XCOM 2
WotC TheAxeMod
95 Comments
kmanno 14 Jan @ 11:18pm 
Strategy Overhaul Bridge: WOTC The Axe Mod (if you want these single build)
mayrenise123 27 Jun, 2024 @ 11:32pm 
LWtoc?
HIMN 28 May, 2023 @ 1:40am 
Is there anyway I can config to make the axes unique? like only 1 of each kind in inventory?
zin 3 Apr, 2023 @ 3:03am 
Love the mod! Just wondering, is it compatible with Long War of the Chosen (LWotC)?
damijanx 2 Dec, 2022 @ 4:52pm 
Do you know what I think would be freaking amazing addon for this mod? Axes for Sparks and Mechs. Farout what a terrifying thing to behold.
Dęąth Viper 30 Apr, 2022 @ 8:23am 
Is there a way to make it so only specific classes can equip certain axes? Or are they all equippable to ppl who can equip swords
Jon Phones 13 Mar, 2022 @ 5:36pm 
"Somehow mechanical units are immune to the Plasma Axe", found this out the hard way.
ericwguy 5 Dec, 2021 @ 8:18pm 
Somehow mechanical units are immune to the Plasma Axe
XpanD 27 Aug, 2021 @ 7:39am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, awesome stuff especially for themed characters.
The Greater Good 26 Jul, 2021 @ 8:17am 
Why are there no options for hatch, Combat Cleaver and EMP Axe in the ini file?
Fohcs 8 Jul, 2021 @ 7:02pm 
Does there happen to be an easy way to add some of these abilities to the Hunters Axe from the Alien Hunters DLC?
BlazinHothead 29 Dec, 2020 @ 6:39am 
@Musashi
Btw, what's up with the Freeze Chance Froststrike stuff you've commented out? Do they work or will they break something if I enable them?
BlazinHothead 29 Dec, 2020 @ 6:32am 
@GargakOfTheEast
To get the bonus organic damage on the EMP Axe, go to:
\steamapps\workshop\content\268500\1123258145\Config

Open the file (with Notepad if you get prompted):
XComAxeMod.ini

Search for (press Ctrl + F) :
THROWING_AXE_BM_ORGANIC_DMGMOD=

It's value will be 0. Change it to 3. Now the EMP Axe will give the Butcher bonus along with EMP Emitter. I tried to make this explanation as noob friendly as possible so if you already know how to edit .ini files then this will come off as rather patronizing.
CP5 13 Aug, 2020 @ 12:29pm 
I've been using the axes form this mod a bit and enjoying the choice they give compared to other melee weapons. My only issue is that when you upgrade your weapons you miss the older versions of the axes. This isn't an issue for most of them but the cleaver offers a fairly strong anti-organic weapon and having that replaced by an anti-robot weapon isn't the worst, but I was wondering if there was a way to keep older weapons usable after getting the next tier.
GargakOfTheEast 11 Jun, 2020 @ 5:41am 
This is a great mod. My only complaint is that the Cleave ability on the "big axes" is very difficult to use. It is really rare for multiple enemies to group up close enough to ever make use of it.

I'll offer a suggestion: make Cleave instead swing at an enemy twice (like Rapid Fire), with some kind of cool down, and can only be used on a blue move.

Another idea would be for Cleave to be a free ability that grants Wrecking Ball until the end of the turn.
Akadosh 19 May, 2020 @ 11:59pm 
What do you think about a sledgehammer mod that turns melee into a cover destroying support item instead of a damage dealer?
spiritplumber 30 Apr, 2020 @ 3:16am 
AXE-COM time!
HotelCharliHill 21 Mar, 2020 @ 7:19pm 
So there's no way to edit higher tier axes so they do more damage (going to start a campaign with LWotC)?
albamuth 3 Mar, 2020 @ 1:56pm 
Yeah, I wasn't expecting you to yet, I have been poking around trying to figure out how to do it myself, hoping you had any pointers -- will share if I get it working! ;)
Musashi  [author] 3 Mar, 2020 @ 1:33pm 
Havent done any compatibility patches for LWOTC yet
albamuth 3 Mar, 2020 @ 1:04pm 
Just got to Plasma Tier on my LWOTC Beta 2 Veteran campaign, noticed that all 3 tiers of the big Axe have the same (4-6) damage!
Jsaw 21 Jan, 2020 @ 6:25pm 
no been subbed for a while and i started with just WOTC dlc and then bought tactical legacy pack. recently subbed to rgpo and a few other mods including ur knife mod and that one has the same problem of missing weapons after upgrading tiers. and i assume lwotc is wotc but with long war?
Musashi  [author] 20 Jan, 2020 @ 11:15pm 
Are you playing with lwotc?
Jsaw 20 Jan, 2020 @ 3:08pm 
weapons stop appearing after upgrading to t2 and t3, ice axe, cleaver and emp axe stay visible and equipable however
Nadarith 10 Jan, 2020 @ 11:23am 
@Musashi good luck with the bug fixing, i've noticed some mods before that also had duplicate engineering entries, sounds like xcom likes throwing that one up

