XCOM 2
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A Better Barracks: TLE
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1.140 GB
Oct 13, 2018 @ 2:42am
Nov 17, 2019 @ 11:46am
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A Better Barracks: TLE

In 2 collections by DerBK
A Better Everything
13 items
Remember the Ayylmao
81 items
Description
-- A Better Barracks --
-- Class and Item Overhaul --
-- Mod by DerBK --
-- 2D art by .vhs --
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Requires XCOM2 version: War of the Chosen
Requires DLC: Tactical Legacy Pack
Requires other mods: X2CommunityHighlander, New Promotion Screen By Default, Missing Packages Fix
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FAQ, General Info and Troubleshooting for my mods can be found here:

A Better FAQ
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A Better Barracks is an overhaul for classes and items in XCOM2: War of the Chosen, aiming to change the tactical gameplay to the better by providing new and more diverse options for soldier layout and customization.

PREREQUISITES

You need the Community Highlander and the FX fix because of the secondary weapons from LW. If you are not using A Better ADVENT, you will also need the Rifle Suppression fix by bountygiver.

Prerequisite is also the will to drop most other mods, as ABB is not exactly compatibiliy-friendly.
I will put this in simple terms: Do not use other class or item mods with ABB or you will likely mess up your game and are on your own.

** What is new compared to the old version of the mod? **

The release of TLE made it so some adjustments to ABB were required to deal with the new weapons. I took this opportunity to re-release ABB, which allowed me to remove the not very well loved psi system from the mod.

Changes to previous version in bullet points:
- No more psi changes, ABB will keep Psi vanilla. You can use other modder's psi overhauls in addition to ABB. Or wait until i release my own psi mod (which will be a seperate mod)
- The armors that are unlocked from the Legacy Campaign will pick up the changes to armor stats, just like the standard Kevlar/Predator/Warden armor.
- The weapons that are unlocked from the Legacy Campaign will no longer be added to player's inventory in standard campaign play. Basically, that unlock does nothing anymore. I have different plans for those models, like the following which are already in the mod:
- The tier 2 laser tech now uses TLE laser models
- The tier 2 coil tech is now called prototype plasma and will use TLE plasma models
- Tier 3 laser uses LW2 Laser models
- Tier 3 Coil tech uses LW2 Coil models

A word of caution: Do not have this mod active when you want to play the Legacy Campaign (Blast from the Past etc) or the Skirmish mode. ABB will not work with those properly and will cause bugs. Use it only for play with the standard campaign.

Note that you can NOT switch from old ABB to ABB:TLE mid-campaign. You can finish your old campaign without issues, though. Just ignore the TLE weapons/armors that get unlocked from the Legacy Campaign and there are no issues at all.

** What is A Better Barracks? **

A Better Barracks changes the classes, perks, weapons and items in the game and adds new ones. It’s meant as a companion mod for A Better ADVENT(ABA), but can be used without it. ABB is an overhaul that touches on a lot of different things and is meant as a core mod to build your other mods around. The stated goal of the changes in ABB is increasing the depth of decision that the player has. This is done primarily by offering more options during character building and extending these options to the equipment as well. It’s not necessarily about nerfing or buffing XCOM, it’s about making multiple different playstyles viable and providing more diverse tools to the player for crafting the experience that he wants to get from XCOM2.

Highlights:
– 8 Classes, each one defined by a secondary weapon that only that class can use.
– Semi-Randomized perk trees that are built from a large pool of both class specific and general perks.
– Redesign of the primary weapons, and all classes get to pick one of two weapon types instead of being stuck to one.
– All weapons play very different due to unique firing and reloading mechanics
– Integration of the Long War secondary weapons (Holotargeter, Sawed Off, Arc Thrower, Combat Knife)
– New weapons, new items, new armors, etc etc.
– Overhauled upgrade system with weapon fragments and upgrade components
– Integration of TLE weapons into the main campaign as their own tech

** Details **

Please find detailed information in these threads:
- Classes and perks: http://steamcommunity.com/workshop/filedetails/discussion/1156798529/1520386297704465807/
- Weapons: http://steamcommunity.com/workshop/filedetails/discussion/1156798529/1520386297704521717/
- Items: http://steamcommunity.com/workshop/filedetails/discussion/1156798529/1520386297704543288/
- Attachments: http://steamcommunity.com/workshop/filedetails/discussion/1156798529/1520386297704562786/

** Credits and Acknowledgements **

This mod uses a lot (A LOT!) of code from other mods, most importantly:
- XModBase by xylthyxlm
- Long War 2 by Pavonis Interactive
- LW Secondary Weapons by shiremct
- Extended Perk Pack by Favid
- Richards Classes by Richard
- Spectrum Green by Yzaxtol
- Collateral Demolition by Divine Lucubration

The roulette idea was inspired by the "MINT" Classless Overhaul by Ziodyne.

