XCOM 2
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[WOTC] Proximity Mine Proving Grounds Project
 
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0.806 MB
Sep 7 @ 11:56am
Sep 15 @ 9:04am
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[WOTC] Proximity Mine Proving Grounds Project

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Description
This mod adds a Proving Ground Project to create powerful Proximity Mines on completion of the Andromedon Autopsy.

These mines can be thrown without breaking concealment and when detonated by enemy movement will also not break concealment.

You will also get a whole new Claymore weapon that will give you an additional Claymore to throw during missions. This Proximity Claymore will not affect your Reapers standard Claymore/Homing Mine charges, but it should respect extra range and damage from the Shrapnel ability.

You can only have one each of these non-concealment breaking mines but the items are re-useable.

The project costs 300 supplies and an Elerium Core, but this can be changed in the config files as well as if they break or retain concealment on throw and explosion, and if they can be built more than once and even if you can start a campaign with these unlocked from the beginning.

Compatability;
It should do the same non-concealment break for the Pathfinder Proximity Stun Mine and the project will also give you one of these on completion.

Overrides;
To my knowledge I've not overiden anything so it shouldn't break anything, bug reports welcome.

FAQ;
1) You could have done 'this' a better way...
Thanks, this was my first XCOM2 mod, I hope you like it

2)Vanilla/LW2 Version?
Not likely

3)LWOTC Version?
I'm dreaming with you...
(Although I can't see why it wouldn't work with the current LWOTC Beta? )

4)Can I change 'this' ?
Check the Config.ini, it's what it's there for. If I don't have a config value for it, then it is likely something that couldn't be easily changed.

Special Thanks to;
RoboJumper, Iridar and Puma for tips, code help and tutorials
Claus for the Pathfinders mod whose code I learned from
The XCOM2 modders discord for support

~ Enjoy
< >
17 Comments
Lobuno 6 hours ago 
@RustyDios, thanks for today's update/bugfix. I noticed when starting a new game already got Proximity Mines in inventory.
MrCloista Sep 12 @ 3:27pm 
You sir, are a gentleman. Much appreciated.
RustyDios  [author] Sep 12 @ 2:58pm 
@MrCloista New Version live with your requested toggleable in the config. Setting it to true on it's own will give you 1 *one* Proximity Claymore, so you might want to combo it with the Infinite setting.

Added the config variable for normal Proximity Mines and Proximity Claymores (and Pathfinder Proximity StunMines)
MrCloista Sep 12 @ 10:49am 
Good point, I'll have a play with that concept (gone all in on the dual wield for Templar, dual pistols to go with their shard gauntlets). If you could figure the code for the starting item toggle for that proxy claymore i'd be in your debt.
RustyDios  [author] Sep 12 @ 10:23am 
Both :)
But in all honesty, Ballistic Shields, purely for the amount of ADVENT (Bio) Troops etc that use them and it's more likely that a skirmisher would recall their ADVENT training to use a shield than be trained in the 'XCOM' heavy weapons.. I mean when you look at it ADVENT by default don't really use 'conventional heavy' weapons .... also the shield could help with random placements from using wrath etc?
MrCloista Sep 12 @ 9:54am 
Thanks. I'm only really learning to mod in what little spare time I get, whilst also being a tester for the CovertInfiltration mod, so no need to worry about me giving credit where it's due, I'm already on the modder's discord and talk to the likes of Xymanek, Iridar and Musashi quite a lot. I am infact trying to decide which is a more 'skirmisher' tertiary - Ballistic Shield, or Rocket Launcher.
RustyDios  [author] Sep 12 @ 9:49am 
That sounds cool, good luck with your project :)

Feel free to use any of my code if you need it, just please link credit back to me (so that it can then be linked back to Robojumper, Iridar, Puma, Claus and the Modders Discord)
MrCloista Sep 12 @ 9:11am 
Ahh, thanks for the info. I'm currently working on what would be my second mod, it's a class set, designed as straight replacement/reconfigures of the existing classes, adding a 'tertiary' (well, 'second secondary') weapon to them. Proxy Claymore would be a perfect 'tertiary' for the Reaper.
RustyDios  [author] Sep 12 @ 9:03am 
Yes, it has it's own throw perk. It shouldn't affect the normal Claymore use in any way.

The base Claymore is nothing but a 'dummy item', the actual Claymore Abilities are added directly onto a Reaper from the perk tree ... what the Proximity Claymore does is essentially clone an entire Proximity Mine (throw and ability) but have its type changed from 'grenade' to 'weapon'
and then the weapon is locked to the 'claymore' slot.

Hardest decisions in this have been to try and maintain 'gameplay balance'.. the ProxClaymore is OP as hell.. esp if you throw a 'normal' claymore ontop of it (which you can do for a massive opening explosion :) )
MrCloista Sep 12 @ 8:48am 
Thanks, will give that a try. Also, i take it it has it's own 'throw' perk, rather than the one for a regular claymore?