Underbarrel Attachments Overhaul


  • October 1, 2020 - October 1, 2030
    12:40

Underbarrel Attachments was one of the first mods produced by my patreon project. It was something to be proud of at the time, but a lot of time has passed, and I have grown unsatisfied with this mod. I would like to re-release it with the following adjustments: 1) Underbarrel Grenade Launchers (UBGL) can now (more…) “Underbarrel Attachments Overhaul”

True Utility Slot Secondary Weapons


  • October 1, 2020 - October 1, 2030
    00:35

This mod idea is not available for voting, since I want to create this mod as soon as possible, and it will not require a lot of effort, I’ll do it as soon as it becomes technically possible, which is when the Highlander is updated to version 1.22. This mod would allow equipping any secondary (more…) “True Utility Slot Secondary Weapons”

Revive Units Items


  • September 30, 2020 - September 30, 2030
    21:35

The “Unconscious” status effect is a huge problem throughout the game. During tactical missions, having a soldier rendered unconscious is essentially as bad as losing them outright, and under vanilla rules only one soldier class has one optional ability to deal with this debuff, making it a nearly mandatory choice, and even then the ability (more…) “Revive Units Items”

More Bondmate Actions


  • September 30, 2020 - September 30, 2030
    21:25

While I adore the general idea of the Bondmate system, the implementation leaves something to be desired. I would like to expand the system so that the choice who becomes whose bondmate matters more. Make bondmates able to perform certain unique actions based on what kind of weapon they have equipped. For example, I always (more…) “More Bondmate Actions”

Alien Hunters Weapons Rebalance


  • September 30, 2020 - September 30, 2030
    21:10

Alien Hunters weapons have two big downsides: 1) They’re overpowered. There’s just no going against it, they’re directly superior to existing XCOM weapons. While I don’t mind them having unique abilities, I believe dealing more damage should be off limits, especially considering that if you play with the DLC mission, you get them essentially for (more…) “Alien Hunters Weapons Rebalance”

Missed Shots Hit Other Units


  • September 30, 2020 - September 30, 2030
    21:00

In XCOM 2, missed shots can hit environment objects, but not other units. As soon as Highlander version 1.22 ships, I could develop a mod that allows missed shots to hit other units if they happen to be in a position where they can be reasonably hit by the missed shot. This mechanic would force (more…) “Missed Shots Hit Other Units”

Peter Van Doorn


  • September 30, 2020 - September 30, 2030
    18:50

Peter Van Doorn was a non-playable character in XCOM: Enemy Unknown; a VIP you had to rescue on a council mission. Over the course of the mission he would speak a few lines, demonstrating his brash and courageous personality. His borderline unhealthy bravado has earned Van Doorn the love and adoration of the community to (more…) “Peter Van Doorn”

Annette Durand


  • September 30, 2020 - September 30, 2030
    18:05

Annette Durand was a character in XCOM: Enemy Within. She was a powerful psionic soldier, with her own pre-set appearance and voice. I’d like to introduce her to XCOM 2 as a playable soldier, similar to what I did for Denmother. The mod will include Annette’s voice and custom appearance: her hair is included into (more…) “Annette Durand”

Expanded Resistance


  • August 22, 2020 - August 22, 2030
    22:25

It always feels that despite all the narrative, the Resistance is sorely absent from the actual gameplay of the XCOM 2. I would like to build a mod that give more presence to the resistance personnel we hear so much about. There is no solid feature set to this idea yet, but here are some (more…) “Expanded Resistance”

Bushmaster Revolver


  • June 23, 2020 - June 23, 2030
    09:20

This is a mod request from a veteran patron. The idea is to kitbash a big powerful revolver. It is acquired relatively early in the campaign by scanning a point of interest. The revolver starts out with relatively the same effectiveness as regular pistols, and it’s main stats are upgraded alongside XCOM pistols. The unique (more…) “Bushmaster Revolver”

