XCOM 2
Tier III Grenades
64 Comments
Kuro Dmon 23 Feb, 2022 @ 12:53pm 
I know we've all basically switched to WotC, but might be an issue with that version as well, not sure.

So, got to the point where I could use these bad boys... and the normal Plasma Grenades still exist as an item and have to be picked between. Is that a thing that's supposed to happen, and/or is there any way to disable Plasma Grenades once you have Plasma Warheads, the way that Regular Grenades are disabled once you have Plasma Grenades?
Invisible Guardian 27 Dec, 2017 @ 3:36pm 
Anyone else had their game crash when switching armors with warhead grenades equipped? (I've circumvented the crash by switching back to vanilla grenades, but still annoying nonetheless)
I Darkstar X 8 Oct, 2017 @ 8:34am 
Does this work with the prox mines?
Kaldin 29 Aug, 2017 @ 10:32pm 
Just saying....I hope you make a different version for WotC, as otherwise people without it can't use this mod anymore. :x
Rabid Dutchman 29 Aug, 2017 @ 8:23pm 
:D
Farkyrie  [author] 29 Aug, 2017 @ 3:05pm 
@Rabid Dutchman Yes
Rabid Dutchman 29 Aug, 2017 @ 2:03pm 
Any plans to update for WotC?
Eljaylopi-el 24 Feb, 2017 @ 6:22pm 
I haven't really checked so I don't know if anyone has mentioned this, but the smoke warhead gives +30 to hit. I have LW2, but if you need the rest of my modlist I can provide it, but I don't want to flood the comments.
ATF_Coldblooded Carebear || 18 Feb, 2017 @ 7:39pm 
this is wierd got this mod to play on my existing campaing but the proving ground: nuclear warhead don't show and what weirder is that smoke and Emp are already upgraded to warhead....
What you make of this?
Nasarog 12 Feb, 2017 @ 6:25am 
Will these be Long War 2 compatible?
SingABrightSong 10 Feb, 2017 @ 12:30pm 
Did some digging, found out that the regular smoke grenade have WeaponCat and ItemCat set as 'utility'. while the source file here uses 'grenade'. Simple fix, should you decide to implement it.
SingABrightSong 10 Feb, 2017 @ 11:41am 
Observation: In regular X2, the smoke grenade and smoke bomb are not considered "grenades" for the purpose of slot restrictions. The Smoke Warhead, however, is restricted in this manner. Is this intended behavior?
Farakill 8 Feb, 2017 @ 7:18pm 
anyone know whether this works in LW2?
Living Joker 25 Jan, 2017 @ 5:12pm 
Any chance both Grimy's Loot Mod and Tier III Grenades can be made to work together for the Frag Satchel upgrade for modding the grenade launcher grenade count? Also the Plasma Grenades if possible. At a point I stopped using the upgrade since using more powerful grenades makes more sense than bringing awful low damage ones even if there's more of them. It makes the purple rarity kind of meaningless as it only affects the regular frag grenades.

I posted this on Grimy's mod too in the hopes you guys can work together.
KoRR 24 Jan, 2017 @ 2:41am 
pls make this LW2 compatibl!
thax
Verrik 23 Jan, 2017 @ 11:05pm 
LW2 compatible?
SlayZeKyriarchy 5 Jan, 2017 @ 12:41am 
Can you apply the upgrade to proximity mines? With T2 grenades they hit the hardest, but they're outclassed by T3 grenades :(
Kanan 4 Jan, 2017 @ 9:13am 
Any chance you can expand (or make a new mod) on ammo? Maybe even including the cut out content ammo mod, so that we can see more ammo variation, would be nice. Thanks for this great mod!
chaos_zone 25 Dec, 2016 @ 10:30am 
WOW I want it thanks
Ole-Marius 20 Dec, 2016 @ 7:22am 
ba dum tss
Ole-Marius 20 Dec, 2016 @ 7:22am 
mindblown
Dragmine 20 Dec, 2016 @ 3:11am 
uhh... BOOOM?
Saphy Taff 19 Dec, 2016 @ 10:17am 
Super cool mod. Thanks!
Farkyrie  [author] 19 Dec, 2016 @ 10:10am 
@trsand98 Fixed, sorry.
trsand98 19 Dec, 2016 @ 9:10am 
I edited my copy of this mod to make the tier 3 grenades super OP, but, to compensate, made the proving grounds project for it super expensive. I'm talking 30000 suplies, 150 elerium cores, 1500 alien alloys, and 500 elerium dust. However, for unknown reasons, the game thinks the elerium dust cost for the project is 0.
GreatOldOne 19 Dec, 2016 @ 8:39am 
No problem. I really appreciate the work the modders do. Firaxis semi-nerfed grenades and this helps keep a whole class of soldiers relevant in the late game.

