XCOM 2
[WOTC] Savage Items BETA 0.63
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Hudson Savage  [developer] 16 May @ 10:32pm
0.6 Full Details.
Continued from the patch notes entry...

Strategic Items
  • Data Caches contain various intel type items, commonly mission intel and Intel items with a smaller chance of getting various other unique data types and facility leads.
  • 5 new intel/data items, mainly available from the data cache which can be unlocked through short research projects.
    • ADVENT Watch List - an item which reduces contact cost of a nearby uncontacted region.
    • Satellite Data - unlock reduces avenger scan times by 50% for 14 days
    • Resistance Network Data - boosts a random contacted region income by 25
    • ADVENT Project Data - delays dark events by 14 days.
    • Tactical Data - unlock gives a chunk of Xcom ability points
  • Faction Caches and crates. Gained from completing Resistance Faction missions, Covert Actions and rarely, the Black Market.
  • Resistance Weapons Cache, contains Hunter, Legacy and Unique Weapons crates.
    • Hunter Weapons Crate - Gives hunter items, usually CV or MG.
    • Legacy Weapons Crate - Gives Legacy weapons, Usually CV or MG
    • Unique Weapons Crate - Gives a decked item from a list of unique items.

New Equipable Items
More than 20 new equipable weapons and items are in this update, though only a few are buildable, the rest are available through the caches and crates system.

Unique Weapons
9 (+1 disabled for now) Unique and Legendary weapons. These can be acquired from Unique Weapons Crates, as a rare drop, mainly from Resistance Weapons Caches. Due to their rarity and the reward deck system, you are unlikely to get repeats.
  • Unique Weapons have a set look and theme, often with modified models, textures and effects. They usually come with attachments, have unique abilities, effects or mechanics and can be upgraded alongside your technology.
  • Legendary Weapons are very similar to Unique Weapons, but just get a bit more love and attention, they also tend to have more powerful abilities and effects, better attachments and so on. Currently Implemented: 3 Assault Rifles, 3 Swords, 1 Pistol, (1 Cannon disabled for now), 1 Shotgun, 1 Sniper Rifle - more to come in future updates.

Legacy Weapons
Available from the Legacy weapons crate. These are a slight twist on the TLP weapons. The attachments are sometimes different to the usual, and they slightly upgrade alongside your weapons technology while not changing tech level. It is possible to get magnetic tier weapons from these crates, making them good in the early game. These will be most useful to those running LWOTC or Covert Infiltration style campaigns where supplies of the latest gear might be limited.

Heavy Weapons
  • The only set of new items which is directly buildable. Alternative Heavy Weapons research is available early in the campaign, and unlocks three low tier heavy weapons which can be built through engineering. These are not necessarily better than the Rocket Launcher however, instead fulfilling functions other than a single big burst of damage.
    • Micro missiles - Lower damage and blast area than the rocket launcher with a bit of an arc to their trajectory. Can be used more than once.
    • Autocannon - limited multiple uses, moderate damage. Similar to the Kurika Autogun, but with limited uses in return for more damage. destroys the target's cover.
    • Anti Material cannon - low end Hwep linear attack for big damage. Rainmaker turns this into a beast.
    PCSs
    • PCS: Urban Warfare - confers bonuses at short range, especially in urban environments. - there were issues with this in the past, let me know if you encounter problems. Available through ADVENT caches.
Resistance Faction Items
14 new items of various types, 4-5 per faction, to populate the new Resistance Faction crates. Templars have a little less for now.
Templars
  • Psionic Dynamo AMod - Gives focus, volt and aftershock and extra bonus to psionic and mental attacks, especially volt. Meditation allows the unit to generate charges for two abilities, one to further increase volt damage, the other to gain a point of focus.
  • Translocator AMod - Swaps position of user and target. Gets meditation abilities and bonuses from using Exchange or Invert. Unit gets Invert and Exchange.
  • Autostigmata - many psionic abilities have a chance to trigger Autostigmata, lose HP but gain even more shield and boost to psi (for the mission and permanent) can cause bleeding.
  • Mindrazor - Allows the user to gain increased Mental and Psi damage and permanently gain will at certain Psi offence thresholds (up to +4) though this drains will depending on the level of the bonus. The user gets a version of amplify damage, a charge of which can be gained for each use of mindrazor, though use of this ability drains a further 10 will.

