XCOM 2
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ADVENT Gear Salvaging
   
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166.750 MB
Jun 18, 2016 @ 1:36pm
Jun 27, 2016 @ 7:32pm
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ADVENT Gear Salvaging

Description
This mod introduces an optional early-game research project that offers a 'Tier 1.5' for XCOM gear in the form of salvaged ADVENT rifles and armor, in addition to a few other items. In addition there are later-game items that are unlocked through researching vanilla techs.

Although the salvaged ADVENT gear offers only a marginal improvement over the standard XCOM equipment, both the research time and resources required to access them are reduced compared to plated armor and magnetic weapons. However, later in the game there will be the option to reverse-engineer the ADVENT armor variants and make formidable powered versions of them.

This is my first mod, with the original goal being to offer some form of early-game upgrade for weapons and armor without the heavy investment involved in reaching Tier 2, allowing for more opportunity to prioritize other developments early game as well as a recovery option in case the first couple missions haven't been going well. From that it's grown to expand the options of late-game as well, with the theme still being of taking the tools ADVENT and the aliens have and making them your own.

This mod's development is ongoing with the intent of adding new features and tweaking balance based off feedback. I also intend to make this mod as customizable as possible so people can enjoy it how they like.

Credit goes to Dor for the ADVENT armor assets.

And a general thanks to the modding community in general; it's been an invaluable resource and is full of enthuesiastic and supportive people.

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Features Added:

Techs:
ADVENT Gear Salvaging (Available at the start of the game, requires 4 Trooper and 2 Officer Corpses, research time with no scientists 12 days)

Squad Schematic items:
-ADVENT Rifle (Magnetic rifle, except base damage 5 and crit damage +3, cost 60 supplies and 6 Trooper corpses, unlocked with ADVENT Gear Salvage tech)
-ADVENT Trooper Armor (1 HP, cost 40 supplies and 6 trooper corpses, unlocked with ADVENT Gear Salvage tech)
-Alien Rifle (Plasma rifle, except base damage 7 and crit damage +3, cost 180 supplies, 10 Alloy, and 5 Elerium, unlocked with ADVENT Gear Salvage and Elerium techs)

Proving Grounds project items:
-ADVENT Officer Armor (2 HP, costs 20 supplies and 2 Officer Corpses, unlocked with ADVENT Gear Salvage)
-ADVENT Stun Lancer Armor (1 HP, +1 mobility, 10% dodge chance, costs 20 supplies and 2 Stun Lancer corpses, unlocked with ADVENT Gear Salvage)
-ADVENT Shieldbearer Armor (3 HP, 1 armor, Energy Shield ability (gives squad 2 shield HP for 2 turns, 1 charge), costs 30 supplies and 2 Shieldbearer corpses, unlocked with ADVENT Gear Salvage)
-Orion Armor (6 HP, 1 armor, grants Holo Targeting and Orion's Mark (applies 1-damage Rupture on all successful shots), costs 40 supplies, 10 Alloy, 5 Elerium, 1 Elerium Core, 2 Officer Corpses, unlocked by Powered Armor and Officer Autopsy)
-Tachyon Suit (5 HP, 30 dodge chance, 3 mobility bonus, 1 bonus melee damage, Rush ability (gain bonus move action and automatically graze incoming shots for 1 turn, 2 charges, usable once per turn), costs 40 supplies, 10 Alloy, 5 Elerium, 1 Elerium Core, 2 Stun Lancer Corpses, unlocked by Powered Armor and Stun Lancer Autopsy)
-Aegis Armor (7 HP, 2 armor, Aegis Shield ability (gives squad 5 shield HP for 2 turns, one charge), costs 40 supplies, 10 Alloy, 5 Elerium, 1 Elerium Core, 2 Shieldbearer Corpses, unlocked by Powered Armor and Shieldbearer Autopsy)
-Holo-Targeter (Utility item, grants Holo Targeting as used by grenadier, costs 20 supplies and 2 Officer corpses, unlocked with ADVENT Gear Salvage)
-Stun Lance (Arc blade, except base damage 4 and crit damage +3, costs 20 supplies and 2 Stun Lancer corpses, unlocked with ADVENT Gear Salvage)