Also, lets be realistic. When you are playing through a Legendary Ironman Campaign with A better Advent and New Mission types and the LW 10-12 soldiers you see about 25-50 very tough bad guys. When things get dicey it often helps to just blow stuff up.
SentySent 19 Dec, 2016 @ 2:42am 
Still can't get research in my existing campaign though, guess I'll have use the console commands to get the tier 3 grenades.
Farkyrie  [author] 18 Dec, 2016 @ 5:22pm 
@GreatOldOne I apologize.
Farkyrie  [author] 18 Dec, 2016 @ 5:22pm 
@GreatOldOne Yes you guys were right, it works fine now.
GreatOldOne 18 Dec, 2016 @ 2:58pm 
Confirming Gunghoo's comment. The EMP warhead only stuns but does not inflict damage.
*Mr.Zman8* 17 Dec, 2016 @ 6:05pm 
you should make a video showing off the grenades
Gunghoo 17 Dec, 2016 @ 3:20pm 
The Emp Grenades warhead only stun the targets, but has a huge radius
Jesse81 17 Dec, 2016 @ 12:16pm 
Nuclearpower siegen!
Glace_Gamer 17 Dec, 2016 @ 8:18am 
This looks awesome mate!

Def. Subbed.
Denalian 17 Dec, 2016 @ 7:37am 
I can see the Commander using these if he was from the fanfiction story of XCOM: The Hades Contingency and The Atlas Protocol. Bloody hell lol

Subscribed!
Echo 17 Dec, 2016 @ 6:47am 
Awesome. Subscribed!
Tiger's Eye 17 Dec, 2016 @ 5:55am 
Is there lore about what the aliens did with the geneva convention?
Uniter of the Elements 17 Dec, 2016 @ 4:28am 
This sounds HIGHLY FUCKING ILLEGAL

aaand installed. Hope the Commander won't have to deal with any sort of war crime tribunals though.
Tiger's Eye 16 Dec, 2016 @ 11:56am 
Aaaand installed
Farkyrie  [author] 16 Dec, 2016 @ 9:13am 
@Tiger's Eye Grenade Damage FallOff now works with my mod.
Farkyrie  [author] 16 Dec, 2016 @ 8:47am 
@FERnKmaster It should now work with existing campaings.
Lord Bubba 16 Dec, 2016 @ 1:07am 
EMP doesn't affect organics at all. Just electronics.

"Same damn mushroom cloud every time"...
FERnKmaster 15 Dec, 2016 @ 11:14pm 
@The Artful Doge-er: yeah i have that issue too. I put the mod on to a campaign in progress. I don't have the ability to research it, it didn't upgrade any of my bombs retroactively, and even trying to develop a warhead in the Proving Ground only gave me a bomb. I am using the Choose Your Proving Ground mod that gets rid of the random factor. But if the mod needs to be applied to a new game, clarification would be great.
A great idea, and I'm definitely looking forward to cooking Codexes like Thanksgiving turkeys with this mod.
RoflTank 15 Dec, 2016 @ 8:35pm 
@nephilimnexus - Most EMP's dont last long enough to cause damage to organic targets. You either have to use an *exceptionally* strong EMP or a string of them in a very short period of time to cause an appreciable physiological effect.

It's not a sci-fi trope, it's actual science.
nephilimnexus 15 Dec, 2016 @ 8:15pm 
In real life, EMP works against organics just fine. Sadly, though, once a sci-fi trope has been established it can never be killed.
Queen Victoria's Top Guy 15 Dec, 2016 @ 6:52pm 
Any chance to add compatability with other mod grenades?
Tiger's Eye 15 Dec, 2016 @ 2:25pm 
Does this work with the grenade damage fallof mod?
Arkhangel 15 Dec, 2016 @ 1:43pm 
@d_valroth: Using alien pack, ABA 2 and Additional Mission types here. having a further upgrade of grenades is a godsend when you're dealing with two six-enemy pods at the same time (especially if those happen to include a Chryssalid queen.)
SentySent 15 Dec, 2016 @ 11:48am 
This only works in a new campaign right? I can't find the research in my existing campaign, but I can get the smoke warhead and the EMP warhead somehow.
Farkyrie  [author] 14 Dec, 2016 @ 10:30pm 
@michaelkowis Are you using them against organic enemies? Because EMPs only work against mechanical units.