Skirmishers
  • AMOD -Skirmisher Harness AMod - +2 Util slots (like webbing), total combat, Grapple hook. Cumbersome, combines Webbing with grapple amods and gives Total Combat.
  • Adrenal Amp - Use has similar effects to Combat Stims but now drains will by 8 on use instead of causing damage, meaning no injury time. Resets cooldowns, Gives a charge to Battle master and Interrupt. 6 turn cooldown no ammo or charge use.
  • Magblaster - A magnetic tier version of the Breaching Tool/Gun with a more offensive edge.
  • Chain Breaker Virus- disrupts loyalty conditioning on ADVENT troops only, mind controls advent troops in a small area on an 80% chance.
  • Deactivated chip - buffs the wearer when they are injured. Skirmishers additionally get the forever free buff on a kill up to once every three turns, gaining some will recharge and a momentum action point.
Reapers
  • Saboteurs AMod - Phantom, improves stealth slightly, gives a use of remote detonator and bonus uses to a number of placed explosive devices. A mixture of lightweight and engineering amods but missing a number of features from both.
  • BushMeat - Reaper food, some random effects, reapers only get the good effects though. Skirmishers can't, or rather won’t eat Bush Meat
  • Shadow Goggles - Better than passive sensors, and grants bonuses when concealed. - gives target definition. Also gives night vision for those using the night missions mod.
  • Remote Detonator - each one allows a use of a remote start style ability.
  • Reaper Hidden Blades - a version of the hidden blades that ignores armor and causes bleed.
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Hudson Savage  [developer] 16 May @ 10:32pm 
Changes, Updates & Bug Fixes
Changes to the Early Game
The "Stock" items for which this mod was originally named are no longer in stock. You will now have to build them in engineering for a small amount of supplies.
This is intended to:
  • Reduce clutter from unused items during loadout while giving some potentially interesting choices. Comes at the cost of adding more items into engineering build lists.
  • Curb XCom's early game strength just a little. Also a bit of a supply sink since you get more resources with this mod through caches and crates.
  • Give players a campaign start spending spree where they can build out their inventory. This was something I loved about the OG XCom games.
Please see the Template Master config for options to selectively reverse this change. Let me know how you feel about this in the comments.
  • Webbing - 8 Supplies
  • Ceramic Plating - 8 Supplies
  • Heavy Vest - 5 Supplies
  • Lightweight Vest -(?) supplies - now requires hybrid materials
  • Dumb Tracer - 5 Supplies
  • Hollow Point - 4 Supplies
  • Ignition Rounds - Requires lost autopsy, 5 supplies 5 Lost corpses. Incentive to actually do this research and a sink for lost corpses. (quietly makes these a bit more expensive as an ammo since a lost corpse sells for 1 supply)
  • HVAP - 4 Supplies
  • Rations - 2 Supplies
  • Medipack - 6 Supplies
  • Legendary difficulty variants for these items are set at about +50%

Ammo Changes
  • Started effort to move more values to config. By request of @P6kocka ammo and ability values are now much more exposed to config. It's a big change, so expect bugs.
  • This has allowed me to rework the localisation for the ammo abilities and items. This was a substantial task and has not been extensively tested.
  • Connected to this, I've improved markups for ammo items, though only where there is a base stat change minimum you can expect. Values are usually for conventional, "medium caliber" primary weapons. Since my ammo items are often highly conditional on loadout and target selection, actual performance will be situational.
  • Above mentioned changes to early game ammo, now built in engineering.
  • Ignition rounds now have a configurable burn chance, set to 80 by default (a nerf, down from guaranteed)
  • DumbTracer rounds now add the Full Auto aim bonus to chain shot, rapid fire and one other ability (from Lil Ripper) but the bonus for these abilities is reduced to 8. -
  • AAJDE Rounds have been fixed up a bit, they now give 2 Shred and 3 AP on all shots, though high caliber weapons like cannons give 2 more ap and 1 more shred. Still grants cover piercing which can increase aim and/or AP further.
  • Adjusted Skull Splitters, they now hit a bit harder. Both Full cover, and armor above 0 apply a penalty, though you will still have a smaller bonus even if both conditions are true.
  • Fixed an issue where Plasma Burst rounds were penalising the wrong class of weapons, they should now be more effective on medium and high caliber weapons. Also a small change to the rupture duration and the base crit chance reduction.
  • The "heavy" weapon category has been added to some of the weapon categories to allow heavy weapons which support ammo to benefit from a broader range of the equipped ammo effects. Used for Autocannon and AT Cannon, Heavy weapons are now considered a “ShootingWeapon” and a “HighCaliberWeapon”
  • Fixed a minor issue for Breachbuster ammo, Automatic Primary Weapons category was not set up correctly in configs. Using Breachbusters with automatic primaries should now be slightly nerfed.

