Items
Note: These items are not extensively combat tested so let me know how they feel for their price point.
  • Hand Flamer, Skunk Spray, Corrosive Spray new variants of the Stunsprayer doing different types of damage.

  • Combat Stims and Advanced Combat Stims. These are a powerful performance enhancing drugs. The target will recover current will, boost stats for several turns and clear most mental status effects. The side effects are -1 permanent Will reduction and the soldier will be slightly wounded.

  • Serums. There are three for now, all available after a new branch tech is researched. These items will allow you to permanently modify stats on your troops, either passively for slow changes. Alternatively they can be used actively for a big boost in immediate combat performance and more guaranteed stat alterations, though this consumes the Serum item. There are some substantial downsides to these items and it can be hard to predict the outcome.

  • Ration bars and CORE bars are a lower key booster for troops which grant a little regen, will recharge and some smaller stat boosts for several turns. Ration bars are a new stock item. CORE bars are available from the black market and from Officer and Advent Trooper drops.
    Note: CORE bars can be bought on the black market, though they are hugely overpriced for now.
Compatibility
    Covert Infiltration / Prototype Armory
    • Various adjustments to risk reduction on stealth and mobility type items.
    LWOTC
    • Includes a first pass on compatibility with LWOTC. A number of items (mainly weapons and AMods) now have covertness values. Please review XComLW_InfiltrationSettings for this mod and give me feedback on the values and what is/isn’t included in the compatibility thread.
    Other
    • Loot tables for Advent officers and troopers and the Black market Alloys reward have been changed to add the CORE bars, and in future maybe other things. Other mods that change these loot tables may need some finessing of Configs to make them compatible. Let me know if you find a mod that has an incompatibility of this nature.
    • SkullCrusher and Dreadnaught AMods grant the “Bulky” ability from Kiruka’s recent “Big Things Don't Get Hugs” mod.
    • Hazmat AMod now confers immunity to EleriumPoisoning. (if you have a mod that uses it.)
    • Compatibility for ammos with the SHIV Cannon weapon, (I also checked that SPARK Cannons are supported.) It is counted as a heavy calibre automatic weapon and gets the same bonuses as the cannon and Sparkrifle.
    • The SMG is also supported, for the different ammos being characterised as a low (pistol) calibre automatic weapon similar to the auto-pistol (sidearm). If you are aware of any other mod added weapon categories let me know in the Compatibility thread.
    Extra special thanks to LeyShade
    • Selected ammo types are now able to roll as Tesla Loot Mod weapon mods.
    • XComStrategyTuning and XComWeaponTuning have some commented out examples of changes you can make to items (Maybe only if you have Proving Grounds Overhaul?)

Localisation
  • “Stimulator Gun” changed to “Stimulator” to avoid confusion with the new Combat Stims
  • Expanded Webbing AMod localisation is now more accurate to how the item works.
  • Some item categories added by this mod now show localisation in some semi-obscure places.

Balance Changes
  • The Stimulator (revive unconscious) is too niche for 30 supplies, trying it at 15.
  • Plating Kits have been reduced in price by 5 to 20 supplies, you have to buy the Repair kit first after all.
  • The Light Vest has been reported as being too good, so I’m trialling an increase to the down side. Crit vulnerability is up from 10% to 25%, the mobility bonus is reduced to +1. Let me know how you feel about this change.
  • The Proximity and Field scanners have been changed. They no longer have the automatic scan at the start of a turn. Instead their scan abilities have several charges and are a free action. The radius of both is slightly reduced and the cost of the Field Scanner is reduced to 35 down from 45.
  • Several high end items had their elerium dust costs reduced a bit.

Misc. Changes
  • Part 1 of the configs overhaul. Prices for Items, Weapons, Techs and Proving Grounds are all pushed out to the configs. Let me know if you see something that doesn’t have a cost that clearly should.
  • Many Items can be sold on the Black market now and all salable items have had their Black Market values normalised based on a formula I made up. Even better, all of these values have been pushed out to the configs as part of my drive to make more of the mod accessible to users.
  • Spraycan Items are now built from the Weapons tab in engineering.

Update: 13 Nov, 2022 @ 11:21pm

Update: 4 Sep, 2022 @ 6:55am

0.21 Goal: Fixes for weight based abilities and some more stat markups.
Main Feature
  • Big Rework of Weight based abilities. The various categories now use an integer rather than a multiplicative value. This makes things easier to predict how a unit's stats will be affected. Also…
Misc
  • AMods and a number of other items now have their stat mods visible in the stat markups!
  • Dreadnought AMod is now Extremely Heavy, though XHeavy is not as bad as it used to be.
  • Should no longer get a free Command designator at the start of the campaign. Untested, let me know.
  • Hazmat AMod actually has an ability now so it should grant 2 hp and give immunity to environmental effects!

Update: 21 Aug, 2022 @ 12:00am

0.2 Goal: Get the update train rolling again and introduce CI compatibility.
Main Feature
  • Initial work on Covert Infiltration compatibility, check out the values and give feedback in the compatibility sub thread.
Misc
  • AP and Tracer rounds were getting bonus abilities from the main mod, these have been moved to the submod.
  • Stimulator cost has been reduced from 45 supplies, down to 30.
  • Some changes were made to the Cover Piercing ability on some ammo so that it now matches the localisation better.
  • Checked Medical AMod is working, it is.
Minor/ localisation
  • Some typo and other localisation changes, thanks to those who brought them to my attention.
  • A Change to the template name (and localisation) of Disruptor Rounds may cause problems if you already have them. You have my permission to cheat in a copy with the console (template name: DisruptorRounds) if you are affected.
  • Some other small changes.

Update: 11 Jun, 2022 @ 8:57pm

0.11 Goal: Fixing and bug squashing

Various other fixes.
  • Attempted to fix a small incompatibility with LWOTC by changing the template name of Hollow Point Rounds to something unique. Note! This may lead to some weirdness in ongoing campaigns. (sorry, better now than later)
  • Fix to Command Designator not being equippable in the Utility slot for all soldiers as planned.
  • Position of the Armor Mod slot is changed to be under the main armor slot. thanks to RustyDios for the hint!

Localisation updates and fixes.
  • Proximity and Field scanners now tell you what they really do.
  • Explosive charge grenades now correctly inform you that they can not be launched.
  • Some various other localisation fixes.