Extended Campaign Start


  • June 23, 2020 - June 23, 2030
    02:05

I love the XCOM 2 narrative. Its story may be weird, and gets hella repetitive when replaying the game, but the fact that this game has high-quality cutscenes and voice acting puts it head and shoulders above games like Phoenix Point. At the same time, it’s not like there are tons and tons of cutscenes (more…) “Extended Campaign Start”

Sawed-off Shotgun Specialization for RPGO


  • June 5, 2020 - June 5, 2030
    08:00 - 17:00

As an alternative to a full-blown Smuggler Class, I was considering making a Sawed Off Shotgun Specialization for the Musashi’s RPG Overhaul. It would include 7 perks in total that bstar and I have brainstormed together. The idea is to recreate the iconic Smuggler/Scrapper abilities  from SW: TOR MMORPG like Flechette Round, and combine them (more…) “Sawed-off Shotgun Specialization for RPGO”

Research and Production Overhaul


  • June 5, 2020 - June 5, 2030
    08:00 - 17:00

When playing with a lot of mods that add new fancy toys to play around with, Lab and Proving Grounds get bloated with various autopsies and side research, and you’re faced with a crappy choice of researching new fun stuff and getting behind on the important bread and butter stuff, like new weapon tiers, or (more…) “Research and Production Overhaul”

More Gene Mods


  • June 5, 2020 - June 5, 2030
    08:00 - 17:00

I’m generally happy with how Gene Mods turned out, but I have issues with particular gene mods I created, in particular: Tranquil Mind, besides crappy name, seems to confuse a lot of people, leading to them shooting themselves in the foot by putting it on psionic classes. It needs to be redesigned somehow. Chatoic Mind (more…) “More Gene Mods”

Weapons from the Unreal Franchise


  • June 5, 2020 - June 5, 2030
    08:00 - 17:00

Unreal Tournament is one of my favorite game series, and I love its unique weapons that are all so satisfying to use. I’d like to implement some of them as Tier 4 weapons similar to how I made Phaser Rifle a Tier 4 Assault Rifle. So far I want to do: Flak Cannon (shotgun). Primary (more…) “Weapons from the Unreal Franchise”

K9 Mod


  • June 5, 2020 - June 5, 2030
    08:00 - 17:00

I’d like to make a mod that would add dogs as a combat unit for XCOM 2. Dogs would be deployed on the battlefield as a part of the squad. During combat, dogs would behave as scouts and support units, revealing positions of enemy pods, finding units in concealment, highlighting objectives, distracting and temporarily disabling (more…) “K9 Mod”

Squad Camo Selector


  • June 5, 2020 - October 1, 2030
    08:00 - 21:30

At times I want to roleplay a bit, and outfit my squads in camo that would fit the biomes of the missions they’re about to embark one. That mod is helpful in this regard. However, it’s tedious to change camo for each soldier by hand, so I’d like to make a mod that would let (more…) “Squad Camo Selector”

Beowulf Rifle Overhaul


  • June 5, 2020 - June 5, 2030
    08:00 - 17:00

Beowulf Rifles were my first attempt at kitbashing models in XCOM 2. The whole mod owes its existence to the .50 Beowulf round, and there are AR-15 variants that can fire it in full auto. It’s absolutely pointless, but also powerful and awesome. And you know me, I like things like hat a lot. However, the (more…) “Beowulf Rifle Overhaul”

[IN DEVELOPMENT] Laser and Coil Variants for Hero and SPARK Weapons


  • June 5, 2020 - June 5, 2030
    08:00 - 17:00

EDIT: This mod is currently in development and has been published to the steam workshop in the work-in-progress state. You can see the component mods here and here. I’ve been neglecting Laser and Coil Weapons from LW2, since they can’t be used in a nice, comprehensive five tier weapon overhaul, since Faction Hero classes and (more…) “[IN DEVELOPMENT] Laser and Coil Variants for Hero and SPARK Weapons”

Inventory Overhaul


  • April 3, 2020 - April 3, 2030
    10:55 - 17:00

I would like to build a Weight / Capacity system that would allow soldiers to carry more smaller items, or fewer heavier items. It would come with minimal additions to the in-game interface. The general idea is to outfit every soldier with effectively unlimited Utility Slots, and limit how much stuff they carry through Weight/Capacity (more…) “Inventory Overhaul”

