XCOM 2
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[WOTC] Proving Ground Overhaul
 
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0.275 MB
Apr 28 @ 9:11am
May 12 @ 6:20pm
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[WOTC] Proving Ground Overhaul

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Description
OVERVIEW
This is my take on eliminating experimental projects from the game and making everything buildable in the Engineering Bay. I hid all experimental projects and added a bunch of new projects for each item.

The basic concept of this mod is that Proving Ground projects are one time deals that require Elerium Cores to research and unlock the items. Once unlocked, you can build the items in the Engineering Bay. The projects themselves don't give items, they act like the autopsies or Bluescreen Protocol.

This concept renders the resistance orders "Munitions Experts", "Bomb Squad" and "Suit Up" obsolete. If starting a new campaign, those resistance orders will be disabled by the mod.

FEATURES
All project times/costs and item costs/resell values can be edited in the config file (you can add or remove anything, even corpses).

Grenades and Rounds
To mimic the Bluescreen Protocol concept, I added the three following projects:
  • Incendiary Blast: unlocked by Advent Purifier Autopsy, unlocks Incendiary Grenade and Dragon Rounds
  • Toxic Delivery: unlocked by Viper Autopsy, unlocks Gas Grenade and Venom Rounds
  • Corrosive Touch: unlocked by Andromedon Autopsy, unlocks Acid Grenade and if you have my Corrosive Rounds enabled, it will unlock them aswell
The other Rounds (AP, Talon, Tracer) are unlocked by doing their respective projects. Those projects are available as soon as you build the Proving Ground.

Heavy Weapons
  • Completing the E.X.O. Suit project or the R.A.G.E. Suit project unlocks the Heavy Weapons projects
  • Completing the W.A.R. Suit project or obtaining the R.A.G.E. Armor unlocks the Powered Weapons projects and hides the Heavy Weapons projects
  • Completing the Hellfire Projector or the Shredstorm Cannon projects will hide respectively the Flamethrower/Shredder Gun items from the Engineering Bay

Vests
  • Hazmat Vest project: unlocked by ADVENT Shieldbearer Autopsy
  • Hellweave: Chryssalid Autopsy no longer unlocks the Hellweave automatically, instead it unlocks the Hellweave project in the Proving Ground
  • Plated Vest project: unlocked by ADVENT Shieldbearer Autopsy
  • Stasis Vest project: unlocked by ADVENT Priest Autopsy

The configuration file should be in the following location:
<Your Steam Install> \steamapps\workshop\content\268500\1372437219\Config\XComProvingGroundOverhaul.ini

If you like this concept, you should also check:

TODOs
  • Rework the localization of the new projects
  • Add custom images for each new project (if I find an artist with the patience and will to do it :D)

COMPATIBILITY
This mod hides all vanilla experimental projects. Any other mod that relies on those projects won't work as intended.

It should be safe to add/remove mid campaign.

CREDITS
I'd like to thank the follow persons:
  • .vhs for making the awesome thumbnail picture
  • Chu Nana Go for the spanish translation
Popular Discussions View All (2)
0
May 14 @ 5:03am
Italian Localization
Kuzunkhaa
0
Apr 30 @ 3:57am
Spanish Translation
Chu Nana Go
< >
87 Comments
bstar Jul 12 @ 4:34am 
Dragon32 Jun 20 @ 2:29pm 
@James:
I think it's the amount of resources required for the original Proving Grounds project, so the amount of time required (f you've got a mod to add more engineers to the Proving Grounds then it'll 100% take less time). I think it varies with game Difficulty too.

Maybe this helps? https://xcom2.wiki.fextralife.com/Proving+Ground
James Jun 20 @ 11:55am 
Hey Hotl3looded hope you're well. What does PointsToComplete=20 ? mean... 20 hrs? or something. I just wanna chave a few days off the project not instant but a few days 2 or so. Thanks. If thats not the area could you hint at where it might be please. THANKS MATE!
4rrakis Jun 14 @ 3:16pm 
My Proving Ground shows no experimental techs, and all your new ones show up, so I guess the mod downloaded correctly; but I still get Bomb Squad as a continent bonus. Shouldn't that be deactivated, or did I missunderstand something?
GreatOldOne Jun 14 @ 8:33am 
This and other mods that add all these new projects means that the workshop could sure use the addition of an additional engineer slot to speed up work.
baguda Jun 6 @ 12:48pm 
Update: Works fine with SPARK Metal over flesh. Cool mod.

Now we just need a rework for every other room...
baguda Jun 6 @ 12:11pm 
@Hotl3looded
This mod looks very cool. I want to give it a try.

Can you please clarify about SPARK and the alien hunter projects? Also, how does it interact with a mod like Metal over Flesh (https://steamcommunity.com/sharedfiles/filedetails/?id=1125117203&searchtext=metal+over+flesh) that has autopsies give proving ground projects?
Rusty | SkyPaladin Jun 4 @ 12:18pm 
I don't have alien hunters. Were they the precursors to the Chosen (boss archon / muton / serpent)?
Hotl3looded  [author] Jun 3 @ 3:27pm 
@Rusty Do you play with Alien Hunters DLC? In the last update I added an alternate way to unlock those projects if you have the RAGE suit/armor