XCOM 2
A Better Barracks
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.
Playbook May 9, 2020 @ 7:42pm 
Tyty, will do in future, thanks!
DerBK  [author] May 9, 2020 @ 11:56am 
As a general rule, the best way to look up the template names of any mod is checking the localization file.

The names you are looking for are SidearmFragments, TechFragments, LightWeaponFragments, HeavyWeaponFragments, Tier2UpgradeComponents, Tier3UpgradeComponents
Playbook May 9, 2020 @ 11:51am 
What's the Resource ID for fragments and components? Is there a list somewhere?
DerBK  [author] Feb 16, 2020 @ 2:21am 
That's not changed by my mod.

It should be available in the Proving Grounds after doing the Muton Autopsy, i think.
badluckmojo Feb 15, 2020 @ 6:40pm 
Hey derbk I was wondering how does one get the advanced explosives research now? It hasn't become available yet, so maybe I'm missing something. I'd like to upgrade to bombs haha I'm getting out gunned. Pretty far into the game
VS-lockon Nov 7, 2019 @ 4:27am 
okay that new version work with wotc as well bc i have all the dlc and if so link plase and i hope there ini in that one bc i like have my gun have 20 ammo size bc have limited reloads
DerBK  [author] Nov 6, 2019 @ 8:36pm 
Oh, note that there is a more current version of this mod on my workshop if you own the Tactical Legacy Pack. I strongly recommend using that new version instead if you can.
DerBK  [author] Nov 6, 2019 @ 8:33pm 
I re-use only the models, in terms of stats i built my weapon techs up from scratch. There are ini files for the stats, sure.
VS-lockon Nov 6, 2019 @ 3:21pm 
DerBK are the laser and rail gun the same as long war and if so is there ini for damage and ammo for them ?
DerBK  [author] Oct 2, 2019 @ 4:20pm 
They need to be used from melee range, there is no dash component to them.
Nick Dipples Oct 2, 2019 @ 3:32pm 
With my Agent class, none of the other knife attacks can be clicked on. Run and Slice works fine, but I have Disarming Strike and Shadowslash(?) and neither of them can ever be used. Am I doing something wrong?
DerBK  [author] Aug 16, 2019 @ 10:03am 
Not very well at all. ABB is a bit of a dirty mod that doesn't play well with others. Especially item mods.

This is a thing that exists, though: Custom Weapons Support by zamster. I do not know how current it is or what the limitations are.

Portico Aug 16, 2019 @ 9:51am 
How nice does this mod play with weapon mods? I like the Mechanics, but still want to skin my weapons how I want.
36OZone Apr 16, 2019 @ 6:17pm 
JJust found config file, here it is. Ty.
36OZone Apr 15, 2019 @ 12:53pm 
Maybe, at least, there is some way to find items names for console?
DerBK  [author] Apr 14, 2019 @ 3:04pm 
Not sure, i never did much with console cheats. Should be easy enough to google.

Also, there might be mods around for that kind of thing? Again, not sure because it's just never been of interest to me.
36OZone Apr 14, 2019 @ 2:37pm 
Hi! Are there any console commands for adding skill points for leveling?
DabHand Feb 22, 2019 @ 7:32am 
Yeah l'm using TLE. I expect it's another mod in that case.
Thank you for your mods, l look forward to the rest of my campaign.
DerBK  [author] Feb 22, 2019 @ 7:17am 
That should not be the case and might be some other mod acting up.
On that note, i assume you have the correct version of the mod installed? I'm asking because this page is for the old, pre-TLE version. Not that it should matter for that loadout bug you are experiencing, but just making sure ;)
DabHand Feb 22, 2019 @ 6:23am 
Thanks!
I expect no further updates, but your weapon loadout allows any weapon to be selected (and fails where not valid leaving empty hands) rather than having the class restricted fade on it as per vanilla/LW2
DerBK  [author] Feb 22, 2019 @ 5:28am 
Thanks.

Yes, the distribution of upgrade slots is intentional. Snipers and cannons get a lot of innate bonuses which is why i reduced their upgrades by one. On the other hand, assault rifles get an extra one to make them more customizable.
Once you upgrade to tier 2 weapons, cannons and snipers will also be able to be modded.
DabHand Feb 22, 2019 @ 2:09am 
Using ABA/ABB TLE. Finding that conventional sniper and cannon show greyed out upgrade option in barracks. i.e. unable to attach mods. Also shotgun had 1 slot only, rifle shows 2 and works as expected.
Is this by design, or have l broken it somehow?

By the way, l understand you are departing the xcom mod scene, and am working my way through your twitch campaign atm. I wish you all the best for the future!
DerBK  [author] Dec 24, 2018 @ 12:58am 
You suppose correctly.
Aaewen Dec 23, 2018 @ 8:10pm 
I suppose this is not compatible with RP Overhaul?
DerBK  [author] Nov 18, 2018 @ 11:15pm 
Yes, this one.
gravdestroyer Nov 18, 2018 @ 10:21pm 
Do any of the a better mods remove bladestorm from the templar?
DerBK  [author] Nov 9, 2018 @ 4:58am 
If you do not use ABB, you can use other item/class mods, of course.
gravdestroyer Nov 8, 2018 @ 11:52pm 
What about the other "A Better" mods?
DerBK  [author] Nov 6, 2018 @ 2:46pm 
No, ABB is not compatible with other item or class mods.
gravdestroyer Nov 6, 2018 @ 2:40pm 
Is the compatible with WOTC:LW2 Classes and Perks.
https://steamcommunity.com/sharedfiles/filedetails/?id=1335226018 .
Ethan Nov 5, 2018 @ 4:59am 
Yes, eventually the fletcher and high explosive grenades will be replaced by the plasma version.
gravdestroyer Nov 4, 2018 @ 10:58pm 
Do all your soldiers have the ability to use plasma grenades eventually?
Astral Descend Nov 3, 2018 @ 11:46pm 
Same way, but melee range
gravdestroyer Nov 3, 2018 @ 6:53pm 
How does hacking without a specialist work? I haven'bt has much time to use them.
DerBK  [author] Nov 3, 2018 @ 6:01pm 
Squadsizes are unchanged by ABB.
If you want to edit the perk lists, you can find them in the ClassData.ini of the class.
DerBK  [author] Nov 3, 2018 @ 5:59pm 
Infiltrator is one of those perks that you don't need on a lot of soldiers in your roster, but where you can get a lot of value out of having some.
There are a lot of things that can be hacked in the game for non-Specialists, like mission objectives, van doors, cell doors. And with Infiltrator you are pretty much guaranteed to get one of the bonuses from it. Getting an extra month of double fast scanning or a chunk of intel here and there quickly adds up.
And then there's the Skulljack :)
Agents, who have Infiltrator as a class perk, are especially worthwhile Infiltrators. Their GTS perk gives them extra skulljack charges. Doing those brainhacks with 150 hack score means more intel and less feedback damage. Pretty great, actually.
Mildly Nuclear Nov 3, 2018 @ 5:54pm 
Come on man, I love my Agent with Infiltrator. Sometimes you just can't get a Specialist to the objective. Especially if it's a mission to rescue a captured soldier. I'd rather have an Agent than a Specialist on that one.
gravdestroyer Nov 3, 2018 @ 5:32pm 
Is there a way to remove infiltrator from the perk list? Seems like other more useful skills could be put in its place since specialists can't get it.
gravdestroyer Nov 3, 2018 @ 5:07pm 
What's the ideal squad size?
gravdestroyer Nov 3, 2018 @ 5:02pm 
Now that you mention it, that would be OP. Could probsbly control Sectopods guaranteed.