Various Items Changes
  • Changes to Light Vest, it now gives the same bonus that the Lightweight AMod does. However the chance to be crit is increased by +10 up to 30. It is now no longer a free item, you will need hybrid materials and some supplies to get it.
  • Serum Orange’s non-turn-ending effect now works with the Templar’s Rend and Arc Wave abilities, I wiped a pod this way, it was epic.
  • Psionic abilities from Mitzruti’s perk pack now work with Serum Violet’s non-turn ending effect. Though recent additions may have been missed.
  • The ability lists for Serum Orange and Violet are now in config.
  • Command Designators are now a unique equip.
  • Reduced drop rate for CORE Bars from a variety of sources by ~20-40%, ADVENT Heavy crates no longer drop them since they are supposed to be a high value crate.
  • There were a number of issues with 0.5x implementation of Medical abilities for Gremlins when using the Medical AMod. Sorry you had to wait so long for a fix. This should now be working better.
    • Gremlin Adv. combat stims can no longer be used with 0 ap remaining.
    • Wearing the Medical Amod while using a gremlin no longer grants a bonus use of every medical gremlin skill.
    • Other misc. adjustments to clean things up a bit.
  • Double checked the implementation of the Engineering AMod to Gremlin integration, fixed numerous issues. Should also be more reliable now.
  • Reapers can’t eat CORE Bars because it’s alien food, they just want to eat the aliens, not their chow - probably working, not tested
  • The Assault amod now gets bonus uses for Arm-Mount Aux. Weapons and the Breach Bang and Clear ability, which can be triggered to refund the AP cost of either throwing a flashbang or using the Arm-Mount Aux. Weapons. - small cost increase to cover this flexibility.
  • Improvised cover now triggers it's cover effect not only at the end of the turn, but also when deployed. Hopefully this should make it a bit easier for people to trust. Confirmed working as intended. (for me at least)
  • The Plasma Rocket Launcher is now buildable and requires the new Alt Hweps and Plasma grenades techs to build. Costs an elerium core and some supplies and can be sold on the black market.
  • 0.5’s Breaching Tool and the new Mag Blaster are part of a new unique equip category: Arm-Mounted Auxiliary Weapons. This means that only one of this new class of item can be equipped on a soldier at a time.

Technology New and Changed
  • Small rework to the Alien technology research tree. Study Xenotechnology is a new tech available early in the campaign, it is of moderate length (for the early game) and is required before the alien tech items can be researched. As before these Alien tech projects open up the various Gateway techs and their Breakthroughs, as well as other items that are coming in future updates. To compensate for this research investment, the AyTech research projects are getting a research time reduction to 4000, down from 4500. There will be further changes to this system in the 0.7 series.
  • Alternative Heavy Weapons tech now available early on, grants the new Heavy Weapons and is now required for the Plasma Rocket Launcher Heavy Weapon.
  • Should have fixed the Prepare resistance Faction mission tech showing up twice.
  • Took a pass at updating and improving the Localisation for all of the Atech and Gateway techs to make things into a more consistent narrative.

MISC. Changes
  • A variety of Intel type items can now be gained as hack rewards during missions.
  • A small rebalance of drop rates for caches after missions and in the black market and more difficult cache collecting on covert actions. The various cache sources had added up to the point that you got too many, while it seemed like normal missions never gave a cache.
  • Config to allow the Amod slot to show for Sparks and other Robotic units in XComSavageItemsSlots.ini - AllowRobotAModSlot. Default value is set to false. This may allow alien units to equip these items also (untested) - Thanks to Mitzruti for help with the code.
  • Black Market availability has been reworked for many items, there should be fewer items each month. Though I might have gone too far, let me know what you think.
  • Change to using arrays for the abilities on Engineering and Munitions AMods and Armor upgrades.
  • Ration Bars now come with bubblegum.
  • Fixed a few of the medical items to correctly show how much they heal or regenerate.

Compatibility
  • Hidden Blades now work with WotCStealthOverhaul by Musashi. Killing an enemy with this weapon now reliably causes the unit to enter concealment correctly.
  • The Mag Carrier Amod should now give bonus mags for troops with bigger stacks of magazines (for those using the limited reloads mod)
  • Some small changes for an upcoming mod. More details to follow. Weight categories for items are now defined in template master meaning you can adjust the stat penalties for those items.
  • Some small changes for LWOTC covertness settings focused on Amods, standard armor mod is now a small modifier for covertness, light amods are stealthy. Maybe, feedback needed.
  • Added support for Standardised Resource Bar - by RustyDios, who also helped with troubleshooting.
  • The LW2 standard flamethrower gauntlet attack now gains bonus uses from the Munitions Carrier Amod
  • With Scanning Sites Plus Two, longer POI scan times and increased FL on certain cache missions. Config for these POIs is now handled by this mod. Thanks to Mitzruti for help here also.
  • When using TeslaRage’s Armor upgrades, the Heavy and Lightweight vests are now buildable armor upgrades instead of vest items.
rutven 17 May @ 1:27pm 
SUPER
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