XCOM 2
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[WOTC] Weapon and Item Overhaul
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2.663 MB
2020년 5월 9일 오후 10시 58분
2021년 8월 15일 오전 1시 10분
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[WOTC] Weapon and Item Overhaul

shiremct님의 1 모음집
Proficiency Class Pack Suggested Mods Collection
아이템 94개
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[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.
인기 토론 모두 보기(3)
65
2025년 4월 8일 오전 8시 31분
고정됨: Bugs or Balance Feedback
shiremct
41
2023년 11월 9일 오후 6시 36분
고정됨: Compatibility Information/Requests
shiremct
0
2021년 10월 1일 오전 8시 02분
Beeg scopes for snipers from RF / BO III / IW weapon packs
Tenga
댓글 277
Ignition 2시간 전 
I've found the issue, it wasn't a problem of this mod but it was [WOTC] Armour Upgrades which adds a slot for armour upgrades, the vests go in the slot of the armor and disappear from the utility list
Ignition 2025년 10월 30일 오후 4시 55분 
I have a problem, I'm using this mod plus proficiency class pack (and some other mods) and the nanoscale vest armor doesn't show on the select utility item list of any soldier. I don't know where to look.
huntersorce20 2025년 9월 5일 오전 12시 49분 
I like the idea of the tech tree changes, especially the bridge techs that you did, but i don't want to use the whole weapon rebalance mod. any chance of splitting that off into its own mod, like a "shiremct's tech tree overhaul" mod?
IoMtT-Hy 2025년 8월 21일 오후 4시 02분 
Do you know the command ID's for the items in this mod?
Neo-Dodging Responsibilities 2025년 4월 2일 오전 1시 42분 
When I have this mod installed, it seems to overwrite another mod in the highlander+mod jam - WIth this overhaul mod, each weapon upgrade purchase is squad-wide with lower original damage statistics. Is there any way at all I can keep the attachment system with this mod, but disable the Xcom-wide equipment upgrade this mod enables?
PorkChopsFam 2024년 12월 12일 오전 9시 31분 
hey man, i love the idea of the research to improve the weapons and armours between tiers and wish to keep this. however i want to run the default weapon attachments as i prefer how they work (by simply being improvements rather than the tier 2 attachments being both good and bad). i also have a mod that would allow me to mass-produce weapon attachments after some research that isnt compatible with your weapon attachments. so with this in mind, is there any way to have your mod still work but just to disable absolutely everything related to weapon attachments? Thanks for taking the time to read this <3
WockaWocka 2024년 11월 28일 오전 6시 40분 
Should the lightweight stock show the bonus movement in character stats? I thought it did during a previous run but it doesn't show anything anymore.
MrDespresso 2024년 8월 29일 오전 4시 09분 
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 2024년 8월 19일 오후 6시 44분 
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 2024년 7월 10일 오전 3시 31분 
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.