XCOM 2
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[WOTC] Militia Overhaul Plus Plus 2022
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497.511 MB
27 Dec, 2021 @ 6:29am
16 Feb, 2022 @ 8:56am
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[WOTC] Militia Overhaul Plus Plus 2022

Description
DLC requirements:
All the DLC I listed is a requirement, if not using the Resistance Warrior pack there will be crashes due to the game trying to load a uniform that comes from that mod.

The outfits can be commented out of the mod via the content.ini file in the mod's folder.

Mod Information:
This mod is a rebalanced version of my old Militia Overhaul + mod, originally this was going to be an update but I considered the overall changes to be too drastic from the old mod, that and I wanted to give people options, so old MO+ will remain for those seeking a "stronger" group of Militia, for details on what the original mod does in order to better understand what's included in this mod before the changes here is the link to the original:

Link to the original mod: https://steamproxy.net/sharedfiles/filedetails/?id=1786735881

Frankly to say this mod is not compatible with other militia mods including my previous one.

So here's the changes on units compared to the old

I've changed most Militia to operate on 3 tiers instead of 2 per unit type, this will smooth out their progression and more importantly tone down their early-game strength, tier 1 Militia are limited to early game but tier 2 Militia will be mixed in within a couple tier 3 pods in late game for more interesting pods visually and gameplay wise.

M1-M3 Militia are your typical Assault Rifle users, in this mod they have alright damage (3-4 ish) but their aim is lower than vanilla Militia at an aim of 65, same as a rookie, their weaponry at tiers 1-2 has negative armor pierce aka it does less damage against armored targets, the M3's gain a frag grenade.

M4-M6 Militia are the new Vektor Rifle users, they have higher aim of 80 which is 5 less than vanilla's, although in return their damage is very low, (1-2 ish), this serves to give Militia some more reliable small chip damage as so to avoid periods from the old mod where Militia wouldn't accomplish anything in a turn due to missing all the time, this is balanced out by pod placement making Vektors half as common as AR's, M5-M6's gain flashbangs.

Militia Skirmishers: These guys are cosmetic alternatives to the M1-M3 guys, kinda like if one of their outfits was placed in their own character template, the weapons are like-wise sharing the same stats as the M1-M3 AR's

Militia Androids: These guys are mostly cosmetic alternatives to the M5-M6 Militia and use their loadouts, although they do differ by having robotic immunities while a small difference is a notable one.

Resistance Mec: These guys operate mostly as they do in the current MO+ but their balanced out this time by being in a pod of only-itself in tier 2, while in tier 3 they only share pod space with a tier 2 Android, the idea of the Mec's is to be a pod of 2 units but combined into 1 so to speak, they are the only ones with armor and only 1 pip here, their guns shred 1 point of armor but their weapon damage in general is not as high as once was, Double Agent version remains the same as MO+

Volunteer Army Soldiers: Gameplay wise from MO+ the only big change is that their Crossbows now only have a clip size of 1 because A: It's a crossbow, B: To encourage the use of their pistol as well. Otherwise the weapons share the stats of Vektor Rifles which means any mod effecting their stats effects the Crossbow, behind the scenes though I adjusted their loadouts to include normal Kevlar armor and adjusted their stats slightly to match that.

Issues:
Due to the nature of the spawns, these variants of Militia will not always show up together, you can get Haven missions without Androids, Mec's, Skirmishers, etc it's all RNG.

If any issues and bugs arise, let me know via the comments below and I'll attempt to address them as best as I can.

Compatibility:
As said don't use this with other Militia Overhauls Plz

Compatibility with "Don't Pull the Trigger" is incorporated into the mod thanks to RustyDios but is not a required mod.

Credits:

Thanks to lago and Max for the new textures used for the Blue Shirt Old-World Kevlar armor as well as the Red Shirt armor.

Big thanks to Wilko who provided the mesh for the Militia Skirmishers

Credit to Puma and Xenesthis for the blue Advent mag weaponry and Vektor Crossbows respectively.

Also would like to thank Alpha115 for giving permissions to use his mod as a base for the original MO+ mod which was the base for this mod and for in general being a pretty cool dude, as well as DerBK for starting the trend of Militia improvement mods.

Link to the original Overhaul: https://steamproxy.net/sharedfiles/filedetails/?id=1555611129

Finally I would like to give credit to Pavonis studio for Long War 2 and the assets used in the mod and how much of an influence they have been for the Xcom 2 Modding community, specifically I would like to thank James Karlson who made the model for the LW2 Resistance Mec's, an absolutely amazing skin that is simply breathtaking and inspiring.
120 Comments
Is it possible to have the existing resistance operatives regen?
I loaded mid game (not in mission, in campaign) and when I went into a resistance mission they are still wearing sweaters and cargo pants and have scar rifles
Dragon32 12 May @ 3:46am 
@Meiyo
Then I don't know, I'm afraid.
Meiyo 11 May @ 11:47pm 
I have all the DLC, yes
Dragon32 9 May @ 7:03am 
@Meiyo
Do you have all the Required DLC?
Meiyo 8 May @ 6:48pm 
Do you know if there's a fix for some of the units having naked torsos and missing their arms?
Dragon32 3 Apr @ 12:25pm 
@Inerael
Why wouldn't it? The game was last changed in, I think, October 2018.
Inerael 3 Apr @ 9:16am 
hey, looks amazing, just wondering if it still works ? :)
Cúchulainn 17 Jan @ 4:23pm 
@leon2356 , if you scroll to page 6 of this comment thread, you will see your answer answered by Deadput :) not to be passive aggressive, just gently reminding you that searching for the answer can be faster sometimes!
leon2356 6 Jan @ 7:20pm 
I got a question, does this mod remove the easy to hit tag from resistance militia? I previously used a different mod that removed that tag from militia and civilians.
Lebowskichild 24 Dec, 2023 @ 7:54am 
@Deadput

Last night I was thrown into the first retaliation mission of my Covert Infiltration run. Well, I was on a map that used a crashed UFO which gave terrible lines of sight and terrible cover. The Pathfinders mod added it's SitRep meaning I had maybe 8 pods to try and take down, all of those Pathfinders having 2 pips of armour, which meant the Militia did zero damage on hit every time. On top of all that I get the Warlock popping in and sending spectral zombies at me every couple of turns. My god is modded XCom so much more fun, and hard.

Maybe the Militia could do with some tweak to at least do even 1 damage to these nasty pasty modded enemies?