If using mods recommend using the Alternative Mod Launcher available from https://github.com/X2CommunityCore/xcom2-launcher.
Week of July 28th
Proficiency: Community Perks Plugin
Adds perks to Shiremct's Proficiency Classes and Proficiency Class Heroes.
This mod requires the Proficiency Class Pack, Proficiency Class Plugin Reaper, Profiency Class Plugin Skirmisher, Extended Perk Pack, BStar's Perk Pack and Supercharge and Singe Abilities.
Week of August 4th
Adds two new Muton variants that use sniper rifles and tend to stay at range. No dependencies.
Week of August 11th
Rescue Denmother is a mod that modifies the first retaliation mission by adding an additional objective to rescue Denmother who is bleeding out. Denmother comes with a personalized weapon and introduces a new class into the game. The XCOM 2 Beta Community Highlander mod is needed to fully use the new class, otherwise it is not needed.
Week of August 18
Advent Armor: Reverse Engineering, Advent Armor: Officer, Advent Armor: Trooper, Advent Armor: Purifier & Advent Armor: Stun Lancer.
This group of mods allows the player to recover armor from downed Advent soldiers and use it. The main benefit of Advent armor is a fifty percent concealment bonus. The first step to unlocking the armor is to research reverse engineering. After that autopsies on Advent troopers and officers open up their armor for use. If more than one copy of a suit of armor is desired changes can be made to the config file to allow the armor as an upgrade (probably unbalanced) or as repeatable (each suit is bought separately). The default costs are quite sufficient for a balanced game, especially if mods like the Gene Mod which also requires corpses is used.
Week of August 25th
Children of the King 2.0 - This mod adds four mini-rulers to the game that make appearances in the game just like the original rulers. They get three actions per turn but do not get the standard ruler reactions. All have autopsies that add items, some new, to the game. The children of the king have the ability to summon groups of vipers to aid them, including new viper types with new abilities.
Week of September 1st
Star Wars Battlefront 2 Alien Heads - Adds heads from aliens in Star Wars to customization options.
Week of September 8th
Heavy and Light Kevlar Armor - Provides more choices for armor at the start of the game.
Week of September 15th
Psionics Ex Machina - This mod requires either Robojumpers Squad Select or Mod Everything Reloaded. The goal of the mod was to make the psionic class less overpowered. Any soldier may use psionic power but secondary weapons must be replaced with psi-amps. This mod adds new PCSs, gems which are attachments for psi-amps that provide psionic abilities, and a new resource, meld. This mod replaces the psionics lab with a new facility for making new psionic items.
Week of September 22nd
The Hive and The Hive More - These mods add new mission variants, new research, new items, new enemies and a new ruler, the Hive Queen. These mods also introduce a new faction that works just like the lost. Warning: These mods are clearly designed for players that really want a challenge.The Hive Queen has a lot of armor, a lot of hit points that can be regenerated quickly and the ability to summon other chryssalids very quickly.
Week of September 29th
Soldier Development - Makes increases in soldier statistics wholly dependent on what they do on missions. Ranking up is also dependent on what soldiers do on missions.
Week of October 6th
Consequences of Capture - Soldiers have a chance to be shaken and to develop a negaive trait as a result of being captured. Captured soldiers also lose all unique gear.
Week of October 13th
Proving Ground Overhaul V2 - This mod makes experimental projects buildable after being researched the first time. Skulljacks, EXO suits, WAR suits, wraith suits and spider suits behave the same way. Also adds many new projects.