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A Better Barracks
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1,082.757 MB
Oct 3, 2017 @ 10:22am
Feb 24 @ 2:37pm
29 Change Notes ( view )
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A Better Barracks

In 1 collection by DerBK
A Better Everything
9 items
-- A Better Barracks --
-- Class and Item Overhaul --
-- Mod by DerBK --

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.


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, touching on a lot of different stuff. Expect any weapon, class or strategy layer mods to be incompatible and relish the exceptions.

Speaking of exceptions, zamster made a compatibilty patch that allows you to use various weapon kits with ABB, you can find it here: http://steamcommunity.com/sharedfiles/filedetails/?id=1162417893

** 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.

– 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
– Includes a complete overhaul of Psi mechanics

** Details **

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

or on my ABB website at https://derbk.com/abetterbarracks/

** FAQ **

Please read before commenting, thanks.

** Credits and Acknowledgements **

Many visuals custom made for ABB by .vhs
Thanks a lot!

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
- 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.
Popular Discussions View All (21)
Dec 30, 2017 @ 7:06pm
PINNED: The Psi Overhaul
Nov 21, 2017 @ 7:07pm
Design Discussion: Classes
Jan 29 @ 3:11pm
Design Discussion: WotC Hero Classes and Sparks
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Yuki Zahn 3 hours ago 
Flammenwerfer here I come!

Any results on the scoped bulpulp? I have no other mods modifying the skirmisher nor his weapon so I'm still not sure why though mine doesn't work.
DerBK  [author] 3 hours ago 
This mod has been updated. Suprise!

Here's a bunch of things that i want to get out of the way, adressing some bug reports and balance concerns:

- bugfixes
- visuals
- Flammenwerfer buff
- Psi Amps cheaper
- Weapons sellable on the Black Market

details here: http://steamcommunity.com/workshop/filedetails/discussion/1156798529/1489987633997192496/#c1489987633997194529
Eldritch_wisdom44 Feb 23 @ 9:27am 
Hi, just leaving this here to let ya know I enjoy this mod! :D
DerBK  [author] Feb 23 @ 1:02am 
I'll look into it again next week - but last time i did so, i didn't find anything wrong with the scopes.
Yuki Zahn Feb 23 @ 12:32am 
Thank you for your swift response.

I did try multiple targets with the Tier 2 skirmisher bulpulp equiped with +4 amour piercing Superior Scope. It doesn't work somehow. I still get my shots reduced by mere 2 armor points. :(
DerBK  [author] Feb 22 @ 10:13pm 
Vital Point Targeting: I am not 100% sure, to be honest. I *think* it doesn't apply to grenades, but i could be wrong there.

Multitarget: An enemy can only be debuffed from one instance of Targetpainting, they don't stack even if you would use multiple Scouts. Targetpainting *does* however stack with the Holotargeting perk (the one from vanilla that the Grenadier has).

Penetrator Scope: Doesn't make sense, there is no difference between those weapons mechanically and they use the same attacks.

Beatdown: Chance is 100%, yes. ABA has a Sectoid that is immune to stun, the Mindbender. You probably tried beating down one of those.
Yuki Zahn Feb 22 @ 8:02pm 
I have questions:

Scout class perks:
1) With Vital Point Targeting, does the damage increase & crit chance applies to all forms of damage (i.e. grenade)?
2) Does multi HoloTarget bonuses stacks with quick HoloTarget ability?

Superior Penetrator Scope
1) I installed this on Skirmisher's weapon. I tried multiple times and confirmed he does not enjoy this bonus. Can someone verify this?
2) All other Penetator Scope in other weapons (rifles etc) works as intended.

Beatdown Perk
1) I tried using this on a sectoid under smoke rain fire buff from a mec. He wasn't stunned. Are there aliens invulnerable to the beatdown perk? Or was it because of the smoke rain?
2) Is the stun 100% success if hit?
Taylem Feb 22 @ 9:56am 
@DerBK I agree with this SO much ...
Player Feb 22 @ 3:18am 
Loved your other ABA mods, will check this out too, thanks!
DerBK  [author] Feb 22 @ 2:59am 
on 1: I am not a fan of alien mods that also add new research and equipment. In my opinion they all tend to be quite imbalanced. Imo alien mods should only add aliens.

on 2: I don't know, didn't try myself yet. I would expect there to be problems, though. Maybe someone who tried can comment.