XCOM 2
248 ratings
[WOTC] Savage Items BETA 0.52 - Bugfixes and Secrets
4
2
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
758.182 MB
4 Jun, 2022 @ 9:25pm
3 Sep, 2023 @ 7:42am
16 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Savage Items BETA 0.52 - Bugfixes and Secrets

Description
NOTE: You MUST start a new campaign and meet the DLC and mod requirements for this mod to work correctly.
Recommend only: Coordinated Turn Interruptions - by Zyohex - fixes issue with the reflex AMod and future items. This is not a strict requirement.

NOTE 2: If you want to continue playing with my base game item changes, subscribe to this submod.
https://steamproxy.net/sharedfiles/filedetails/?id=2819961936&searchtext=

What is this?
This mod adds a host of new items to expand Xcom's tactical loadout options. These include a new loadout slot and items to go with it, a new type of grenade, more vests, ammos, weapons, techs and many other gadgets besides.

Check out the videos above to get a demonstration of some of the things included.

Also, there is now a Google Doc of all* the new items!
https://docs.google.com/document/d/e/2PACX-1vT79SQ6Adr7GUfDLvc4S3-lvyadIEkLC2afnYYMDrtrwfBpuvXqZagjH6dXP7Ubhbs2QNB-mdZ6H2Eo/pub
Yes I know Steam doesn't like it, it's just a Googledoc, chill.

I've been working on this mod on and off, for a very long time, many years in fact. I'm very happy to finally have something that is good enough for an initial release even if it still needs a lot of work to bring it up to standard. (see future plans)

Features breakdown
  • Introduces more than 100 new items for use by Xcom forces. (as of 0.4)
  • Some of these new items are available as stock items (free and infinite) from the start of the game.
  • Armor Mods, every non-robotic unit can equip these, most grant an extra utility slot.
  • New vests, slightly expanded options especially at the start of the game.
  • New Ammos, Ammo types now have a 4 tier progression.
  • A new type of grenade and an upgraded version of the rocket heavy weapon.
  • New Medical Items
  • Weapons: Command Designators, Stun sprays, Hidden blades.
  • Several higher or lower tier versions of vanilla items. Decoy Beacon, Anima Shield
    Hacking Devices, Scanners and Sensors
  • Powerful items hidden behind new technologies and Breakthrough techs.
  • New in 0.4, Caches and Crates offer a new way to get some special items. New resources are added as prerequisites for some of the new items.
  • New in 0.5, Successful missions sometimes grant an extra reward.

Due to all the additions some vanilla items are rebalanced:
MOVED TO THE SUBMOD
https://steamproxy.net/sharedfiles/filedetails/?id=2819961936&searchtext=
  • Medikits and Nano medikits are better, providing more charges at a slight increase in cost.
  • Smoke and flash grenades are now very cheap.
  • Enhanced effects for AP and Tracer rounds.
  • Battle Scanners are cheaper and scan a larger area.
  • Meme Beacons are tougher and provide a little vision.
  • Nanoweave vests are a little cheaper on materials but cost two trooper corpses.
  • Overdrive Serum gets some buffs to make it work more like the new serum items in some ways

Recommendations
  • You MUST start a new campaign for this mod to work correctly.
  • Legendary is supported but not really tested much. (I'd like feedback on legendary pricing, since I don’t play on legendary)
  • Because this is a "Beta" I don't recommend using it for a "serious" campaign just yet.
  • Avoid making config changes for now, there will be an overhaul of config options in future and lots of things will change.

Requirements
The listed requirements are mandatory for this mod to work correctly. A vanilla version will not be made.
Recommend only: Coordinated Turn Interruptions - by Zyohex - fixes issue with the reflex AMod and future items. This is not a strict requirement.

Compatibility
This mod is highly compatible, but will need bridging mods for other mods which adjust the costs of items or change the itemisation side of the game substantially. Currently Covert Infiltration and LWOTC are unsupported. See the relevant discussion thread for more details.

Mods which also add the ArmorModSlot will be incompatible.

  • LWOTC - semi compatible, with some built in support, but there are some teething problems here. Don’t expect a flawless experience, please report on any issues you encounter and I’ll do what I can to improve the situation as a non-LWOTC player.
  • 黄俊浩's Armor Mod Slot (Fully custom) uses the same slot, will look in to compatibility in future.
  • Extended Explosive Tweaks: Precision Explosives Second Wave option - This option breaks the Krak Charge but otherwise works ok.
  • Alpha Smoke: Possible incompatibility because this mod may make changes to buff smoke (I'm honestly not sure) I got a crash trying to run it but that could have been another mod.
  • [WOTC] Armor Upgrades by TeslaRage: Possible incompatibility is under investigation.

