XCOM 2
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Pendra37

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Pendra37

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About this mod

This is a pre-alpha of the XCOM2 Original Game Total Conversion mod. Mainly to show progress and gather feedback. Highlander mod!

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This is a pre-alpha of the Original Game total conversion mod. Mainly to show progress and gather feedback.  

Beware, it is a highlander mod and should really not work well with other, non-cosmetic mods. 
Due to a bug in the new patch, there is some manual work needed. 

Look up the CookedPCConsole folder in the mod: 
Steam\steamapps\workshop\content\268500\722131988\CookedPCConsole
Then copy the two files from there to : 
Steam\steamapps\common\XCOM 2\XComGame\CookedPCConsole

This will alter your main XCOM 2 code file even if you untick the mod. If you want to remove the mod completely, just Verify your XCOM2 game and you will have your original game code file back. 
Alternatively, you can back up the XComGame.upk and the XComGame.upk.uncompressed_size files. And then restore your original files.
 
Things in: 
Weapon: 

Conventional weapons (select items from the CVWeaponPack by Krakah) 
Good penetration, average damage, cause Red Fog damage for every hit 

Laser weapons (stock + Mercenary Plasma Weapon by Claus) 
Excellent accuracy, average damage, high capacity but can't reload at all 

Gauss weapons (TotalAdventWeaponry by CMDBob) 
Excellent penetration, low damage 

Plasma (stock) 
Extreme damage, but low penetration. Destroys armor. 

Every single weapons has its own Aim, Snap and Auto shot accuracy. Some can't do auto shot. Aimed shots can do squadsight. The operatives carry limited ammo, make every shot and mag count! 
Most gun has no non-penetrating damage. To penetrate the armor, you need to Crit the enemy. The dodge value is the quality of the armor. Better the armor, the more likely to deflect the bullet. 

The Accuracy is calculated based on soldier aim, weapon aim and range using a quadratic formula.
The aim is reduced by the amount the soldier can see from the enemy. Full cover means 90% reduction of the aim (up to 90). Half cover means 45% (45 max). Aiming angles is calculated at any range. The closer you are to flanking the less the aim reduction is. 
High ground reduces the cover. If the enemy is not in cover, high ground has no effect. 
Kneeling soldiers receive supported gun aim bonus. 
Grenades have falloff. They lose 2 HP for every tile. 

One single class. 
Experience is collected after every action on the field. Stat is increased or decreased based on those actions. Doing certain things on the field will unlock selectable abilities. Beware, every operative can have 6 abilities total. 
Every soldier can equip everything. 

Red Fog for all 
Every penetrating shot deals some red fog damage on XCOM and Enemy alike. It can decrease the Aim, Mobility, Will and Detection. Healing can remove the negative effect. 
If any of the red fog stats fall below 10-20%, the unit dies or starts to bleed out.
1 HP damage from conventionals will always be handled as Red Fog. It will not decrease the HP, only the stats.
1 HP damage from Plasma always shreds the armor. It will decrease only the Armor rating. 

Random Stats 
Every solder start with random stats between a certain range. 

1300 Cities 

Save scum enabled 

All the enemies should be re-balanced for this mod.
Mission timers are doubled using Wasteland_ghost's script and enemy count is increased. 

All the XCOM weapons and armors are available for testing purposes only. Research, modules and modifiers will be added later on.

Currently working on the Interception part. 

Then create UFOs and farmland maps tiles. 

Rework the weapon modifiers to be more realistic and interesting. 

Add forward bases for the interceptors. These bases should be similar to bases in OG. You can build them, staff them with interceptors, a skyranger and
soldiers and defend them in case of alien retaliation. 

Then reimagine the main campaing. The story will continue after an XCOM victory in EU/EW.