XCOM 2
[WOTC] Militia Overhaul Plus (No Longer Supported)
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Update: 18 Sep, 2021 @ 11:53am

Changed the name templates of the Crossbows to avoid conflicts with the original mod and I also took away the Spark names for the Mec's and Androids since it turns out that the names would be literally the same anyways (Spark-01 if no Spark is with you, Spark-02 if you do have a Spark with you)

Update: 17 Aug, 2021 @ 4:24pm

Hopefully fixed the stupid problems I caused that were not solved via the patch roll back.

Now Don't Pull that Trigger will play nice with this mod but is not a requirement, screenshots at the end showcase an example of this in action. (mod being enabled, mod not being enabled)

Update: 14 Aug, 2021 @ 9:34pm

Update: 14 Aug, 2021 @ 9:02pm

Have incorporated the "Don't pull that trigger" mod.

As such this mod now requires that one


Edit: This update has been reverted, ignore this

Update: 11 Aug, 2021 @ 10:21pm

Properly set up animation sets for the Resistance Mec in order to use the new abilities I gave the Double Agent version (aka the M2)

The abilities they have gained in this and the last few updates are, Overdrive, Bulwark, Strike and an ability that playable Sparks don't get: Self Destruct from the Derelict Mecs.

Edit: August 17, removed Self Destruct and Strike until I can fix some minor visual/sound issues with the abilities on the Mec

Update: 11 Aug, 2021 @ 2:12pm

A serious rebalance on pod stuff since I did not understand how a certain value worked thus I messed it up in my latest couple of updates

Adjusted character and weapon stats of Mec's, and to a lesser extent lowered aim across the board for all Militia slightly.

Update: 10 Aug, 2021 @ 8:56pm

Introduced the Militia Androids, using the models from Chimera Squad, they much like the Skirmishers are just cosmetic alternatives to normal AR Militia besides not being afraid of fire as well as having standard robotic immunities.

Fixed a few lines in Content.ini in regards to a few outfits.

Changed up pods some more outside of adding the Militia Androids in, let me know if the balance is alright, as it is the idea is so that each pod composition can only spawn once per Haven Assault, this increases the chance of Resistance Mec's being present during missions, but this also means there's only one of them per Haven Assault early on.

Update: 9 Aug, 2021 @ 6:41am

Actually added smoke grenades to the Volunteer Militia this time Deadput you moron.

Update: 8 Aug, 2021 @ 9:03pm

2021 Update:
No screenshots for now but I've updated this mod with several new changes:
Slightly rebalanced some of the pods in how much they can spawn, so you will only get one pod with Resistance Mec's in the early game for example.

M3/M4 Militia now use Blue colored versions of the TLP armor who's texture was made by Max, wanted to bring back the Blueshirt experience.

M1/M2 Militia also have a couple new outfits, a Pilot suit from TLP for males and a "Redshirt" TLP Kevlar armor which was also made by Max.

I've tuned down the brightness of the Militia Skirmisher armor lights.

Resistance Mec's have been split into two units: The M1 for Haven Assaults which now no longer have shoulder missiles, the Double Agent template is replaced with a brand new buffed up Mec that retains the missiles.

Both them and the Militia Skirmishers now use Advent weapons with blue projectiles via Lago

And finally something I wanted to do for awhile: Changes to the Volunteer Army sitrep character, they have a new loadout and abilities to make them hopefully more useful in the game.

They use Crossbows (via Xenesthis with permission), a pistol using cut autopistol assets from the game, basic claymore with no upgrades and smoke grenades. The later game versions of them gain Blood trail, lightning hands and faceoff.

Update: 31 Dec, 2019 @ 9:19pm

Removed an ini change that was a holdover from Alpha's mod, the change was effecting the base game Militia weapons, I had not noticed before because the units in this mod were not using them but other mods that had units with those weapons such as the Militia units from Realities Mission mod were effected.

Small balance change, decreased base weapon damage on the LMG, Laser AR and Laser LMG by 1, no other changes to the weapons such as shred, damage spread or range tables.