Integration with other mods
  • As of 0.5 this mod supports A Harder War, Night Mission.
  • As of 0.4.3 this mod natively supports ∑3245’s [WotC] UI - Colored Ammo Bar and Stukov81’s Tesla Loot Mod - for Advent
  • As of 0.4.2 this mod natively supports RustyDios’s [WOTC] Coloured PCS Icons
  • As of 0.4.1 this mod natively supports Tesla Rage’s [WOTC] Armour Upgrades
  • As of 0.3 this mod natively supports Long War of the Chosen and Tesla Loot Mod
  • As of 0.2 this mod natively supports Strategy Overhaul: Covert Infiltration!
  • Iridar's Rocket and SPARK mods, working with the Munitions Carrier AMod (Nuke is omitted)
  • Musashi's C4 mod works with the Engineer and Munitions Carrier AMods.
  • Robojumbers AP grenade works with Grenade Bandolier and Munitions Carrier AMods
  • Limited Reloads. unlocks the Mag carrier AMod after Hybrid Materials is researched.
  • Iridar’s System Infiltration 2.0, adjusts config of this mod.
  • LW2 Combat Knife and Musashi Specops Combat Knife and throwing knives will give extra value to the Partisan AMod.
  • Grenade Scatter by Iridar: Supported for explosive charges.
  • Grenade Bandolier armor mod is compatible with the following mods: Under barrel grenade launcher grenades, AP grenades, Molotovs.
  • Munitions Carrier armor mod is compatible with the following mods: Musashi's Tactical X4, Iridar's Rocket, launchers (not the disposables though), Under barrel weapons. Pipe Bombs, Molotovs, Spark Artillery cannon shells
  • AML Expansion + Overhaul Collection includes this mod https://steamproxy.net/sharedfiles/filedetails/?id=2467218761

Future Plans
This is still in a rough state and there are more items I want to add in future. See the Future Plans thread to get an idea of what I’m working on.

Credits
This mod has been in production on and off for more than three years, as such I have undoubtedly forgotten some of the people and resources that helped me get to this stage.
See the credits discussion thread for full details. I would like to give an extra shout out to, in no particular order, Musashi, Iridar, RustyDios, LeyShade, Pavonis Interactive and the Reddit and Discord X2 modding communities in general.
Popular Discussions View All (5)
116
11 Feb @ 4:10pm
PINNED: Bug reporting.
Hudson Savage
56
28 Jul, 2023 @ 5:41am
Compatibility Discussions.
Hudson Savage
7
19 Feb, 2023 @ 2:21am
Future Plans
Hudson Savage
318 Comments
Rui 19 Jun @ 8:45am 
Magazine carrier seems to not work as expected. Carrying 4 magazines still lets me reload 4 times or give 4 magazines, not 8.
Hudson Savage  [author] 16 Jun @ 5:04pm 
@Gniadex - Not exposed to config yet, it's quite a job to do, so it won't be coming any time soon.
@inspector tequila yuen - yeah, I need to see about setting up coil and laser for this mod. - I'll add it to the list.
@Savion - fix for that hopefully in the next big update.
Gniadex 2 Jun @ 4:52am 
Where we can modify those serum? Red, blue, etc? Will lost from them, percentage of gaining something?
inspector tequila yuen 1 Jun @ 10:08pm 
currently playing this with LWOTC, High Caliber rounds do not affect the coil and laser tier weapon damage values at all.
Savion 20 May @ 10:52pm 
Are there specific requirements to get the concealment from Hidden Blades to trigger? I've made a few kills with them and nothing happens. Other than the kill itself, of course.
GameAcc 29 Apr @ 10:50am 
@Hudson Savage, awesome, thanks!
Hudson Savage  [author] 28 Apr @ 7:27pm 
@GameAcc - standard issue represents normal armor with no modifications. You could add an ability to it using template master easily if you wanted to though.
I'll tell everybody when it's getting close to done, might even do a release video talking about the update, since it changes a lot.
GameAcc 28 Apr @ 3:07pm 
@Hudson Savage - could you please add stats modifiers to the StandardIssueAMod at least armor value, I've made every basic item single buildable but apparently in order to make this item useful I would have to create mod on top of yours. Also any insights on when new update is gonna be released, I'd like to start new campaign with the update :)
GibbsNCIS 27 Apr @ 6:18am 
No worries take your time we all need time out
Hudson Savage  [author] 26 Apr @ 8:24pm 
@clw6 - they are being changed a lot in the next update, single build, require lost autopsy and they have about an 80% chance to cause burning.

@GibbsNCIS - I've taken a break to play a fair bit of Helldivers 2 over the past month. I'm going to work on the mod this week, though there is still a lot that needs testing. I'm not promising a release date any more. It's ready when it's ready, hopefully in the next few months.