XCOM 2
93 ratings
Finite Armory
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
201.514 KB
9 Feb, 2016 @ 11:06pm
15 Mar, 2016 @ 2:47pm
14 Change Notes ( view )

Subscribe to download
Finite Armory

Description
================================
Finite Armory for XCOM2 by Kvalyr
Copyright (c) 2016 All Rights Reserved
================
This mod makes it so that only starting items (Conventional Weapons, Kevlar Armor, Frag Grenades) are infinite.
Higher tiers of armor and weapons (primary and secondary) need to be built repeatedly in engineering instead of the player getting all of their armor or weapons upgraded for free as soon as they produce their first higher-tier item.

================
Configuration & Balance:
========
The resource costs and production times of affected items can be configured in this file (depending on which site you installed the mod from):
Steam Workshop: [Steam Library Folder]\steamapps\workshop\content\268500\620624917\Config\XComKv_FiniteArmory.ini
NexusMods: [XCom2 Folder]\XComGame\Mods\Kv_Finite_Armory\Config\XComKv_FiniteArmory.ini

Item supply costs have been reduced to roughly 33% of their original value by default and all affected items (which previously required no time to build) now require 2 days to build.

================
Compatibility:
========
As with all XCOM2 mods, if you remove the mod you won't be able to load any saves that were made with it installed.
I strongly recommend using Zwagoth's "Ignore Missing Content DLC" mod until Firaxis improves on this mechanism: http://steamproxy.net/sharedfiles/filedetails/?id=619141883&searchtext=

It isn't necessary to start a new game to use this mod and it won't remove any equipment already equipped on soldiers. Any currently infinite items in HQ will have their quantity change to 1.
For example: This means that if you have 6 soldiers and they all have warden armor, you'll have 7 warden armor items (6 equipped + 1 in storage) available to use after installing this mod.

================
Planned changes:
========
+ More granular control of item production costs in the ini.

+ The 'free upgrades' system in the base game also takes care of transferring weapon upgrades from old weapons and that convenience is lost with these changes.
A button to strip upgrades from a soldier's weapon will be added in a separate mod (for the sake of modularity and compatibility with other mods) to complement this one.

+ There is no "Make weapons available" button in the mission preparation screen in the base game, so one will need to be added to go with armor & utility items for the same kind of convenience.

================
Technical details & Mod compatibility:
========
Changes are commented in the source code for the sake of anyone else trying to figure out how to do this kind of thing, and for other mod authors checking compatibility.

Instead of modifying the templates for equipment directly, this mod uses a UIScreenListener and updates existing equipment templates programmatically, which means it should be compatible with other mods that change the equipment templates, and even mods that add new equipment.

After templates have been created as normal in the base game's code (or other mods that load before this one), this mod updates necessary properties on the templates to make them finite.
The UpgradeItems() function is no longer called when a schematic is built. A different helper function is called instead, to place items referenced by the schematics into HQ inventory.
Popular Discussions View All (7)
4
13 Mar, 2016 @ 2:44pm
Balance adjustments (Resource costs, production times, etc.)
Kvalyr
0
29 Apr, 2016 @ 8:08am
BUG (perhaps): Highest Difficulty Costs not applied
krumiro
0
11 Apr, 2016 @ 5:24pm
BUG: Double names in Inventory and incorrect amounts counted
krumiro
179 Comments
MrPoonPoon 23 Jan, 2018 @ 3:16am 
I still love you
MrPoonPoon 15 Jan, 2018 @ 5:12pm 
wotc still being worked on?
Cpt_Chaos 29 Sep, 2017 @ 4:43pm 
any update on the ETA?
MrPoonPoon 4 Sep, 2017 @ 8:04am 
awesome!
Kvalyr  [author] 4 Sep, 2017 @ 7:50am 
An update for WotC is in the works (literally testing new version right now). My current plan is to reduce the scope of this mod for the WotC version and limit it to affecting Weapons and Armor only.

Leaving grenades, upgrades and techs untouched to avoid some of the more problematic balance issues, exploits and bugs.

No ETA on when the new version will be uploaded; but work is ongoing.
MrPoonPoon 4 Sep, 2017 @ 7:41am 
would love for wotc
alfn86 2 Sep, 2017 @ 3:43pm 
Understood brother, good work to you! =)
Badger 2 Sep, 2017 @ 6:34am 
beautyy...finite weapons and a marathon mod are my two most crucial mods from vanilla
Savar Belmont 2 Sep, 2017 @ 6:10am 
You live!
Kvalyr  [author] 2 Sep, 2017 @ 5:49am 
This mod was made in the early days of XCOM2 and hasn't been updated to account for various patches and DLC releases since then. I'll look into updating it for WotC and fixing the bugs, but it's no small task.