XCOM 2
Champion: Improved Swords [WOTC]
32 Comments
Layth36 23 Jul, 2021 @ 4:23pm 
compatibility with LWoTC or LW2?
José 9 Jun, 2018 @ 10:03am 
Such a good mod, and still untouched for updates. Womp, womp.
Radd 4 Mar, 2018 @ 3:55pm 
If you're looking for an axe buff, make them more focused on armor. Swords slice through organic material, axes bash the hell out of armor.
YourFrostyFriend 11 Nov, 2017 @ 6:08am 
Np, Enjoyed this mod very much regardless!
Bladesuun  [author] 11 Nov, 2017 @ 5:25am 
@Sigurd I apologize but between work and wanting to play videogames myself, I have to take a step back and say I can't promise anything.
YourFrostyFriend 18 Oct, 2017 @ 12:17pm 
If you want an idea for axes, I felt that they should have a less chance to hit than a sword (Since you know the blade is 75% of the weapon, the axe is about 30%) but do a lot more damage. And they already have an ability to throw it. Love the idea of this mod btw, feel like im going to use swords a lot more often.
Warbeard 14 Oct, 2017 @ 6:58am 
Any news on incorporating Musashi's katanas? His mod was just updated with some sexy new sheaths.
Bladesuun  [author] 3 Sep, 2017 @ 12:46am 
@frizzledian12 The standard tier 1 sword is unchanged. The tier 2 ones require:

Conventional: Priest autopsy
Arc: Stunlancer autopsy
Fusion: Purifier autopsy

As for tier 3, all of them require the Archon autopsy.
Bladesuun  [author] 2 Sep, 2017 @ 2:48am 
@José Yes.

@mynameactually There are quite a few class mods that do something like that. I believe the Sidewinder from Alien Pack also has that ability.
mynameactually 1 Sep, 2017 @ 7:29pm 
*templars
mynameactually 1 Sep, 2017 @ 7:29pm 
Know any mod that makes implacable work on hit instead of kill? Would make it a bit more comparible to rangers.
José 1 Sep, 2017 @ 3:33pm 
Is it that the weapon templates you created replace the vanilla ones?
Bladesuun  [author] 1 Sep, 2017 @ 1:40pm 
@José I'm not sure what you mean. That would still leave you with the same amount of weapons as I have now, except you need a Proving Ground project to do what these do out of the gate.
José 1 Sep, 2017 @ 1:06pm 
As for the sword, I suggest to make it a shredding rather than a piercing weapon, as most of the Katana pack does that already, as well as the Assassin's weapons.

Also, by making them proving grounds projects, you get away with using the same proving ground/lab art, simply changing the colors.
José 1 Sep, 2017 @ 1:03pm 
Well, no, you could have limitaitons as inividual proving ground projects for each sword, so that only the ones you intended to have the skill will have the skill, is what I meant. 4 projects, where each weapon gets their own perk, as you intended, and one skill for melee reaction, which can be placed as a general skill for all melee weapons, modded or otherwise: Spec. Ops, Bat Mod, Katana Pack, Axe mod, etc. That's what I meant, still leaving you with choices.
Bladesuun  [author] 1 Sep, 2017 @ 12:54pm 
@José Thanks for your feedback. I'm afraid I'm not an artist. If any artist is willing to make models that make sense with these weapons, I would accept it and implement it. Perhaps that will happen in the future.

The problem with adding the abilities to the swords themselves with a Proving Ground project is that these abilities are quite powerful. Having all of them on one sword would be too strong. On the flip side if I only allow one Proving Ground project to be completed, the concept of having choice for each mission is gone.
José 1 Sep, 2017 @ 12:15pm 
I really, really like the concept, but if they're different from the base weapons, they need to have a different model. I propose that you simply make it a Proving Ground project that adds the skill to the swords, clearing up all the weapon clutter that this might make. Not only that, but it could allow other weapons to get the improvement, if just the melee reaction perk. For example The Bat Mod, or Spec. Ops. Knives

Gonna follow this mod to see where it goes; I really like the potential.
[WTS]DrewDawgofWar 1 Sep, 2017 @ 10:36am 
Thanks for this and upcoming compatibility for Musashi's Katana Mod!
Bladesuun  [author] 1 Sep, 2017 @ 9:45am 
@[G-t-L] Stick Rick Very positive to the concept of it, but I don't currently have a good idea for it. It's easy enough to just add abilities to the weapons, but I'd like to do something that makes sense.

