XCOM 2
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[WOTC] Savage Items BETA 0.64
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1.034 GB
4 Jun, 2022 @ 9:25pm
15 Sep @ 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://gtm.steamproxy.vip/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://gtm.steamproxy.vip/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://gtm.steamproxy.vip/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
22 Sep @ 9:00pm
PINNED: Bug reporting.
Hudson Savage
63
15 Jul @ 6:06am
Compatibility Discussions.
Hudson Savage
2
17 May @ 1:27pm
PINNED: 0.6 Full Details.
Hudson Savage
470 Comments
Hudson Savage  [author] 26 Oct @ 12:49am 
@Soul -
1- Basic Grenade AMod is only for basic grenades, Explosive, Anti Personnel, smoke and Flash. This is intended.

-The Plasma charge upgrade is one I'll look into, not sure there.

-Other mod added abilities, I have no idea.
Soul 25 Oct @ 7:51pm 
Sorry reposting in one big message to make less clog of my questions/mini report

Checking the ini,it seem the grenade Amod do not add a bonus to stuff like acid/gas/fire grenades? Do I read it right? Or does it still apply bonuses charges to these too?
Edit : didn't see the desc precise what change in game,my b on that one lmao

Also ,when you upgrade HE Charge to plasma charge,the cost say "0 Elerium core,50 supplies"

And speaking of these,it seem that some abilities involving grenades don't seem to work with it,like for example "prep for entry" from proficiency class which let you throw a grenade for free work with modded grenades,but not the HE serie for some reason,dunno if its cause they can't be used by grenade launchers so they don't count as grenades? But yeah,just wondering.
SeveN 25 Oct @ 6:57am 
Will do, thanks.
Hudson Savage  [author] 24 Oct @ 11:43pm 
@SeveN - I've made the fix, but the next update is a while away, but there is a simple fix you can do for yourself.
Find my mod workshop files.

In XComSavageStockItems.ini, go down to-
[SavageItems.X2Ability_SavageStockItemAbilitySet]

Add the template names to these arrays:
+AllowedItemArray_GrenadeBandolier
+AllowedItemArray_AssaultAMod
+AllowedItemArray_EngineeringAModItems
+AllowedItemArray_MunitionsAModItems
+AllowedItemArray_SaboteurAModItems
Hudson Savage  [author] 24 Oct @ 11:26pm 
@SeveN - Your issue must have slipped through the cracks. Thanks for the template names, I'm adding them to the lists now. The next patch will be compatible.
SeveN 24 Oct @ 2:59pm 
I reported issue with Assault Amod only working on T1 flashbangs some time ago and gave you the templates from [WOTC] Superior Explosives. Just making sure that Grenadier Amod will receive the same treatment in the next update right?

Here are all templates from that mod: https://pastebin.com/mRAEUf6B

I've been wearing it on both my support and offensive grenadiers and just realized it's useless once you go past T1 since double capacity bonus isn't working, so you're only gimping yourself of mobility by wearing it.
Hudson Savage  [author] 24 Oct @ 2:56am 
@fred101j - there is going to be a big overhaul to tech in 0.7 that fixes this issue. Items will no longer be gated behind Breakthroughs. Instead, breakthroughs will improve existing items meaning the LWOTC players will be missing out on the full power of some items, but not the items themselves. The new system will also be guaranteed to give you some of the associated stuff from each tech branch.
-More details on this in future.
fred101j 23 Oct @ 7:28am 
Thank you, yeah I just went into config and made it supply cost only to make it more tolerable. Also is there a way to get breakthough items without research breakthroughs? (they are disabled in LWOTC)
Hudson Savage  [author] 17 Oct @ 10:58pm 
@fred101j There will be Proving Grounds Overhaul support in future for those who prefer that kind of gameplay. Not happening yet though unless someone sends me the relevant config code.
fred101j 14 Oct @ 7:28am 
Is there a way in the config to turn off the proving ground randomness of building powered/ plated amods? I am also using Stukov's addon so that might be part of it.