i've noticed the frost chance in the ini, but there's also an additional frost based axe ability? i'm currently trying to turn it on for myself, its still there i hope, just disabled from the ini? not removed from the code?
Musashi  [author] 10 Jan, 2020 @ 10:28am 
I had a frost effect on tier 3 but that meant to have a dlc dependency back then and many people complained cause they did not had the dlc so I removed it again.
Musashi  [author] 10 Jan, 2020 @ 10:27am 
Duplication of primary variants is entirely my fault. I am trying to fix it so far without success.
ashhhh2 10 Jan, 2020 @ 9:43am 
@nadarith he's the one who made those
Nadarith 10 Jan, 2020 @ 9:02am 
Ah, so its xcom 2 screwing the mod over

One possible idea would be too look at how ballistic shields or a similar mod gives its mobility penalty tho, because i noticed those mods don't have that problem, but idk what this would entail or how much work it would take

would i be correct in assuming that vortex duplicates in engineering in katana mod is also an xcom 2 problem?

also, in the ini there's a bunch of frost related stuff, including an ability for the axe, we were meant to get 4 tier frost axe? like how katanas get the vortex?
Musashi  [author] 10 Jan, 2020 @ 7:16am 
Its a basegame bug that seems to be somewhere hidden in the native code of the game. So nothing I can really fix. You can remove the mobility penalty in the axe config.
ashhhh2 10 Jan, 2020 @ 6:40am 
it's a bug also the mod maker as far as i know doesn't update this anymore let alone check the comments
Nadarith 10 Jan, 2020 @ 5:40am 
Soo, is the permanent mobility malus upon upgrading the axe while a soldier has it equipped bug planned to be fixed? or is there a problem with fixing it? i ask because the first report of the bug in the comments is from a little more than 2 years prior, and while this mod was updated some in those 2 years the bug was never fixed or even acknowledged from the seeming lack of responses to comments (and the thread) mentioning it

its rather unusual for a bug like this to go unfixed for so long
ashhhh2 15 Sep, 2019 @ 11:31am 
would it be possible to make a greatsword counterpart to this mod?
PCFMaster 17 Mar, 2019 @ 12:30pm 
none of the axes show up in my game. sound like its already been fixed so do i just need to reinstall the mod or game?
the mods never really worked after i got wotc
neIVIesis 11 Mar, 2019 @ 11:02am 
@Parkar can this be edited via one of the .ini files?
Lup3lius 3 Feb, 2019 @ 6:51pm 
@Musashi Could that fix be reuploaded without too much hassle?
Ktomm 30 Jan, 2019 @ 10:44am 
axe eats mobility if you upgrade with them equipped.
Musashi  [author] 27 Jan, 2019 @ 11:07am 
Oh Yeah i fixed that a while ago. Seems steam has eaten the upload again
Parkar 27 Jan, 2019 @ 9:18am 
Looking at the source, the reason it is missing is that it's template is created with the same name as the magnetic variant. This is the line to fix for those that are prepared to rebuild the mod until it is fixed.

`CREATE_X2TEMPLATE(class'X2WeaponTemplate', Template, 'ThrowingAxe_MG');

should be:

`CREATE_X2TEMPLATE(class'X2WeaponTemplate', Template, 'ThrowingAxe_CV');

It gets created but then overridden by the magnetic variant.
Lup3lius 21 Jan, 2019 @ 6:51pm 
Same as @nelVlesis
neIVIesis 3 Jan, 2019 @ 12:58pm 
Hatchet is missing, only Battle Axe shows up.
KT Chong 26 Dec, 2018 @ 2:20am 
Do these axes benefit from the Sword Upgrade Breakthrough research?
Black 16 Dec, 2018 @ 5:13pm 
Thirded, disappeared completly
yes_commander 15 Dec, 2018 @ 8:25am 
Hatchet is missing for me now as well.
yes_commander 15 Dec, 2018 @ 1:41am 
@A Big Hairy Monster
Sure, but it's still a thing that needs mentioning.
withmin 14 Dec, 2018 @ 10:25pm 
tier 1 hatchet disappeared...
A Big Hairy Monster 14 Dec, 2018 @ 3:27am 
@yes_commander I have this error too, but you seem to still be able to use them just fine, its just some kind of text string error.
yes_commander 13 Dec, 2018 @ 11:10pm 
Getting a Has No Friendly Name error for the name of the tier 1 hatchet.
yes_commander 5 Dec, 2018 @ 3:47am 
Running this with krumiro's [WotC] RW Realistic Non Infinite Constructions and after buying the Arc Blade, all axes disappear. It would be cool if The Axe Mod would account for finite upgrade style gameplay, but I understand that it's obviously not the intent of the mod. I'm wondering if the same issue will occur for ballistic shields if I try to upgrade those.
spiritplumber 9 Nov, 2018 @ 6:49pm 
This is Axe-Com!