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”

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”

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”

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”

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”

Pilotable Mechs


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

Pilotable Mechs – mechwarrior style. They would be about Sectopod-sized and would reuse many of their animations. Once a mech is deployed on a Tactical Mission, one of your soldiers can get in to pilot the Mech. I don’t wanna create a whole separate Pilot class for Mechs, but I might do some bonus perks (more…) “Pilotable Mechs”

[IN DEVELOPMENT] More SPARK / MEC Trooper Weapons


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

Potential weapons include: Big artillery cannon or a recoilless rifle primary weapon that has to reload after each shot. Pile Bunker / Kinetic Strike Module secondary weapon for meleeing. Rocket Pods secondary weapon. Could potentially create an Alpha Strike ability, where a SPARK / MEC prepares for a turn and then unleashes a Saturation Fire (more…) “[IN DEVELOPMENT] More SPARK / MEC Trooper Weapons”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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”

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 the Ability Points, so making soldier an officer would typically mean they would be less effective at being a soldier (more…) “Officers”

Jet Packs Improvements


  • 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 rebalance and redistribute the abilities, as well as improve some of them. I’d like to change the Rocket Punch so the soldier actually flies on the jet pack to the target location. I’d have to borrow some (more…) “Jet Packs Improvements”

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”

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. (more…) “Medal System”

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”

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. Analyze enemy’s Ability Tree and AI setup and visualize their next most likely action. Increase enemy HP (more…) “Reality Breaker Class”

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”

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, while also creating some potential for loadout variety. Finite Ammo for pistols / autopistols. Relies on Dedicated Pistol Slot to give (almost) everyone a sidearm. The starting magnum revolver is to be changed into Handcannon weapon category and become the (more…) “Sidearm Overhaul”

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. Carrying capacity would scale with armor, and carrying lots of items will penalize soldier’s mobility. The concept for this Inventory Overhaul has (more…) “Inventory Overhaul”

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”

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”

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”