XCOM 2
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[WOTC] Weapon and Item Overhaul
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2.663 MB
9 May, 2020 @ 10:58pm
15 Aug, 2021 @ 1:10am
16 Change Notes ( view )
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[WOTC] Weapon and Item Overhaul

In 1 collection by shiremct
Proficiency Class Pack Suggested Mods Collection
94 items
Description
[WOTC] Weapon and Item Overhaul

About the Mod
This mod is a rather comprehensive rebalance of many items, weapons, and weapon attachments for WOTC. It began with just weapon stat and cost tweaks, but developed over time into a series of interconnected changes, of which the primary features include:
  • Completely new primary weapon attachments grouped into 4 main categories (Barrel, Frame, Optic, and Magazine).
  • Rebalanced weapon stats, costs, and range tables for most primary and secondary weapons.
  • Rebalanced armor stats and costs for basic, advanced, faction, and ruler armors.
  • New Bridge Techs that both smooth and extend the weapon/armor tier progression, without actually adding more tiers and/or items. These techs are also lightly plot-gated - you have to advance some elements of the story to unlock the later tiers.
  • Built-in config support for Finite Items and auto-detection of Covert Infiltration (if true, will automatically use the single-build item system when Covert Infiltration is active).
  • Full support for Covert Infiltration for all supported items, including supported mods. No need for bridge mods when playing with CI.
Details on all the changes can be found in the GoogleDoc Here[docs.google.com].

This should be applied to a new game - some things will behave strangely if loading in an existing campaign.


Rebalanced Weapons and New Attachments
The goal here was to increase variety and offer and/or force choices, while limiting power creep in the late game. Most weapons now have similar maximum damage output within a tier, but slightly different constraints on how they apply it; some weapons are more consistent in damage, while others are more consistent in range, etc. Costs are updated to reflect the new power levels of the respective weapons. Primary weapons have a built-in ability that helps to differentiate each weapon class and these abilities align with, and count as, one of the weapon attachment categories.

Only 1 attachment from each category may be equipped at a time. Basic attachments have a small bonus, while Advanced attachments have a medium bonus, but also a downside. Superior attachments are much harder to come by now, and have the same medium bonus from Advanced attachments, but with no downside.


Bridge Techs, Plot-Gating, and Tier Progression Changes
To smooth out the Tech Tiers (Conventional >> Magnetic/Plated >> Beam/Powered) without adding new tiers/items, I've introduced 2 Bridge Techs in-between the jump from CV to MG and MG to BM. These techs add +1 damage to weapons and +1 HP to armors of that tier and are required stepping stones to advance to the next tech level. A 3rd "Mastery Tech" is available later that provides the same bonuses to Beam/Powered items, resulting in 5 smaller, more spread out steps rather than 2 big steps (one of which many players rush by the 2nd month) on the power curve.

These techs are plot-gated, meaning they require completion of certain story techs/projects. The requirements are not particularly heavy, but in order to advance beyond basic Magnetic/Plated tech, you'll have to either visit the Blacksite or recover an inactive Codex Brain from Skulljacking an ADVENT Officer. In order to get access to the final +1 boost to Beam/Powered tech, you'll have to complete the analysis of the Codex Brain in the Shadow Chamber.

At the end of tech progression, you'll end up at a similar or slightly lower power level than base-game Beam/Powered tech, but will progress on this path at a smoother and more steady rate.


Future Plans
The mod is mostly feature-complete at this point, but may be expanded in the future to include other items (if so, first up will probably be heavy weapons and some utility items, like ammo types).

This sort of mod is also an absolute compatibility nightmare and there are still some issues to hash out with other mods. Current updates and requests for compatibility can be handled in This discussion.


Dependencies and Suggested Mods
The following mods are required for things to work properly:
Suggested companion and supported mods include:Support for Covert Infiltration is also built-in for supported mods, if installed, and CI bridge mods for them are not needed with CI.


Thanks and Credits
I've learned much from MANY members of the community, but I'd especially like to thank Pavonis/LW2, robojumper, Musashi, Iridar, and xylthixlm - their assistance with my questions and their mods as assets and examples have been crucial in getting this to release!


Change Log
1.1.4
  • Had to temporarily (hopefully) disable changes to Covert Infiltration's default modifiers for Infiltration hours and Deterrence due to build/workflow issues.
  • Fixed unlocking/upgrading Rockets with finite build/CI. Standard rockets will now upgrade with other proving ground projects affecting grenades and rockets since the Launcher schematics are not in play.
  • Removed corpse costs for Hunter Rifles in the finite build conversion.
Popular Discussions View All (3)
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6 Oct @ 11:20pm
PINNED: Bugs or Balance Feedback
shiremct
41
9 Nov, 2023 @ 6:36pm
PINNED: Compatibility Information/Requests
shiremct
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1 Oct, 2021 @ 8:02am
Beeg scopes for snipers from RF / BO III / IW weapon packs
Tenga
270 Comments
MrDespresso 29 Aug @ 4:09am 
I don't know if this has been addressed before but is there a way to find the Item ID's of the items (weapons / weapon mods) for console spawning?
ikki 19 Aug @ 6:44pm 
The function editing the mocx bullpups accepts the Dark_SMG_MG/CG/BM template as an argument but then runs it through if elses that check for Dark_Bullpup_MG/CG/BM which results in damage spread changes not applying.
wojteczek 10 Jul @ 3:31am 
1. Equiping bedded stock will always incorrectly increase the chance the hit by 10% in the shot flyover, even though the shot preview will display it correctly, resulting in sometimes missing shots at 100% (when the preview would show 93% for example).
2. In the shot preview, the individual crit components sometimes don't add up. For example, you would get +40% to crit from flanking an enemy as the only crit modifier, but the overall crit chance is only 37%. I presume it is becuase of the range penalty, so there should be another component such us -3% range penalty
3. Do hunter rifles/Denmother's carbine actually do anything except for the built-in +8% aim bonus? Shot preview never shows any bonus for any shots taken at enemies hit previously by them, so I don't even know what the bonuses should be.
Kinsect 31 May @ 6:33pm 
actually there is A better Weaponry which add's in the 5 tier weapons (and then some) and also make's it work with WiO
Noire 26 May @ 3:58am 
yeah just cleared the config and run only this mod with dependency, started a new game and consoled the katana, stats still not changed.
Noire 26 May @ 3:33am 
for some reason the chosen sword katana's stats are not changed
DERPKING1991 25 Apr @ 8:39am 
Bugger, I had to ask.
Kinsect 24 Apr @ 8:37pm 
no it won't
it's not set up to have 4-5 tiers of weapons
DERPKING1991 24 Apr @ 3:21pm 
Would this work with the coils and lasers?
Darth Anarchy 22 Apr @ 1:32pm 
hey having a bit of trouble, when selecting suppresser im getting biopod for some reason