XCOM 2

XCOM 2

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A Better Barracks: TLE
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1.140 GB
13. říj. 2018 v 2.42
17. lis. 2019 v 11.46
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A Better Barracks: TLE

V 2 kolekcích od uživatele DerBK
A Better Everything
13 položek
Remember the Ayylmao
81 položek
Popis
-- A Better Barracks --
-- Class and Item Overhaul --
-- Mod by DerBK --
-- 2D art by .vhs --
____________________

Requires XCOM2 version: War of the Chosen
Requires DLC: Tactical Legacy Pack
Requires other mods: X2CommunityHighlander, New Promotion Screen By Default, Missing Packages Fix
____________________

FAQ, General Info and Troubleshooting for my mods can be found here:

A Better FAQ
____________________

A Better Barracks is an overhaul for classes and items in XCOM2: War of the Chosen, aiming to change the tactical gameplay to the better by providing new and more diverse options for soldier layout and customization.

PREREQUISITES

You need the Community Highlander and the FX fix because of the secondary weapons from LW. If you are not using A Better ADVENT, you will also need the Rifle Suppression fix by bountygiver.

Prerequisite is also the will to drop most other mods, as ABB is not exactly compatibiliy-friendly.
I will put this in simple terms: Do not use other class or item mods with ABB or you will likely mess up your game and are on your own.

** What is new compared to the old version of the mod? **

The release of TLE made it so some adjustments to ABB were required to deal with the new weapons. I took this opportunity to re-release ABB, which allowed me to remove the not very well loved psi system from the mod.

Changes to previous version in bullet points:
- No more psi changes, ABB will keep Psi vanilla. You can use other modder's psi overhauls in addition to ABB. Or wait until i release my own psi mod (which will be a seperate mod)
- The armors that are unlocked from the Legacy Campaign will pick up the changes to armor stats, just like the standard Kevlar/Predator/Warden armor.
- The weapons that are unlocked from the Legacy Campaign will no longer be added to player's inventory in standard campaign play. Basically, that unlock does nothing anymore. I have different plans for those models, like the following which are already in the mod:
- The tier 2 laser tech now uses TLE laser models
- The tier 2 coil tech is now called prototype plasma and will use TLE plasma models
- Tier 3 laser uses LW2 Laser models
- Tier 3 Coil tech uses LW2 Coil models

A word of caution: Do not have this mod active when you want to play the Legacy Campaign (Blast from the Past etc) or the Skirmish mode. ABB will not work with those properly and will cause bugs. Use it only for play with the standard campaign.

Note that you can NOT switch from old ABB to ABB:TLE mid-campaign. You can finish your old campaign without issues, though. Just ignore the TLE weapons/armors that get unlocked from the Legacy Campaign and there are no issues at all.

** What is A Better Barracks? **

A Better Barracks changes the classes, perks, weapons and items in the game and adds new ones. It’s meant as a companion mod for A Better ADVENT(ABA), but can be used without it. ABB is an overhaul that touches on a lot of different things and is meant as a core mod to build your other mods around. The stated goal of the changes in ABB is increasing the depth of decision that the player has. This is done primarily by offering more options during character building and extending these options to the equipment as well. It’s not necessarily about nerfing or buffing XCOM, it’s about making multiple different playstyles viable and providing more diverse tools to the player for crafting the experience that he wants to get from XCOM2.

Highlights:
– 8 Classes, each one defined by a secondary weapon that only that class can use.
– Semi-Randomized perk trees that are built from a large pool of both class specific and general perks.
– Redesign of the primary weapons, and all classes get to pick one of two weapon types instead of being stuck to one.
– All weapons play very different due to unique firing and reloading mechanics
– Integration of the Long War secondary weapons (Holotargeter, Sawed Off, Arc Thrower, Combat Knife)
– New weapons, new items, new armors, etc etc.
– Overhauled upgrade system with weapon fragments and upgrade components
– Integration of TLE weapons into the main campaign as their own tech

** Details **

Please find detailed information in these threads:
- Classes and perks: http://gtm.steamproxy.vip/workshop/filedetails/discussion/1156798529/1520386297704465807/
- Weapons: http://gtm.steamproxy.vip/workshop/filedetails/discussion/1156798529/1520386297704521717/
- Items: http://gtm.steamproxy.vip/workshop/filedetails/discussion/1156798529/1520386297704543288/
- Attachments: http://gtm.steamproxy.vip/workshop/filedetails/discussion/1156798529/1520386297704562786/

** Credits and Acknowledgements **

This mod uses a lot (A LOT!) of code from other mods, most importantly:
- XModBase by xylthyxlm
- Long War 2 by Pavonis Interactive
- LW Secondary Weapons by shiremct
- Extended Perk Pack by Favid
- Richards Classes by Richard
- Spectrum Green by Yzaxtol
- Collateral Demolition by Divine Lucubration

The roulette idea was inspired by the "MINT" Classless Overhaul by Ziodyne.

** Permissions **

Any modder is allowed to pilfer, re-use or re-upload any of ABBs assets, scripts, doodads and thingamajigs in any way or form that he wants to. I don't care.
Populární diskuze Zobrazit vše (4)
2
1
11. říj. 2024 v 7.38
Russian Translation of ABB - TLE
/I\uCTuK
0
10. čvc. 2019 v 15.27
A compatible version of the LW2 SMG Mod
Veehementia
Počet komentářů: 982
Sniffy 15. srp. v 14.47 
Dang. Thanks for the reply though.
DerBK  [autor] 15. srp. v 2.17 
Kinda sorta.

They don't overly conflict in a technical way (there are some minor overlaps). But the way that ABB uses new resources to craft upgrades and techs gets thrown massively out of whack by CI.

They can probably made to work together with a lot of work and rebalancing of loot tables, but I wouldn't recommend them together out of the box.
Sniffy 14. srp. v 17.41 
I feel like this is a dumb question that I just looked over / couldn't find the answer to, but is this compatible with Covert Infiltration?
LightLegion 14. srp. v 8.59 
Yeah okay, see it now, I missed it when I read the mod. Thank you ! :)
DerBK  [autor] 12. srp. v 6.36 
That's not a bug, that's part of the weapon changes. The cannon and sniper rifle have a bunch of extra bonuses and in turn lose their upgrade slot. Conversely, the assault rifle has an extra slot.

Once you upgrade the sniper and cannon to Mag, they gain their first upgrade slot.
LightLegion 12. srp. v 2.30 
i got a bug with weapon upgrade slots on certain weapons, this mod seems to override them (on sniper and cannon on my part) and let me with no slots at all. I used "configure upgrade slots" mod too and put all weapons at 4 slots by default just to see but it doesn't change anything.
I don't know if it's a known issue or not.
DerBK  [autor] 22. čvc. v 20.22 
I can't think of one.
hank333 22. čvc. v 20.04 
random thought that probably won't work. Is there an easy way (i.e. ini files only) to allow for the option to do a regular shot even if one has marksman stock equipped?
hank333 22. čvc. v 20.02 
Alas. Thanks for looking into it.
DerBK  [autor] 22. čvc. v 19.21 
Looking over it, you might be right that Stabilized Fire doesn't trigger Coldblooded, its code specifically mentions StandardFire and SniperStandardFire as the two abilties that can trigger it.

Not something you can fix via ini and i've uninstalled my SDK years ago, so i am afraid this might just have to stay in the mod as a bug/oversight.