** Permissions **

Any modder is allowed to pilfer, re-use or re-upload any of ABBs assets, scripts, doodads and thingamajigs in any way or form that he wants to. I don't care.
Popular Discussions View All (4)
2
1
Oct 11, 2024 @ 7:38am
Russian Translation of ABB - TLE
/I\uCTuK
0
Jul 10, 2019 @ 3:27pm
A compatible version of the LW2 SMG Mod
Veehementia
978 Comments
DerBK  [author] Aug 12 @ 6:36am 
That's not a bug, that's part of the weapon changes. The cannon and sniper rifle have a bunch of extra bonuses and in turn lose their upgrade slot. Conversely, the assault rifle has an extra slot.

Once you upgrade the sniper and cannon to Mag, they gain their first upgrade slot.
LightLegion Aug 12 @ 2:30am 
i got a bug with weapon upgrade slots on certain weapons, this mod seems to override them (on sniper and cannon on my part) and let me with no slots at all. I used "configure upgrade slots" mod too and put all weapons at 4 slots by default just to see but it doesn't change anything.
I don't know if it's a known issue or not.
DerBK  [author] Jul 22 @ 8:22pm 
I can't think of one.
hank333 Jul 22 @ 8:04pm 
random thought that probably won't work. Is there an easy way (i.e. ini files only) to allow for the option to do a regular shot even if one has marksman stock equipped?
hank333 Jul 22 @ 8:02pm 
Alas. Thanks for looking into it.
DerBK  [author] Jul 22 @ 7:21pm 
Looking over it, you might be right that Stabilized Fire doesn't trigger Coldblooded, its code specifically mentions StandardFire and SniperStandardFire as the two abilties that can trigger it.

Not something you can fix via ini and i've uninstalled my SDK years ago, so i am afraid this might just have to stay in the mod as a bug/oversight.
hank333 Jul 22 @ 4:35pm 
I think there is a bug with the perk "cold blooded". It's using up the action of my grenadier, even though his only action is taking a standard shot against an enemy that is already poisoned. Two possible things that could be happening
1) the enemy was poisoned earlier in that same turn by a different unit. Cold blooded is still supposed to work in this scenario, right?
2) The grenadier is using a cannon with a markman's scope, so technically the first action of my grenadier is "stabilize and fire". Maybe this makes it not count as a "standard shot" for cold blooded? Unfortunately, if you have a markman's scope, there seems to be no option to take a shot without the scope.

Also, thanks for the amazing mod, the enemy variety especially makes the game so much more fun.
steamt Mar 7 @ 8:48am 
Watch them run in this pack does seem to be doing an ammo check on grenades which generally causes it to not activate. Favid's Extended Perk Pack works correctly.
https://steamcommunity.com/sharedfiles/filedetails/?id=1546482849
The ability from this perk pack can be used instead of the ABB one. In the XComClassData.ini for the saboteur, change ABB_WatchThemRun to F_WatchThemRun. Probably want to go into the XComExtendedPerkPack.ini and change all the _AWC to false
Rumpled Foreskin Feb 27 @ 1:35pm 
No troubles, thanks for responding. I just retrained the soldier and will avoid the skill in future. There are plenty of others to make up for it.
DerBK  [author] Feb 26 @ 6:41am 
Oof... It's been years since i touched this mod, so i couldn't really say. I don't believe there are any (major) known bugs left in the mod. It's of course entirely possible that you found one that didn't register before, but i would think that this bug would have been noticed if it's a general issue with the perk - it's kind of hard to miss. I definitely remember using the perk with a Cannon and it working when i was still playing.

Honestly not sure what could cause the problem either. It's a self-contained skill that shouldn't have any ways to conflict with another mod.