Sidearm Overhaul


  • April 2, 2020 - April 2, 2030
    16:35

I’d like to build a system that outfits most of the XCOM soldiers with sidearms. This mod will succeed and replace Sawed Off Shotgun Overhaul and Autopistol Overhaul. It will include visual weapon attachments for all vanilla and TLP pistols and autopistols, but probably not for sawed off shotguns. Every soldier gets a sidearm slot, (more…) “Sidearm Overhaul”

Rescue Firebrand Mission


  • April 2, 2020 - April 2, 2030
    16:35

Skyranger gets shot down, and you pick a small squad to rescue Firebrand. The mission starts with you controlling the Firebrand herself near the shot down Skyranger. She would be armed with an SMG and a few utility items, just so she can hold off for a few turns until XCOM reinforcements arrive. The reinforcements (more…) “Rescue Firebrand Mission”

Reality Breaker Class


  • April 2, 2020 - April 2, 2030
    16:25

This class would have a set of abilities that mess with the fabric of reality itself. Time travel, predicting the future, metagaming abilities. For example: Fire a shot. Refund the action point and ammo if the shot misses. Alternatively, place an effect on an allied target, including self as a potential target. The game will (more…) “Reality Breaker Class”

Escape Artist Ability


  • April 2, 2020 - April 2, 2030
    16:20

Escape Artist – idea for a standalone ability. Could be an RPGO trait or a cross-class perk. When constricted by a Viper, automatically free yourself on the next turn. When this soldier would be captured by Advent, they have a high chance to escape, and you can recover them later by scanning a Point of (more…) “Escape Artist Ability”

Medal System


  • April 2, 2020 - April 2, 2030
    16:20

I’d like to implement a medal system, similar to how it was in Enemy Within. Distinguished soldiers can be awarded with medals that confer small passive bonuses to them or their squad. Note to self: use “Iron Heart” as a medal name. Alternatively, since XCOM 2 resistance is more of a rag-tag band of freedom (more…) “Medal System”

Rocket Launchers Improvements


  • April 2, 2020 - April 2, 2030
    16:10

I would like to add a sort of Black Hole or psionic rocket. I already have the model for it. Perhaps some more rockets, such as: cluster rocket cluster rocket that fragments before reaching the enemy and showers them with mini explosions (or maybe do this for white phosphorous rocket?) flak cannon rocket? i.e. basically (more…) “Rocket Launchers Improvements”

Rework Jet Packs


  • April 2, 2020 - April 2, 2030
    16:00

I’m not quite happy with how the Jet Packs mod turned out to be, and I’d like to rework and re-release the mod. I’ve already done some work in that direction: I have created a “cinematic” version of the Dynamic Deployment, but it requires lots of additional work in order function correctly. I have also created (more…) “Rework Jet Packs”

Officers


  • April 2, 2020 - April 2, 2030
    15:55

Current officer mods either don’t work or are underwhelming. I’d like to do better. Ideas: Any soldier can become an officer, in addition to their normal soldier perks, but this comes at the cost of making soldier less effective at being a soldier of that particular class. For example, officer perks can replace the row (more…) “Officers”

Titan Hunter Class


  • April 2, 2020 - April 2, 2030
    15:50

Inspired by Attack on Titan franchise. All of the prerequisite features for this class already exist, such as grappling abilities and dual wield melee, it’s just a matter of putting all of the relevant abilities within one class and balancing them accordingly. Though there is some potential for new cool abilities, such using grappling melee (more…) “Titan Hunter Class”

Bio-boosted Armor


  • April 2, 2020 - April 2, 2030
    15:45

Heavily inspired by Guyver franchise, which is an obscure and little known Anime / Movies from my childhood, and also a manga that I didn’t read. Bio-boosted Armor is a symbiotic alien organism which permanently fuses with any soldier that activates it. Then the soldier can call upon the Guyver in combat, summoning a suit (more…) “Bio-boosted Armor”

