XCOM 2
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11 Nov, 2016 @ 12:16pm
2 Dec, 2016 @ 3:43pm
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Item Pack

In 1 collection by xylthixlm
Shadow Ops Long War individual mods
6 items
Description
This is the item changes from the Shadow Ops Long War overhaul, as a separate mod. It includes four new ammo types, one new vest type, and many rebalanced items.

New Items
Hollow-Point Rounds
Deals +1 damage on critical hits. Free, no tech required.

Flechette Rounds
Deals +1 damage, but has an aim penalty at longer ranges. 25 supplies. Unlocked by Modular Weapons.

Tiger Rounds
Adds +1 point of armor shredding. 40 supplies. Unlocked by Hybrid Materials.

Depleted Elerium Rounds
Adds +1 damage and +2 points of armor shredding. 75 supplies and 10 elerium. Unlocked by Elerium.

Reinforced Vest
Adds +2 armor. Requires 1 elerium core. Produced randomly when making vests in the Proving Ground.

Rebalanced Items
Smoke Grenade/Smoke Bomb
Now have 2 uses each. Free, no tech required.

Flashbang Grenade
Free, no tech required.

Nanofiber Vest
Adds +1 HP. Free, no tech required.

Plated Vest
Adds +1 armor. 30 supplies, 4 ADVENT Trooper corpses. Unlocked by Hybrid Materials.
34 Comments
Polybius The Mad 11 Jun, 2022 @ 1:00pm 
Any word on a WOTC version?
Britannia 29 Sep, 2017 @ 12:19am 
Any chance this could get a WotC version?
Boisegangpc 19 Apr, 2017 @ 2:19pm 
Uh, so I've run into a bit of a problem. If I use the Bandolier Perk when Tactical Rigging/Vest and Ammo slots are available, I can only equip Ammo in the Ammo slot, rendering the "Swap Ammo" ability Bandolier provides moot. A real shame(though I hope I can find a way around it).
Boisegangpc 17 Apr, 2017 @ 6:15pm 
Alright. Thanks for the help.
xylthixlm  [author] 17 Apr, 2017 @ 4:48pm 
@boisegangpc, conventional weapons/armor are tier 0, magnetic tier 2, beam tier 4. Utility items use tiers 0-2, with 0 being basic stuff like frag grenades, 1 for mid-tier items like alien grenades or incendiary grenades, and 2 for top-tier items like incendiary bombs.
Boisegangpc 17 Apr, 2017 @ 4:32pm 
Ah. What are the default values for the vanilla items?
xylthixlm  [author] 17 Apr, 2017 @ 1:41pm 
@boisegangpc, it's used to sort the items in the equipment screen.
Boisegangpc 17 Apr, 2017 @ 12:22pm 
I have a question: What's the "Tier" field do? I'm trying to add Weapon Upgrades, Vests, etc. to this type of format, but I can't figure out what the Tier field does.

+BuildableItems=( \\
ItemName="PlatedVest", \\
TradingPostValue=15, \\
Tier=1, \\
RequiredTechs=("HybridMaterials"), \\
Cost=( \\
ResourceCosts=((ItemTemplateName="Supplies", Quantity=30)), \\
ArtifactCosts=((ItemTemplateName="CorpseAdventTrooper", Quantity=4)) \\
) \\
PlagueDoctor147 2 Apr, 2017 @ 11:19am 
It seemed to work fine for m. I have a mod that adds a slot for armor and Ammo and it just goes into the ammo slot.
Boisegangpc 26 Mar, 2017 @ 7:54pm 
Question: How does the Bandolier ammo slot interact when using mods that add ammo slots by default?