XCOM 2
[WotC] Useful Autopsies - Complete Collection
 This topic has been pinned, so it's probably important
ArcaneData  [developer] Jul 23, 2018 @ 7:48am
Suggestions
Have any ideas for other Useful Autopsies? Put there here for consideration. I hope to make every autopsy worth taking the time to do, and for the player to never be disappointed with what they get.

If you have any ideas, comment below.
< >
Showing 1-15 of 26 comments
ArcaneData  [developer] Nov 28, 2017 @ 9:23am 
What does anybody think about the Sectopod autopsy? It's always seemed odd to me that from this entire huge war machine, Tygan can only improve the little Gremlin. What else could the Sectopod autopsy unlock?
Last edited by ArcaneData; Nov 28, 2017 @ 9:23am
Weebos Nov 28, 2017 @ 1:00pm 
I can't think of much that already exists that would be a good fit for the Sectopod. I imagine improving SPARKs in some way would be the way to go there.
Saisher Nov 28, 2017 @ 2:38pm 
Is it possible to add a proving grounds project that keeps that wait time, but allows you to delibrately choose the reward?
So there isn't just a flood of special armaments.
YOUR FAMOUS GAY DAD Nov 28, 2017 @ 10:17pm 
Jumpy shoes / that one Thin man gene-mod from EW for Sectopod? Not very sensible, but it's an appropriately good reward for taking down such a big enemy.
ArcaneData  [developer] Nov 29, 2017 @ 1:39am 
@CircleOfPsi - Thanks for the list. The Spectre ideas are particularly interesting (I was clueless what to do with their autopsy before) and I love the idea of Chryssalids unlocking venom rounds.

@Weebos - It would make sense if it upgraded SPARKs. However, I hardly ever use them in my campaigns, so I'm not sure what would make a good change.
ArcaneData  [developer] Nov 29, 2017 @ 1:43am 
@YOUR FAMOUS GAY DAD - That jumping ability was always my favourite gene mod in EW, so I'd love to add it somehow. I was thinking the Chryssalid autopsy, or maybe Archon (jet boots).
Kimo' Dec 3, 2017 @ 5:15am 
Jet noots for Archon would be nice.
I also support the idea of craftable ammo. Hate the RNG
SkySpirit Dec 15, 2017 @ 4:06am 
What about Sectoid's plasma gauntlet? Collect enough and build a big one to melt some faces!
Last edited by SkySpirit; Dec 15, 2017 @ 4:09am
Ruru Feb 11, 2018 @ 6:56pm 
would it be possible to make the Andromedon autopsy give acid grenades?
SentySent Feb 27, 2018 @ 5:22am 
Hey, will you consider make this mod and the Useful Viper Autopsy mod to be compatible with the Tier 3 Grenades mod? Plus a Hellfire Projector button in Proving Grounds after complete the W.A.R. Suit Project?

Flashstriker Jul 23, 2018 @ 2:08pm 
several autopsies could do with improvement, but the ones I'd pick on are Spectres and Priests. Single Use items are pretty bad. Spectre could possibly unlock Bluescreen Rounds/Emp Bombs (could be unlocked by the Codex instead), and Priest could be a better Psi Amp (perhaps unlocking the Holy Warrior ability for XCOM, or otherwise changing the Advanced Psi Amp to be unlocked by this instead of Psionics)
ArcaneData  [developer] Jul 25, 2018 @ 12:01pm 
Thanks everyone for your suggestions so far. I make sure to re-read all these whenever I consider a new Useful Autopsy.

I'm thinking of doing the Andromedon next. As well as allowing production of the acid grenade, it'd make sense if it allowed production of the hazmat vest as well (seeing as the whole thing is basically a big environment suit). However, the hazmat vest is pretty useless in the base game. How could I modify it to make it worth the utility slot? I look forward to your suggestions.
Flashstriker Jul 25, 2018 @ 4:15pm 
Maybe make it either A) Cure the statuses from adjecent teammates, possibly with a cooldown or B) Clear paths through the Statuses (like Fire thats still on the map, Acid Trails from Andromodon Shells, etc.)
Weebos Aug 3, 2018 @ 10:05am 
Only issue with doing the Acid Grenade is that it will kill the Experimental Grenade completely if somebody has all of these.

Maybe disable it if there is nothing to get? That's probably a big ask though, might be easier to just have a separate mod or give ini instructions.
ArcaneData  [developer] Aug 3, 2018 @ 10:27am 
@Weebos - I think it's possible to disable the project when all the grenades are removed. Probably just a function within each Useful Autopsies that checks if the project has any rewards, and disables it if it doesn't. It would certainly be more user-friendly than other methods.
< >
Showing 1-15 of 26 comments
Per page: 1530 50