XCOM 2
[WotC] Melee Weapon Breakthrough
41 kommentarer
Daedalus 10. juli 2024 kl. 18:06 
This is a good mod in the sense that it does what it says. However, I've see a lot of people ask whether or not this would be considered a bugfix. No one can know for sure if this fixes a bug in the sense that we don't know what the XCOM 2 developer's intentions were but I feel like we can make a reasonable conclusion based on the numbers:

The tier 3 sword and ax do 6-8 damage. The +1 from the breakthrough makes this 7-9.

The tier 3 Templar gauntlets do 7-8 damage and can do up to an additional +3 based on the Templar's focus level for a maximum of 10-11.

The tier 3 Skirmisher ripjack does a flat 8 damage.

For comparison the Chosen's Katana does 8-9 damage.

Looking at these numbers, it's my opinion that the XCOM developers intentionally didn't include these other melee weapons in this breakthrough because they're strong enough on their own even when compared to the tier 3 sword and ax with the +1 breakthrough.
mayrenise123 28. juni 2024 kl. 19:22 
lwotc? works?
Jay 13. juli 2023 kl. 6:40 
How can I add this to include mod weapons? Mainly the chain and power sword from the Weapons of the Imperium mod? Sorry if I'm not phrasing it correctly. New to modding XCom 2 beyond tweaking a few ini files.
Kanario97 21. sep. 2022 kl. 5:54 
Spanish Translation:

[BreakthroughSwordDamage X2TechTemplate]
DisplayName="Armas cuerpo a cuerpo mejoradas"
Summary="Los avances en nuestros procesos de fabricación y acabado deberían mejorar aún más el equilibrio de nuestras espadas y otras armas cuerpo a cuerpo, aumentando su daño en +1."
Ghost Fox (ΘΔ) 20. dec. 2021 kl. 7:04 
You keep asking that question or one like it of people who can't know the answer and, since they've made mods that change that design, are likely to regard it as a mistake.
Riekopo 20. dec. 2021 kl. 3:53 
Was this design by Firaxis intentional or a mistake?
Dragon32 14. sep. 2021 kl. 15:06 
@20XX|Wolf
Looks like you edit XComGame.ini
Wolfram 14. sep. 2021 kl. 14:38 
Is there a way to get the damage bonus to apply to mod-added weapons? (e.g. Musashi's axe mod, LW2 secondaries's combat knife) Or are all these considered "swords" under the hood?
XpanD 26. aug. 2021 kl. 12:55 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
888 31. maj 2021 kl. 9:39 
@Mr.Nice:
do I need a mod that adds upgrades for templer gaunlets? The available upgrades are all greyed out whn you try to attach them.
Mr. Nice  [ophavsmand] 29. jan. 2021 kl. 2:18 
> but still no affect for hunter dlc weapons?
Old comment but... AH axes *already* benefitted from the sword breakthrough in the base game, since they are in the "sword" category...
> not for others (2B Nier swords...)
which 2B swords? The swords in Aero's 2B cosmetics mods for example, again are in the "sword" category so don't need this mod anyway...
Enidehalas 29. jan. 2021 kl. 2:01 
Has anyone found a fix to make this apply to the modded weapons ? It works for some (DLC, jetstream sam...) but not for others (2B Nier swords...)
darkdill 18. juli 2019 kl. 17:09 
Unfortunately, this doesn't appear to affect certain mod-added weapons, such as 2B's Virtuous Blades, the Elite energy sword, etc. They only seem to have animation differences, but they don't benefit from these bonuses. Weird.
DonYohKu 9. jan. 2019 kl. 16:46 
oh great thanks that's exactly what i was hoping!
Mr. Nice  [ophavsmand] 9. jan. 2019 kl. 9:30 
@thefinalstrife3: It shouldn't conflict with "More Breakthroughs", indeed RipJacks and Templar Gauntlets could end up wtih +3 damage, from the tier, the combined Melee Breakthrough from this mod, and the specific breakthrough from More Breakthroughs.

