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[WotC] Melee Weapon Breakthrough
File Size
0.067 MB
Sep 12, 2018 @ 8:25am
Nov 25, 2018 @ 2:58pm
2 Change Notes ( view )

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[WotC] Melee Weapon Breakthrough

In 1 collection by Mr. Nice
Mr. Nice's Workshop - War of the Chosen
16 items
Does it bother you that Templar gauntlets and Skirmisher rip-jacks can't get a weapon type Breakthrough damage bonus? Well be bothered no more! This mod changes the "Improved Sword" breakthrough into a more general "Improved Melee Weapons", with all three kinds of melee weapons in War of the Chosen benefitting. The breakthrough name and description has been updated in the English language localization to reflect these changes. Anyone can feel free to help with localizing the name & description for the other XCom 2 localization languages.

Other Mods by me:
  • WOTC Compatible (non-WOTC versions also exist if appropriate)
    • Cinematic Rapid Fire, which gives Rapid Fire and Chain Shot their cinematic camera back which was removed in the patch ages ago. Also gives the Reaper Banish ability the same improved look.
    • Less Overwatch Lock Ups!, which attempts to fix the visualization lockups during complex Overwatch/Reaction fire situations.
    • Critical Damage in Armory, which adds Critical Damage, Armor Pierce and Shred to all appropriate weapons and several other tweaks to the stats display of weapons, utility items and upgrades in the Armoury.
    • Better Grappling!, fixes issues with Grappling targeting in certain world geometry.
    • Shaken Scars are Back! The name says it all, but to those who weren't around for the first couple of months of XCom2, a feature was bugged out in a patch and never fixed, which randomly scarred shaken soldiers. This now means some, but not all, gravely wounded soldiers, not the "new" WotC shaken fatigue status.
    • Trainable Sparks (and other Buffs) WotC was one step forward, two steps back for SPARKs. As well as allowing training, also gives them access to breakthroughs for their weapons, an ammo pocket (ammunition only utility slot), and some hack progression.
    • Train from Armoury allows normal soldiers to jump straight to training from the armoury, just as faction soldiers can. The Training Center is still required to be built first of course!
    • Ability Interaction Fixes, which fixes up "Death from Above" and "Serial" not proccing from second shot kills of "Chain Fire"/"Rapid Fire" and some other ability interaction issues.
    • Original High Hit Dodge Behaviour, which restores the pre-patch behaviour where Hit chance over 100 gradually eliminated dodge chance, not immediately made dodges impossible once Hit chance is 100 or more.
    • In conjuction wtih sebkulu,WOTC - Extended Information!, an enhanced, rewritten version of Perfect Information. Includes full list of enemy abilities as well as a stat list, as well as the classic features of the "shot bar" and stats in flyovers.
  • Non-WOTC Only
Popular Discussions View All (3)
Nov 10, 2018 @ 11:15am
Jan 30 @ 8:26pm
Simplified Chinese Translation
Jan 17 @ 1:48pm
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thefinalstrife3 Jan 9 @ 4:46pm 
oh great thanks that's exactly what i was hoping!
Mr. Nice  [author] Jan 9 @ 9:30am 
@thefinalstrife3: It shouldn't conflict with "More Breakthroughs", indeed RipJacks and Templar Gauntlets could end up wtih +3 damage, from the tier, the combined Melee Breakthrough from this mod, and the specific breakthrough from More Breakthroughs.

@Mithrandiril: More Breakthroughs includes an option for disabling construction breakthroughs, have a look at how it does it. On the other point, I didn't think there was a limit? After you finish all normal research, then you get offered all the breakthroughs until there are no more left I thought?
thefinalstrife3 Jan 9 @ 9:18am 
has anyone experimented if this works with the more breakthroughs mod?
Mithrandiril Jan 5 @ 6:55pm 
Mr. Nice, similar to VolStrider I am trying to mod some of the breakthrough researches (Specifically, getting rid of the construction ones and eliminating the apparent maximum number of breakthroughs in a campaign). Any advice you can provide would be appreciated!
VolStrider Dec 23, 2018 @ 4:40pm 
Thanks for adding this mod. I was wondering where I would go to find the location for changing the code for breakthrough research. There are some things I would like to try, but I've been looking for a while now and I haven't been able to figure out where it is.
Estarc Dec 9, 2018 @ 7:03am 
Excellent mod, I'm shocked the base game doesn't work this way. Thanks very much for sharing.
THANOS #1 Dad Nov 27, 2018 @ 5:59pm 
Awesome, I found it, thanks, I'll try not to change it to 999 base dmg.
Mr. Nice  [author] Nov 27, 2018 @ 5:49pm 
Changing the "breakthrough" damage researches to do something other than +1 though is much more complicated, since that's entirely in code, not ini entries.
Mr. Nice  [author] Nov 27, 2018 @ 5:48pm 
If you just want to tweak the templars/skirmishers melee damage, then yeah, that's easy really. Just look in XComGameData_WeaponData.ini (in Documents\My games\XCOM2 War of the Chosen\XComGame\Config if you didn't know that already) Don't worry if you mess it up, delete the file and it will get regenerated wtih default values the next time you run the game. "WRISTBLADE" is the Skirmishers weapon entries, "SHARDGAUNTLET" for the Templar, You'll notice there are more entries for the gauntlet, because of the related PSI powers, which also increase in damage with higher tier gauntlets. The DamageType and Tag properties will tell you what's what there though.
THANOS #1 Dad Nov 27, 2018 @ 5:38pm 
Can I change the value myself? I really like Templars and Skirmishers but they are weak af compared to my regular Rangers equipped with Warhammer 40K's Terminator armor and Power Claw, they do 14 base dmg and 17 to 19 crit, my Templars and Skirmishers do around 9...

So is it just a simple Ini change or it's more complicated?