XCOM 2
[WOTC] 40k Agripinaa Autogun & Bolter
Roknar  [developer] Apr 16, 2024 @ 8:52am
FAQ
- As of today 16/04/2024, This mod also contains a Bolter.

- Having added that, I removed the 3 upgrade slots from the Agripinaa and gave that to the Bolter instead. It is a magnetic equivalent tier and will require you to have researched magnetic weapons and unlocked the shard weapons to use.

- Still missing is a way to smoothly integrate this mod into existing campaigns.
=> This should be fixed now. Thanks @LordStarkillerII

- I got upgrades but can't use them?
Yes, this is normal. The mod uses a separate loot drop list.
However, it has the same drop chances as the base game upgrades.
This might result in you seeing more upgrades than usual, but in reality you are unlocking the same amount of upgrades, though you might have different types of upgrades.

- The weapons are too shiny!
Yes, this is due to how the game handles textures. I could reduce/remove this by redoing the offending textures, but it's not a priority to me. They're only shiny at certain angles.
I might fix it some day, but don't get your hopes up.

-Why is this advancing so slowly?
I'm just Joe Shmoe working on this mod whenever I feel like it.
I don't have a clue what's going on and I will take breaks of months in between sessions.
And this is a lot of work with big chucks that are everything but fun.
In other words, the next update will come when it is done (tm)
(but let me know if there is anything you would like too see, who knows, might get a burst of creativity....but probably not)

-Why are the guns so big?
They re huge by design, because the art they are based on has them depicted as being huge.
And I liked the look. To be fair I don't intend to make all the of the guns this big, but I suspect a fair amount will be.
Last edited by Roknar; Apr 16, 2024 @ 12:05pm