@Mithrandiril: More Breakthroughs includes an option for disabling construction breakthroughs, have a look at how it does it. On the other point, I didn't think there was a limit? After you finish all normal research, then you get offered all the breakthroughs until there are no more left I thought?
DonYohKu 9. jan. 2019 kl. 9:18 
has anyone experimented if this works with the more breakthroughs mod?
Mithrandiril 5. jan. 2019 kl. 18:55 
Mr. Nice, similar to VolStrider I am trying to mod some of the breakthrough researches (Specifically, getting rid of the construction ones and eliminating the apparent maximum number of breakthroughs in a campaign). Any advice you can provide would be appreciated!
VolStrider 23. dec. 2018 kl. 16:40 
Thanks for adding this mod. I was wondering where I would go to find the location for changing the code for breakthrough research. There are some things I would like to try, but I've been looking for a while now and I haven't been able to figure out where it is.
Controcetica 9. dec. 2018 kl. 7:03 
Excellent mod, I'm shocked the base game doesn't work this way. Thanks very much for sharing.
OSMOSIS WOLF 27. nov. 2018 kl. 17:59 
Awesome, I found it, thanks, I'll try not to change it to 999 base dmg.
Mr. Nice  [ophavsmand] 27. nov. 2018 kl. 17:49 
Changing the "breakthrough" damage researches to do something other than +1 though is much more complicated, since that's entirely in code, not ini entries.
Mr. Nice  [ophavsmand] 27. nov. 2018 kl. 17:48 
If you just want to tweak the templars/skirmishers melee damage, then yeah, that's easy really. Just look in XComGameData_WeaponData.ini (in Documents\My games\XCOM2 War of the Chosen\XComGame\Config if you didn't know that already) Don't worry if you mess it up, delete the file and it will get regenerated wtih default values the next time you run the game. "WRISTBLADE" is the Skirmishers weapon entries, "SHARDGAUNTLET" for the Templar, You'll notice there are more entries for the gauntlet, because of the related PSI powers, which also increase in damage with higher tier gauntlets. The DamageType and Tag properties will tell you what's what there though.
OSMOSIS WOLF 27. nov. 2018 kl. 17:38 
Can I change the value myself? I really like Templars and Skirmishers but they are weak af compared to my regular Rangers equipped with Warhammer 40K's Terminator armor and Power Claw, they do 14 base dmg and 17 to 19 crit, my Templars and Skirmishers do around 9...

So is it just a simple Ini change or it's more complicated?
[HN] 20. okt. 2018 kl. 6:34 
Great job!
Mr. Nice  [ophavsmand] 14. okt. 2018 kl. 0:14 
Just to note, is fine with the TLP.
Mr. Nice  [ophavsmand] 9. okt. 2018 kl. 5:26 
There's always similar mods...
Fonzosh 4. okt. 2018 kl. 6:33 
Just checking, since many of my favourite mods are dead in the water and will not be updated.
Mr. Nice  [ophavsmand] 4. okt. 2018 kl. 6:13 
Lol, what Yamino said.
Matikanefukukitaru 4. okt. 2018 kl. 6:00 
@Fonzosh: Wait for the fucking release of it. At this point, we don't know how much it will break, if anything.
Fonzosh 4. okt. 2018 kl. 5:26 
Will this be uppdated with the release of the Tactical legacy pack?
Green Raven 16. sep. 2018 kl. 13:18 
So youll take the mission? :vahlen::KneelingBow:
Mr. Nice  [ophavsmand] 16. sep. 2018 kl. 12:13 
Indeed, the simplest "workshop" mod for it would be a pure .ini mod too. Doing it via code would be more compatible with out mods which fiddle with the Rangers ability tree though.
Green Raven 16. sep. 2018 kl. 11:30 
Ill name a trooper after you!
Green Raven 16. sep. 2018 kl. 11:30 
Hey Mr Nice! Would you be willing to take a request? Im looking for a mod that changes the Rangers "Shadowstep" to "Lightning Reflex"
I know ini files can do the job, but Id appreciate something in the workshop, that can be toggled off when trying the Daily Challenge.
Vertiguous 16. sep. 2018 kl. 9:00 
@Mr. Nice
Thanks, for clarifying! Subscribing.
Mr. Nice  [ophavsmand] 16. sep. 2018 kl. 8:50 
@Vertiguous: Yes, it's retroactive. Due to how the +1 damage breakthroughs work, it would have been harder to make it not retroactive! The name change to the breakthrough is purely cosmetic, and as mentioned above, only the English localization has been changed. Also means if the mod is disabled, then the behaviour is reverted in existing campagins too.
Vertiguous 16. sep. 2018 kl. 7:05 
Does this also apply if you've already researched the Improved Sword Breakthrough?
Technoci 14. sep. 2018 kl. 12:10 
Already exist, my friend.
But the chance is low if you get one. :D
Insufferable Smartypants 13. sep. 2018 kl. 20:30 
Love it!
Tayron 12. sep. 2018 kl. 19:09 
what kexx said
Kexx 12. sep. 2018 kl. 9:47 
Thank you so much for this! Insta-sub, and shall remain by my side on each and every campaign!