Negative Traits for Bleedout


  • April 2, 2020 - April 2, 2030
    15:40

I would build a new bleedout system that works similar to Dragon Age: Origins. A critically wounded soldier would always bleed out, but for each bleedout they would get a Negative Trait that provides a permanent debuff to combat stats until the trait is removed in the Infirmary or by a Trauma Kit. Trauma Kit (more…) “Negative Traits for Bleedout”

Dynamic Soldier Attitudes


  • April 2, 2020 - April 2, 2030
    15:30

I would build a system that would automatically adjusts soldiers’ attitudes in the Armory (e.g. By The Book / Hard Luck / etc) based on soldier’s condition and performance during the campaign. Like, if they are your star soldier that kills 4 soldiers per mission without ever getting a scratch, they would get the “Cocky” (more…) “Dynamic Soldier Attitudes”

Dynamic Soldier Reactions


  • April 2, 2020 - April 2, 2030
    15:25

I would build a system that makes nearby soldiers react to each other’s actions. Like here, but simpler. For example, when a soldier on overwatch has an enemy in their field of vision, and you click another soldier to move to a tile near the first soldier, the soldier that is on overwatch will fire (more…) “Dynamic Soldier Reactions”

Melee Weapon Attachments


  • April 2, 2020 - April 2, 2030
    15:15

Mag-tier melee weapons apply stun, while beam tier apply burning. This creates a conflict of interest, because often removing an enemy from combat for a turn is much more powerful than dealing a bit of extra damage. There are mods out there that make beam tier melee weapons apply both burning and stun, but that’s (more…) “Melee Weapon Attachments”

Psi Overhaul


  • April 2, 2020 - April 2, 2030
    15:10

This would be my own take on implementing Psi in XCOM. My idea is to have it working similar to how it was in XCOM Enemy Within, where every soldier can learn psionic abilities and use them alongside their standard perks. A mod like that already exists, but it doesn’t quite accomplish everything I want: (more…) “Psi Overhaul”

Bow Weapon


  • April 2, 2020 - April 2, 2030
    15:10 - 17:00

I would add at least three tiers of bows, along with various ammunition types and custom firing animations. Over the years there’s been a lot of talk between talented modders about adding a bow weapon, so I’m sure it’ll happen eventually. I’d be happy to make it my own thing, or to collaborate with other (more…) “Bow Weapon”

Akimbo Class Improvements


  • April 2, 2020 - April 2, 2030
    15:05

Improve Animations and FX – not really happy with many current animations, a lot of them were rushed. I would like to take another pass at them and polish them out, maybe add a few surplus animations, chosen by abilities at random. Potential additions: Improve firing animations. Add a dodging animation to Gun Kata. Add (more…) “Akimbo Class Improvements”

Gladiator Class


  • April 2, 2020 - April 2, 2030
    15:05

Gladiator – inspired by Lineage 2 class with the same name, Gladiator uses dual swords and has a number of ranged abilities. Class traits: Extra armor and HP, reduced Will and Mobility. Uses Sonic Charges to power up their abilities. Planned perks / abilities, in rough order of progression: Sonic Focus -> grants sonic charges (more…) “Gladiator Class”

Bounty Hunter Class


  • April 2, 2020 - April 2, 2030
    15:00 - 17:00

Inspired by Star Wars. Pistols, Jet Packs, heavy armor, flamethrowers, rockets. That sort of thing. All of the necessary components already exist, so all I’d need to do is throw relevant perks together, maybe add a few new ones. (more…) “Bounty Hunter Class”

Smuggler Class


  • April 2, 2020 - April 2, 2030
    15:00

Smuggler Class – inspired by Star Wars: The Old Republic MMORPG, Smuggler uses a pistol and a sawed off shotgun, and focuses on stealth and close range ambush attacks with high burst damage.  Planned / potential abilities: Squaddie perks: pistol shot, point blank (no double tap), reload sawedoff, Blend In, Go Loud. Blend In -> (more…) “Smuggler Class”

