XCOM 2
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[WOTC] Unarmed Weapons
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67.652 MB
22 May, 2019 @ 9:47am
25 Aug, 2021 @ 8:49pm
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[WOTC] Unarmed Weapons

Description
Adds three tiers of Unarmed melee weapons: Brass Knuckles and Combat Boots. By default, attacks with Brass Knuckles visualize as uppercut punches, while attacks with Combat Boots visualize as front kicks. These weapons are available from the start of the campaign, and are upgraded alongside Rangers' Swords.

Compared to regular Swords, Unarmed weapons:
  • Give +1 Mobility and +5 Dodge.
  • Have -1 base damage.
  • Have an additional -1 damage penalty if the target has any amount of Armor.
  • Deal +1 bonus damage to targets without Armor.
So against unarmored opponents, they are just as good as swords. Even better, thanks to the passive stat bonuses. However, they effectively deal -2 damage compared to Swords if the target has any armor.

No special photobooth poses and no custom armory attitudes.

REQUIREMENTS

X2 WOTC Community Highlander is required.

Safe to add mid-campaign.

COMPATIBILITY

Should be compatible with almost anything.

Compatible with [WOTC] Prototype Armoury and [WOTC] Covert Infiltration out of the box.

Configured for (WOTC) Utility Slot Sidearms Extended and Primary Secondaries. Compatible with Dual Wield Melee and WotC Ballistic Shields.

This mod contains a set of tactical animations for soldiers using Unarmed Primary or Dual Unarmed weapons. Attacks with Dual Unarmed weapons visualize as Left + Right punch.

While equipped with a Primary Unarmed weapon, the soldier will be forced into Templars' By The Book attitude. This behavior is configurable and can be disabled.

There are no attack animations for using Dual Melee that includes one Unarmed weapon, and one "proper" melee weapon. In other words, if you don't want it to look weird, avoid Dual Wielding an unarmed weapon and a "normal" melee weapon.

CONFIGURATION

The mod is configurable through:
..\steamapps\workshop\content\268500\1748795728\Config\XComPunch.ini ..\steamapps\workshop\content\268500\1748795728\Config\XComKick.ini

There you can customize stats for Unarmed weapons, or just make them entirely cosmetic alternatives to swords. You can also configure which attack animations will be used by Brass Knuckles and Combat Boots.

KNOWN ISSUES

Melee attacks with Brass Knuckle / Combat Boots will still be called "Slash" or something like that, and generally will refer to hack'n'slash weapons. Not something I can easily fix, nor care to.

OTHER MODS

[WOTC] Hand to Hand Abilities - this mod adds an ability to all soldiers that allows to Punch, Kick or Stockstrike enemies.

CREDITS

Thanks to Dies Irea for Covert Infiltration / Prototype Armory compatibility config.
If you'd like me to make the mod more configurable, please first consider supporting me on patreon[www.patreon.com] so I can afford the time to do it.
122 Comments
Stolas 18 Apr @ 4:12pm 
Sometimes I wish the Kick animation would be like a roundhouse or such, like in Resident Evil. =3
Iridar  [author] 2 Sep, 2023 @ 2:37am 
@Kunai
@Circle of Psi
Compatibility with TPS is not advertised. Old Primary Secondaries is required if you want to use one unarmed weapon as a primary.

Dual unarmed weapons work just fine with TPS, but you do need the Dual Wielded Melee mod and Musashi's Mods Fixes.
Kunai 1 Sep, 2023 @ 9:34am 
Can confirm that, animations are not being played at all with True Primary Secondaries mod.
Circle of Psi 24 Jul, 2023 @ 11:24am 
The mod True Primary Secondaries [BETA] does not have any compatibility, using a single or Dual Brass Knuckles doesn't play the normal visualisations, they seem to play the normal "Slash" from reg blades/dual blades from the Dual Blade Mod.
jat11241976 17 Mar, 2023 @ 10:42am 
i had that issue it was a very simple fix in mcm. ill type it out later when i get home
Y. Valerunner 19 Nov, 2022 @ 3:16am 
Update: boots and knuckles don't seem to show on the Tactical UI, so I'm not sure if it's shown at all. No crashes or bugs though. :)
Y. Valerunner 18 Nov, 2022 @ 6:19am 
Awesome, gonna test it today, will let you know.
Iridar  [author] 17 Nov, 2022 @ 6:23pm 
I don't see why there would be any issues.
Y. Valerunner 17 Nov, 2022 @ 12:48pm 
Have there been any tests with this and Musashi's RPG Overhaul?
Iridar  [author] 7 Nov, 2022 @ 4:09pm 
That's a known issue. Apologies, can't do anything about it any time soon.