XCOM 2
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A Better Barracks
   
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1.137 GB
Oct 3, 2017 @ 10:22am
Oct 7, 2018 @ 3:29am
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A Better Barracks

Description
OUTDATED VERSION. If you have the Tactical Legacy Pack, find the current version of ABB here:

>>> A Better Barracks: TLE <<<

If you do not have that, this version here is the right one for you. But note that while in working condition, it's no longer being updated. Consider spending the 8 bucks on the DLC :)



-- A Better Barracks --
-- Class and Item Overhaul --
-- Mod by DerBK --
-- 2D art by .vhs --
____________________

Requires XCOM2 version: War of the Chosen
Requires DLC: none
Requires other mods: X2CommunityHighlander, New Promotion Screen By Default, Missing Packages Fix
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FAQ, General Info and Troubleshooting for my mods can be found here:

A Better FAQ
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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, 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.

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
– 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/

** 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
- 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 (31)
53
Jun 25, 2018 @ 2:55pm
Design Discussion: Classes
DerBK
48
Oct 22, 2018 @ 11:33am
PINNED: The Psi Overhaul
DerBK
20
Jun 26, 2018 @ 12:43pm
Design Discussion: Primary Weapons
DerBK
1,496 Comments
F15Imach Aug 4, 2020 @ 2:56pm 
Thanks for the reference and the quick replay. I am using the TLE version which explains the issue.
Thanks again for the great work :)
DerBK  [author] Aug 4, 2020 @ 2:36pm 
First things first: Are you actually using this mod or the more current version for TLE?

I'm asking because the new version cut out the Psionics changes. So everything should work just like in vanilla there.

If you are in fact using this version here, you can find a thread about the psi changes pinned in the discussion tab: https://steamcommunity.com/workshop/filedetails/discussion/1156798529/1489992080508935882/

Tbh, it's been long enough (2 years! Jesus.) that i am no longer sure if what's described in that thread is the current status in the mod, but it should be close enough.
F15Imach Aug 4, 2020 @ 2:21pm 
Hi DerBK, i recently discovered your mods and they revitalized the game for me, thank you so much, i am having a blast!
One problem though, i am in the mid point of my campaign, and i realized that despite researching sectoid autopsy, priest autopsy and psionics i cant build psi amps, and there is no documentation for the psi overhaul in the archive.
were those elements removed?
thanks in advance :)
JRyds Jul 22, 2020 @ 6:42am 
Aha, I think it was indeed a Mindbender. OK cool, I'll say hello with a cannon from now on!
DerBK  [author] Jul 21, 2020 @ 10:35am 
If it was a Sectoid Mindbender from ABA, then yes. Those are immune to all mind effects, including stuns from flashies.
JRyds Jul 21, 2020 @ 9:02am 
Hey DerBK, I just used a flashbang on a sectoid but it didn't stop it mind controlling my guy. Is that intended?
DerBK  [author] Jun 25, 2020 @ 10:04pm 
Armors in ABB are seperated more clearly into light, medium and heavy. Light armor has shields, Heavy armor has actual armor pips and medium armor has a mix of them.

The ingame documentation in the XCOM Archives (which you can reach from the Commander's Quarters) has more details.
pstrangerx Jun 25, 2020 @ 3:20pm 
Thanks for all your hard work DerBK!

How does shields work in the updated version?

I just started a new campaign - the only mods I added was this and the 2 required mods - MissingModPack and ChangePromotionScreen. I noticced that at the beggining of the mission, all my troops start out with 2 extra orangish health bars on top of their normal heal bar. when they get hit, it says "2 shields" and the shields can't be healed up. Is that how y our design works in the new version and just curious about the thought process behind it.
DerBK  [author] Jun 25, 2020 @ 1:40pm 
It doesn't. The current version of ABB adds shields, but i am actually not sure if this old one also does already.
pstrangerx Jun 25, 2020 @ 1:38pm 
Does anyone know if ABB added 2 armor to the start of soldiers missions? Wasnt sure if this was the mod that did that - couldnt find any documentation.