Currently working on a different mod and trying to make work perfectly compatible with Musashi's Katana mod. After that I might have a good idea.
Stick Rick 1 Sep, 2017 @ 7:42am 
What do you think about making the ranged weapon upgrades a tier system like your blades?
Bladesuun  [author] 1 Sep, 2017 @ 5:33am 
@xajefontes Yeah, I will probably get an idea when I get to play around with it myself (I haven't yet).
Adamiya 1 Sep, 2017 @ 5:25am 
atleast maybe an active skill like the other upgrades would be nice,for now its a higher damage armor ignoring sword (which if im not wrong theres a perk that allows to ignore some armor with a sword?)
Bladesuun  [author] 1 Sep, 2017 @ 5:23am 
@xajefontes I'm looking into it, it might be good as it is.
Bladesuun  [author] 1 Sep, 2017 @ 5:19am 
@Sophia Voidwalker Yes, should be easily doable. I will look into the Katana mod to see what makes sense.

@Tumbler Thanks for the suggestion. I think you should test them out first, the abilities are so strong that I think a single use is fair. Berserker with 28 health? No problem, knock it unconscious. Annoying ADVENT Priest with Sustain? Knock it unconscious.

Red Flower is, more or less, a flamethrower attack for your sword. Flamethrowers are single use items too.

When I was testing it they felt very powerful. Let me know if you have a different experience.
(John)Wolf0013 1 Sep, 2017 @ 5:09am 
I actually like the idea, something I have been thinking about was using the team mech and finding a way to have my ranger do some kind of special attack for when there partner is bound by a viper or gets seriously injured, I was going to call it "Blind Rage" wich it would tire the soldier out extremely so they wouldn't be availaible for the next mission, but at that exact moment they would have huge stat buffs and paired with your fusion sword causing fire, it adds a bit of emotion behind the bond system, but I have so far sucked at modding, so there is an idea for you.
Adamiya 1 Sep, 2017 @ 5:09am 
and what about the katana from the assassin?
MaCC165 1 Sep, 2017 @ 5:07am 
it was no offense, just wanted to say there r (2) big mods out there, one do almost he same, and in ur description u asked urself, if u will do something with the axes, so thats why i wrote this, sry if i offended u, u can do what u want, thats for sure
Tumbler 1 Sep, 2017 @ 5:06am 
@RambelZambel,
Instead of being a dumb-ass troll, be quiet, uninstall your XCOM 2 and go outside to gain more life experience. Your input is neither required or asked for.

@Zevvion,
One suggestion. To incentive more uses to the swords, it would be viable to make the abilities cooldown dependent. That way a more tactical approach can be taken. If they remain at one shot use only, people will save it and probably end up not using them.
SOPHIA 1 Sep, 2017 @ 5:04am 
Very true, But I was wondering one thing do you think you will make something to add this to the two mods (Katana and Axes.) as well? If you get permission anyway would be nice to have the same bonuses to the axes and katanas. Or maybe different types of bonuses.
Ralli 1 Sep, 2017 @ 4:52am 
It´s a very good mod. Not everyone like to play Vikings with Axes or likes Anime-Style Swords.
So don´t listen to people suggesting to not waste ur time with this
Bladesuun  [author] 1 Sep, 2017 @ 4:50am 
@RambelZambel You're not required to download this mod if you don't want it. It isn't the same as the others you described. I enjoy using this so it's not wasted time.
MaCC165 1 Sep, 2017 @ 4:44am 
we have the axe mod already for axes, and the katana mod, which adds japanese swords,
so dont waste ur time with more,
still ty