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Current To-Do List:
-Fixing shield visuals
-Adding option to disable certain parts of the mod
-Adding option to convert schematics to finite, buildable item version

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Possible Future Plans:
-ADVENT Trooper disguise armor (tier 3)
-Salvaged Archon Lance
-Bayonet weapon upgrade
-MEC cluster missile heavy weapon
-Wrath Cannon powered weapon
-Andromedon power armor

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Compatibility:
This mod overrides the
X2Ability_DefaultAbilitySet,
X2Ability_GrenadierAbilitySet,
X2Ability_RangerAbilitySet,
X2Ability_SharpshooterAbilitySet,
and X2Ability_WeaponCommon classes.

Basically, I needed to modify the vanilla shooting abilities to allow for the Orion's Mark ability's rupture effect, thus there may be compatibility issues if you're running other mods that make changes to how soldiers shoot.

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Placeholders/Known issues:
-Stun Lance using Arc Blade inventory icon
-ADVENT Rifle using Magnetic Rifle inventory icon
-Alien Rifle using Magnetic Rifle inventory icon
-ADVENT armors using Predator Armor inventory icon
-ADVENT armors using Warden Armor inventory icon
-XCOM soldiers' Energy Shield and Aegis Shield abilities are mechanically functional and are now playing the ground pound animation; however, the shielding visuals are still being worked on.
-On previously loaded saved games there may be issues of mod armor assets not appearing
-On previously loaded saved games there may be an issue with the tech not appearing; a temporary workaround would be unlocking it through console command (coding name is 'AdventGearSalvage')
Popular Discussions View All (4)
22
Jun 26, 2016 @ 11:38am
Future Features
Aw hell, it's Arc
7
Dec 24, 2016 @ 9:38pm
Issues
Aw hell, it's Arc
0
Jun 21, 2016 @ 11:22am
Future Projects/Collaboration
Aw hell, it's Arc
82 Comments
Mirahael Jul 16, 2019 @ 2:14am 
Just did a quick test, from what I see, this mod does NOT work with WOTC (it crashed upon trying to load)
Forge Jul 2, 2019 @ 12:31am 
is this WOTC compatible if it is not pls make it compatible
Straight-up Goddess <3 Jun 27, 2019 @ 4:41am 
is this WOTC compatible . if no please make it
(also i can't believe this mod stil lives
lego.motes Mar 24, 2019 @ 8:26am 
Can I add it if i have a campaign all ready started
rumpeltinsky Nov 26, 2018 @ 8:13am 
is this LW2 compatible? i´m looking forward to make an advent rebel squad in my next game
Lord Bubba Sep 12, 2018 @ 10:59am 
Now I remember why I disliked this mod so much: everything in the Proving Ground required an elerium core. Everything. Including the tactical vest. Tact vests require an elerium core to develope and manufacture? That's going to be alot of friggin' elerium cores! Even in the real world body armor for U.S. troops does not require a uranium core to produce!

On top of that in order to research this mod, you gotta have four Advent officers. Advent officers are very rare. By the time I got enough salvage to do the research, I had already developed Warden armor and was researching plamas weaponry.

This mod sucks!
Lord Bubba Sep 6, 2018 @ 5:50pm 
Is there a way to increse Advent weapon damage?
CapitaineYolo Mar 21, 2018 @ 6:44am 
Great Mod ^^ As someone who plays with cosmetic mods, I would appreciate a way of disabling the armors look though. Is there a way to do this yet?
Airu Feb 21, 2018 @ 5:51am 
How did you give the shieldbearer armor the energy shield ability? I have a mod that lets me add abilities to armors and i want to try if i can get the energy shield via that mod
Wot3rMelon Feb 6, 2018 @ 7:30am 
Will u do a WOTC version for this mod?It's so nice if u do that