Dual Wielded Pistols Rework

  • December 8, 2021 - December 8, 2030

I’d like to improve and rework the first big mod I ever made – Dual Wielded Pistols (1). But it would need several other companion mods released / updated alongside it. There are several directions of improvement: Better animations for pistols and sawed off shotguns. New animations for autopistols. Cooking mod’s assets to reduce filesize. (more…) “Dual Wielded Pistols Rework”

Zoan Allies

  • November 21, 2021 - November 21, 2030
    08:00 - 17:00

Ever since Anthro Cosmetics mod came out, I’ve been thinking about creating distinctive gameplay for units outfitted with these cosmetics. This can be realized in several ways. The simplest method is using the existing Gene Modding facility, so that any soldier can have animal genes applied to them to gain new traits. This is simple (more…) “Zoan Allies”

Assorted Smaller Ideas

  • March 2, 2021 - March 2, 2030

These ideas are not big enough to warrant a full-blown patron vote, and I may do some of them out of order from time to time. If you express interest in a particular idea on this list, it may be done sooner rather than later. Muskets I’ve been musing over the idea of kitbashing a (more…) “Assorted Smaller Ideas”

Aerial Battles

  • March 27, 2030

Previous XCOM games had a so-called “air game”, where you would build a fleet of interceptors and shoot down alien UFOs. XCOM 2 skipped that part of the game entirely, and the only things in the air are Avenger, Skyranger, ADVENT Dropships, and ADVENT Interceptors that Bradford mentions from time to time as a justification (more…) “Aerial Battles”

Underbarrel Attachments Overhaul

  • October 1, 2020 - October 1, 2030

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

This mod idea is not available for voting, since I want to create this mod as soon as possible, and it should 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”

More Bondmate Actions

  • September 30, 2020 - September 30, 2030

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”

[RELEASED] Alien Hunters Weapons Rebalance

  • September 30, 2020 - September 30, 2030

This mod idea has been realized in [WOTC] Stealth Bolt Casters and [WOTC] Alien Hunters Weapons Rebalance. 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, (more…) “[RELEASED] Alien Hunters Weapons Rebalance”

Peter Van Doorn

  • September 30, 2020 - September 30, 2030

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

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

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 gives 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 Revolvers

  • June 23, 2020 - June 23, 2030

This is a mod idea from a veteran patron. Bushmaster Revolves are a paired primary weapon. They would equip into the primary slot, but would be used as dual pistols. When used by Akimbo, they would fill both primary and secondary weapon slots. There are no solid plans for their visuals yet, I might kitbash (more…) “Bushmaster Revolvers”

Extended Campaign Start

  • June 23, 2020 - June 23, 2030

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”

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”

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”

[RELEASED] Laser and Coil Variants for Hero and SPARK Weapons

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

EDIT: This mod has been released in several parts: Assets Ghost Templates Five Tier Weapon Overhaul Still, I could potentially develop more Laser and Coil variants in the future, in order of likelihood: Alien Hunter Weapons Rocket Launchers Ordnance Launchers Grenade Launchers Rework mag-tier SMG Shard Gauntlets Claus’ Hunter Rifles Archived entry below. —————————————————————— I’ve (more…) “[RELEASED] 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

I’d like to build a system that overhauls and rebalances Pistols, Autopistols, Sawed-off Shotguns, Combat Knives, SpecOps Knives and Psi Amps (with Psionics Ex Machina) This mod idea will require True Utility Slot Secondary Weapons to be done first so that soldiers can actually carry all of these in their utility slots. This mod will (more…) “Sidearm Overhaul”

Reality Breaker Class

  • April 2, 2020 - April 2, 2030

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”

Medal System

  • April 2, 2020 - April 2, 2030

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

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

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”


  • April 2, 2020 - April 2, 2030

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

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

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”

Dynamic Soldier Reactions

  • April 2, 2020 - April 2, 2030

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”

Psi Overhaul

  • April 2, 2020 - April 2, 2030

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’d love to be the one to create bows for XCOM 2. I would make bows of several tiers, conventional -> magnetic -> beam at the minimum, potentially with coil and laser tiers as well. With quivers, of course. Bows would have relatively short range, and would not do a lot of damage per standard (more…) “Bow Weapon”

Akimbo Class Improvements

  • April 2, 2020 - April 2, 2030

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. Or (more…) “Akimbo Class Improvements”

Gladiator Class

  • April 2, 2020 - April 2, 2030

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. Note: Star Wars cosmetics not included. (more…) “Bounty Hunter Class”

Smuggler Class

  • April 2, 2020 - April 2, 2030

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 (sandbags and force fields). Being able to seal doors. Deployable manned and unmanned weaponry (mortar, machine gun, anti-materiel rifle). Skulljack-related abilities, used as sort of Omni Tool. Demolitions and EOD-related abilities: mines, explosives, diversion, sabotage. Perhaps, a form of customizable C4 that lets you do (more…) “Engineer Class”

Go Prone

  • April 2, 2020 - April 2, 2030

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”

Weapon Builder

  • April 2, 2020 - April 2, 2030

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”

Ballistic Gauntlets

  • April 2, 2020 - April 2, 2030

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”

[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

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”


  • 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”