XCOM 2
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Dec 25, 2017 @ 4:09pm
Sep 14, 2022 @ 9:15am
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In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
That's right, everybody's favourite* mechanic from Long War is back, to get you to be more diverse in your loadouts.

* - definition at use may vary from conventional usage

The Basics
Any non-infinite items that XCOM produces now have some form of durability. All items will take damage if their user takes damage.

Weapons and Armours get worn out from being used on missions: Items such as EXO suits will break if used too many times in a row.

Most utility items by contrast, do not experience mission fatigue. As long as their user doesn't get too heavily damaged during a mission, it'll only take Engineering a short amount of time to repair any damage incurred.

An item can still be used if it has lost item HP, but once it hits 0, it is considered Damaged. This makes it unusable to XCOM until it is fully repaired by engineering.

Engineering related facilities like the Workshop, along with added breakthroughs, can allow XCOM to be more efficient at repairing and maintaining items.

The Details
Engineering can repair 2HP per day by default. They work on all items simultaneously. The repair rate goes as low as 1HP, but XCOM can never lose the ability to repair items.

Weapons and Armours get 100 HP. They lose 30 HP every time they're taken on a mission. They can also take user inflicted damage.

Most utility items get 25 HP. They do not experience mission fatigue. In exchange, they take longer to repair and maintain: they add -1 HP to Engineering's repair rate.

Several specific items have been given special rules:

Frostbombs and the Mimic Beacon have 50 HP...but lose 25 HP every time they're taken on a mission. They otherwise work like utility items.

Alien Hunters and Chosen weapons have 75 HP, and deduct -2 HP from Engineering's repair rate.


The Help
Proving Grounds: If built, this adds 1 HP to Engineering's repair rate.

If the Proving Ground breakthrough is researched, the Proving Grounds then adds 2 HP to Engineer's repair rate, instead of 1.

Workshop: if built, every 4 engineers XCOM has will add 1 HP to Engineering's repair rate.

If the Workshop breakthrough is researched, the requirement is reduced to every 3 engineers.


Engineering Bay Breakthrough: if researched, Shen lowers the mission fatigue of all items by 5 HP. So a Frostbomb will only lose 20 HP per mission isntead of 25.


In addition, the UI in the armory will show you the remaining days left on items, along with showing the next three items to be repaired by Engineering.

Notices
This mod uses a Mod Class Override, replacing UIArmory_LoadoutItem with its own class. This will conflict with mods that also override that class.

FAQ
How does this interact with mods that make more items non-infinite?
It affects them all items that aren't infinite automatically.

So if you have a mod that makes everything run on XCOM 1 rules, you'll get that fine repair experience everybody asked for.

I wanna change some stuff.
(wherever XCOM is installed)\steamapps\workshop\content\268500\1244105000\Config

XComItemRepair.ini will have the variables you're looking for.

Future Thoughts
Add a Chosen Sabotage where they break random amounts of items instead?

Credits
RedDobe for providing fixes to the mod.

Popular Discussions View All (1)
2
Nov 22, 2019 @ 3:59am
Possible bug
RedDobe
55 Comments
Shaggoth (Ищезаяц) Aug 28, 2023 @ 4:04am 
Mhm
Stukov81-T.TV Mar 2, 2023 @ 11:06am 
if you could set that a specific item is destroyed after it reaches 0 health that would be awesome
Orionox Oct 7, 2022 @ 10:22am 
compatible with Long war of the chosen?
TheProtofire Aug 5, 2022 @ 3:20pm 
Since the new update, I have items that are showing as Good for a negative number of days. is that intended?
silverleaf1 Jun 19, 2021 @ 10:41pm 
@RealityMachina I have run into an issue with this mod. I have one golden pistol that I got off of an Advent general but my list of events shows that it will finish being repaired in two days and in ten days. I have two entries for the same item which does not make sense.
spekk Jan 31, 2021 @ 8:13am 
Everything can be customized for your game.You need an option with a chance of removing the item, if it breaks.Thanks.
TyrantLyzardKyng Jan 15, 2021 @ 10:26pm 
Is there any way to make this compatible with Grimy's Loot WOTC?
Hashbrown Jan 14, 2021 @ 6:29pm 
Don't get me wrong I kinda like the idea of this but its a bit much. So baring any damage taken in 3.3 missions your stuff just breaks just from showing up to a mission? Uh what. If you clean and take care of your gun even in horrendous conditions they won't just fall apart. Oh dang went onto 4 patrols this time and my poor service rifle just fell pieces. Powered armor supposed to be real sturdy stuff cant handle some walks in the rain? I understand power armor taking a bit longer to repair but it should be very standardized and easy to repair like our modern vehicles. Rifles and armor shouldn't take 50 dam days to repair at base level. That is ridiculously immersion breaking.
RedDobe Jul 9, 2020 @ 11:44am 
I Second that, this is a really fantastic mod.
EvilPolygons Jul 9, 2020 @ 2:49am 
Clearly I must hate myself because I love this mod. :steammocking:
It keeps me from using the Chosen & Alien Hunter weapons (which I rely on way too much) in every single mission. The degradation rate seems fine even on Legendary (in fact it may even be a bit too tame).

This also works perfectly with the new True Primary Secondaries mod!