XCOM 2
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A Better Barracks: TLE
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13 oct. 2018 la 2:42
17 nov. 2019 la 11:46
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A Better Barracks: TLE

În 2 colecții create de DerBK
A Better Everything
13 obiecte
Remember the Ayylmao
81 obiecte
Descriere
-- A Better Barracks --
-- Class and Item Overhaul --
-- Mod by DerBK --
-- 2D art by .vhs --
____________________

Requires XCOM2 version: War of the Chosen
Requires DLC: Tactical Legacy Pack
Requires other mods: X2CommunityHighlander, New Promotion Screen By Default, Missing Packages Fix
____________________

FAQ, General Info and Troubleshooting for my mods can be found here:

A Better FAQ
____________________

A Better Barracks is an overhaul for classes and items in XCOM2: War of the Chosen, aiming to change the tactical gameplay to the better by providing new and more diverse options for soldier layout and customization.

PREREQUISITES

You need the Community Highlander and the FX fix because of the secondary weapons from LW. If you are not using A Better ADVENT, you will also need the Rifle Suppression fix by bountygiver.

Prerequisite is also the will to drop most other mods, as ABB is not exactly compatibiliy-friendly.
I will put this in simple terms: Do not use other class or item mods with ABB or you will likely mess up your game and are on your own.

** What is new compared to the old version of the mod? **

The release of TLE made it so some adjustments to ABB were required to deal with the new weapons. I took this opportunity to re-release ABB, which allowed me to remove the not very well loved psi system from the mod.

Changes to previous version in bullet points:
- No more psi changes, ABB will keep Psi vanilla. You can use other modder's psi overhauls in addition to ABB. Or wait until i release my own psi mod (which will be a seperate mod)
- The armors that are unlocked from the Legacy Campaign will pick up the changes to armor stats, just like the standard Kevlar/Predator/Warden armor.
- The weapons that are unlocked from the Legacy Campaign will no longer be added to player's inventory in standard campaign play. Basically, that unlock does nothing anymore. I have different plans for those models, like the following which are already in the mod:
- The tier 2 laser tech now uses TLE laser models
- The tier 2 coil tech is now called prototype plasma and will use TLE plasma models
- Tier 3 laser uses LW2 Laser models
- Tier 3 Coil tech uses LW2 Coil models

A word of caution: Do not have this mod active when you want to play the Legacy Campaign (Blast from the Past etc) or the Skirmish mode. ABB will not work with those properly and will cause bugs. Use it only for play with the standard campaign.

Note that you can NOT switch from old ABB to ABB:TLE mid-campaign. You can finish your old campaign without issues, though. Just ignore the TLE weapons/armors that get unlocked from the Legacy Campaign and there are no issues at all.

** What is A Better Barracks? **

A Better Barracks changes the classes, perks, weapons and items in the game and adds new ones. It’s meant as a companion mod for A Better ADVENT(ABA), but can be used without it. ABB is an overhaul that touches on a lot of different things and is meant as a core mod to build your other mods around. The stated goal of the changes in ABB is increasing the depth of decision that the player has. This is done primarily by offering more options during character building and extending these options to the equipment as well. It’s not necessarily about nerfing or buffing XCOM, it’s about making multiple different playstyles viable and providing more diverse tools to the player for crafting the experience that he wants to get from XCOM2.

Highlights:
– 8 Classes, each one defined by a secondary weapon that only that class can use.
– Semi-Randomized perk trees that are built from a large pool of both class specific and general perks.
– Redesign of the primary weapons, and all classes get to pick one of two weapon types instead of being stuck to one.
– All weapons play very different due to unique firing and reloading mechanics
– Integration of the Long War secondary weapons (Holotargeter, Sawed Off, Arc Thrower, Combat Knife)
– New weapons, new items, new armors, etc etc.
– Overhauled upgrade system with weapon fragments and upgrade components
– Integration of TLE weapons into the main campaign as their own tech

** Details **

Please find detailed information in these threads:
- Classes and perks: http://steamproxy.com/workshop/filedetails/discussion/1156798529/1520386297704465807/
- Weapons: http://steamproxy.com/workshop/filedetails/discussion/1156798529/1520386297704521717/
- Items: http://steamproxy.com/workshop/filedetails/discussion/1156798529/1520386297704543288/
- Attachments: http://steamproxy.com/workshop/filedetails/discussion/1156798529/1520386297704562786/

** Credits and Acknowledgements **

This mod uses a lot (A LOT!) of code from other mods, most importantly:
- XModBase by xylthyxlm
- Long War 2 by Pavonis Interactive
- LW Secondary Weapons by shiremct
- Extended Perk Pack by Favid
- Richards Classes by Richard
- Spectrum Green by Yzaxtol
- Collateral Demolition by Divine Lucubration

The roulette idea was inspired by the "MINT" Classless Overhaul by Ziodyne.