Engineer Class


  • April 2, 2020 - April 2, 2030
    15:00 - 17:00

Engineer – a combat support class. Potential functions: Deployable cover. Deployable manned and unmanned weaponry (mortar, machine gun, anti-materiel rifle). Skulljack-related abilities, used as sort of Omni Tool. EOD-related abilities: mines, explosives, diversion, sabotage. Perhaps, a form of customizable C4 that lets you do things such as setting a timer, proximity triggers that allow it (more…) “Engineer Class”

Ammo Belt for WOTC


  • April 2, 2020 - April 2, 2030
    14:55 - 17:00

Ammo Belt for WOTC – a utility item that allows to spend an action to reload the weapon of another nearby soldier. Would be cool to add a few cosmetic ammo belts as well. I have already made this mod for vanilla XCOM 2 some time long ago, so this would be just a port (more…) “Ammo Belt for WOTC”

Rifle Grenades


  • April 2, 2020 - April 2, 2030
    14:20

Rifle Grenades would be an alternative to standard frag grenades with a slightly different action economy. It would take a non-turn-ending action to attach a grenade to a Rifle, and then it can be launched with a turn-ending action. While the grenade is attached to the rifle, the rifle cannot be used to fire normally. (more…) “Rifle Grenades”

Go Prone


  • April 2, 2020 - April 2, 2030
    14:15

This mod would allow soldiers to lay down on the ground when there is no cover around. Going prone would take an action and render the soldier unable to move, but in return would provide a defense bonus, reduce damage taken from explosives, and maybe provide an accuracy bonus. This mod would involve a lot (more…) “Go Prone”

Scouting Protocol Improvements


  • April 2, 2020 - April 2, 2030
    14:10

I would make Scouting Protocol scale with GREMLIN Tiers. Tier 2 would be able to keep hovering in an area, providing Squadsight for snipers.  Tier 3 would mark enemies to make them easier to hit, and reveal their location through walls. Scouting Protocol was the first mod I ever did, so it would be a (more…) “Scouting Protocol Improvements”

Piercing Shot for the Darklance


  • April 2, 2020 - April 2, 2030
    14:10

A powerful sniper rifle shot on a long cooldown. Perhaps it could deal damage in a line, go through cover, cause bleeding, those sort of things. Mainly interested in fancy visualization here. (more…) “Piercing Shot for the Darklance”

Demon Slash


  • April 2, 2020 - April 2, 2030
    14:05

This would be a visualization update for the Teleport Slash ability from the Musashi’s Katana Mod. I would make it look like a generic anime trope, where the soldier teleports through the target to attack them in melee, and then sheathes their sword, and only then the enemy takes damage. (more…) “Demon Slash”

Tackle Ability


  • April 2, 2020 - April 2, 2030
    14:05

I would make an ability for SPARKs / MECs / WAR Suits to push enemies around and perhaps even break them through walls. There’s not much to this ability other than relaying the raw power of these combatants. The point would be satisfying visualization rather than creating some sort of important gameplay options that didn’t (more…) “Tackle Ability”

Weapon Builder


  • April 2, 2020 - April 2, 2030
    13:55

Weapon Builder – this would be a system for constructing weapons using different parts through in-game user interface. Very similar to Fallout 4, where you can select from different parts to grant different stats and abilities to the weapon. I would kitbash weapon parts from the existing vanilla weapons. (more…) “Weapon Builder”

SMG and Bullpup Overhaul


  • April 2, 2020 - April 2, 2030
    13:50

This mod would consist of stat tweaks, the goal would be to introduce meaningful and balanced difference between Rifles, SMGs and Bullpups. I would probably use LW1 for inspiration. (more…) “SMG and Bullpup Overhaul”

Armor Repair Kit


  • April 2, 2020 - April 2, 2030
    13:45

Armor Repair Kit – works like a med-kit, but can be used to repair Shredded Armor and Ablative HP granted by Ballistic Shields. This kind of item is a necessity for tanky builds. Should be able to “heal” SPARKs / MECs as well. I think there are overhaul mods already that add their own versions (more…) “Armor Repair Kit”

