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Item Durability
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0.272 MB
Dec 25, 2017 @ 4:09pm
Aug 17 @ 3:47pm
11 Change Notes ( view )
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Item Durability

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
83 items
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.

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

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

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.

Does this work with Linux/MacOSX systems?
As soon as the highlander for Mac/Linux systems updates for the February patch.

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

< >
d_valroth Oct 11 @ 3:04pm 
Is there any possibility that grenades and other "deployable" items (like the Mimic Beacon and Frost Bomb) could lose HP on *use*, rather than on deployment? It would make more sense, and be far more balanced for their vanilla power level, if what mattered was how often you used them, not just how often you brought them along. Heck, I'd even say let both uses from a Grenadier count against the HP. No free lunch because your perk dupes explosives.
badassgrunt Aug 4 @ 8:38am 
Actually that was a dumb question, the words indicating conditon didn't show up at first.
badassgrunt Aug 4 @ 8:29am 
Quick question: is this compatable with Realistic Non Infinite Constructions?
RealityMachina  [author] May 19 @ 9:17am 
They're treated like normal utility items unless otherwise configured.
mynameactually May 18 @ 12:24pm 
Does this make Celetid turrets, deployable turrets, etc. function like how the mimic beacons work?
Duke_Blue Apr 22 @ 6:41am 
@RG_Predator : I like to think of it more of equipment maintenance. You clean your guns and boots after use, right? Cant expect your stuff to run in the long haul if you dont take care of it
RG_Predator Mar 29 @ 12:38am 
Durability is dumb in games. I've had weapons for years, shot thousands of rounds through them and have yet to have a failure. I've had an axe for years and have yet to have it break. For that matter, I've had boot laces for a couple of decades and have yet to have them worn out. This is an over-rated game mechanic used to ballance a game that lacks content. It doesn't belong in any game, much less this one.
Orionox Mar 7 @ 11:23pm 
where can I get a mod that makes weapons limited and rebalances their cost?
The Cerulean Rodent Feb 27 @ 8:44pm 
Ah yes, Weapon Degradation -- a most welcome and loved feature in any videogame.
p6kocka Feb 9 @ 10:52am 
Hi. Does this mod work mid campaign pls? Have subbed mid campaign and after first mission with this mod some have description like "good" or "worn". My frost bomb says it' s worn....