** Permissions **

Any modder is allowed to pilfer, re-use or re-upload any of ABBs assets, scripts, doodads and thingamajigs in any way or form that he wants to. I don't care.
Discuții populare Vezi toate (4)
2
1
11 oct. 2024 la 7:38
Russian Translation of ABB - TLE
/I\uCTuK
0
10 iul. 2019 la 15:27
A compatible version of the LW2 SMG Mod
Veehementia
967 comentarii
DerBK  [autor] 2 ian. la 2:36 
From the description:

PREREQUISITES

[...]

Prerequisite is also the will to drop most other mods, as ABB is not exactly compatibiliy-friendly.
I will put this in simple terms: Do not use other class or item mods with ABB or you will likely mess up your game and are on your own.
SDS-PAGE 1 ian. la 15:42 
Just as a warning, it seems like there might be a weird interaction between this and the trainable skirmishers mod, or skirmishers in general. I put the WOTC zero-in perk on my human skirmisher (bonus aim when retargeting the same enemy) and the modded zone-in perk (gives +20 aim on next shot if you miss). The Zero-In perk doesn't show up in tactical for my skirmisher, AND on subsequent shot, even when i landed the first hit, i had a -20 aim on the subsequent shot!
SDS-PAGE 24 dec. 2024 la 12:40 
Otherwise I've continued on with the mod and for the most part it's really interesting and engaging shakeup of the normal game. i do think maybe the knockout ability for infantry is too strong.

I only noticed one other incident as i described below but it destroyed cover that wasn't actually cover anyway (roof rails that gave no defense)
SDS-PAGE 11 dec. 2024 la 0:29 
FYI I've turned off all enemy mods, weapons, etc. I do have MOCX, extract corpses, nonlethal combat, maps by vozati, additional mission types redux, highgroud gives defense-- whatever else I can think of that has any chance of messing with things

I did notice some odd behavior with More Mission Types mod, in which it appeared that only certain classes were able to trigger or interact with mission objectives, so I disabled that mod. Might take off Maps by Vozati next.
SDS-PAGE 11 dec. 2024 la 0:17 
It's happened twice now. Possible I never noticed it before in vanilla XCOM and this is just the first time my soldiers were ever killed by it. But I've been using fairly hard difficulty mods so I feel as though it should have come up before.

So far both instances it was a sniper rifle, shooting down at a target. The first time, the sniper destroyed her cover and the cover next to her, exposing herself and her bondmate, and they were both killed on the enemy turn.
DerBK  [autor] 10 dec. 2024 la 5:57 
Never heard of this issue before, tbh. That sounds more like a vanilla issue to me than something caused by the mod. Lines of sight are notoriously made up in this game.
SDS-PAGE 9 dec. 2024 la 12:14 
cool ideas in this mod but there's one thing that is a huge problem; there is a environment destruction mechanic built into the weapons, and this has resulted in my soldiers DESTROYING THEIR OWN COVER when they fire (the particular example i'm talking about was from a sniper rifle). I'm debating whether I want to continue or not because this is an awful downside to have to play with.
DerBK  [autor] 28 nov. 2024 la 5:46 
Thanks for posting the solution! Hopefully that helps someone else down the line :)
Mako 28 nov. 2024 la 5:15 
Got it!

Found a post where someone had the same issue and discovered it was the older "Mod Everything" conflicting with "WOTC Mod Everything Reloaded". Disabling Mod Everything fixed the attachments. Thanks for getting back to me anyhow, and happy holidays!

Followed the suggestions here: https://www.reddit.com/r/xcom2mods/comments/ludogi/cant_use_weapon_attachments_on_any_guns/
Mako 27 nov. 2024 la 17:03 
Wow, thank you for getting back so quickly!

Yeah, I can see the limited slots for snipers/cannons, but I am trying to select open slots on assaults and shotguns and it just beeps at me. I just upgraded both to mag and still the same issue. Just ran through my mods and I can't see anything specific to weapons or attachments that might conflict here. Even checked to see if the attachments I had in inventory were somehow glitched by buying different black market ones, and nothing. Any thoughts?