Ballistic Gauntlets


  • April 2, 2020 - April 2, 2030
    13:40

Ballistic Gauntlets would be a wrist-mounted weapon similar to the Ripjack and the Heavy Weapons. I would make at least three tiers, though not sure which weapon category they would belong, and which perks should they work with. In any case, they would be very likely just a cosmetic alternative to “normal” firearms. (more…) “Ballistic Gauntlets”

Chosen Warlock’s Gauntlets


  • April 2, 2020 - April 2, 2030
    13:35 - 17:00

I would make them function as Shard Gauntlets for Templars, and they would be a second weapon acquired alongside the Warlock’s Assault Rifle. As many others, I share the sentiment that it’s weird that defeating the Warlock awards only one weapon. Seeing as he’s supposedly the strongest psionic unit, reusing his gauntlets for Templars seems (more…) “Chosen Warlock’s Gauntlets”

Arc Pistol


  • April 2, 2020 - April 2, 2030
    13:35

Arc Pistol – a pistol variant of the Arc Thrower, it would deal electric damage that bypasses armor and deals bonus damage to robotic units. Maybe it would have a chance to disorient, but no stuns. It would probably use the same model as the Arc Thrower. (more…) “Arc Pistol”

[RELEASED] More SPARK / MEC Trooper Weapons


  • April 2, 2020 - April 2, 2030
    13:30 - 17:00

Votes: 58 This mod has been released as SPARK Arsenal. It had 58 Voting Tokens spent on it and took 7 months to develop. This was my design document, but as you can see, the resulting mod is different in a lot of ways. Original mod idea description follows below: Potential weapons include: Big artillery (more…) “[RELEASED] More SPARK / MEC Trooper Weapons”

Pilotable Mechs


  • April 2, 2020 - April 2, 2030
    13:25

It would be my honor to be the one to add Pilotable Mechs to XCOM 2. Rough outlines for the planned mod: A lot of inspiration taken from MechWarrior 3 and 4. The mech would be slightly bigger than Sectopods and would reuse many of their animations. On-board AI, fully voiced via text-to-speech voice pack, (more…) “Pilotable Mechs”

Caster from Outlaw Star


  • April 2, 2020 - April 2, 2030
    13:15

Caster is a technomagic pistol that fires shells with spells inside. I’d have to use a model from the Internet. There’s a variety of shells with different effects, though they’re not described too well, and usually boil down to “powerful blast that obliterates the target”, so I’d have to come up with something more original (more…) “Caster from Outlaw Star”

Gunblade


  • April 2, 2020 - April 2, 2030
    13:15 - 17:00

A mix between a pistol and a sword. I would probably make full three tiers of them, and I’d invest some effort into making them compatible with both pistol and sidearm perks. Perhaps I could make it a transformable weapon for one of the tiers. (more…) “Gunblade”

M41 Pulse Rifle


  • April 2, 2020 - April 2, 2030
    12:15 - 17:00

I would make just one version with an underbarrel grenade launcher, probably using a high definition model from the Internet. I know there are Pulse Rifle mods in the workshop, but I don’t think they give justice to this weapon. I want to do it right. I’ve heard that another modder might be making this (more…) “M41 Pulse Rifle”

Morita Rifle


  • April 2, 2020 - April 2, 2030
    12:05

Morita Rifle – a weapon from the Starship Troopers franchise. I would make a standard variant with an underbarrel shotgun, and a carbine variant. Also maybe a marksman variant with a scope. Or perhaps I would make the carbine variant to be standard, and make underbarrel shotgun and scope function as regular weapon upgrades. Not (more…) “Morita Rifle”

Delayed Purifier Death


  • April 2, 2020 - April 2, 2030
    11:55

Instead of randomly blowing up when killed, Purifiers would fall to their knees, engulfed in flames with 1 HP remaining, and blow up at least a turn later, or the next time they take damage. Besides being a cool visualization, it would also make meleeing Purifiers not a mad gamble. In some circumstances it will (more…) “Delayed Purifier Death”