XCOM 2
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[WOTC] Proficiency Class Plugin: Phalanx
   
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Dec 4, 2021 @ 9:35pm
Jan 21, 2022 @ 2:44pm
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[WOTC] Proficiency Class Plugin: Phalanx

Description
Mod Information:

This mod adds a brand new class to go alongside Shiremct's Proficiency classes as a shield-using tank and pistol gunslinger, with it's own Proficiency which is all about improving the soldier's defensive capability as you level up.

The original Proficiency Classes as well as the Ballistic Shield, True Primary Secondaries, Mitzruti+Favid Perk Packs and Marauder/Pistol mods are required, so is the community highlander but that's already a requirement of Prof and Shields.

This new class mod has 3 trees plus a random Xcom tree

Tower: This is the mobile shield user/flank guy who you can use to move up and get the enemies attention with Taunt, with the tree about dealing with getting shot at or being able to survive while rushing to objectives.

Ballistic: A pistol gunslinger which fills in a niche only the Prof Reaper covers with the full Proficiency classes, more about damage up against a single target hence no faceoff which I leave as exclusive to the Reapers

Defender: This is about protecting others and being a wall for other soldiers based around the shieldwall/hunker down ability.

Class document here: https://docs.google.com/spreadsheets/d/1O6uU97Iqq02FIaOCmK-wQDwdoU-wwk4oI8eByWjaL3Q/edit?usp=sharing

The random abilities you can get from the Xcom tree besides blank/dummy slots like the original Prof classes are:

Ranks 2-4:
  • Prep For Entry,
  • Sprint,
  • Untouchable,
  • Defensive Mine (The AWC version that Marksman get, not the main version Sappers use),
  • Rapid Deployment
Ranks 5-7:
  • Reflex,
  • Charge,
  • Blast Padding,
  • Unbreakable,
  • CertifiedCMT

Compatibility:
lago's Shield Rework and Shire's Weapon and Item overhaul are recommended as that is what I designed the class around, not required but that's how the class was balanced around.
Shield Rework
WIO

I presume the standard Primary Secondaries mod works with this class but I did not test with it since I did not make this class with the original in mind, True Primary Secondaries is my preference hence why that's the requirement even if it does bring a small issue that I've listed below, it's minor and fixable within the game after it shows up.

Edit: Yes both work with the class fine, I changed the listed dependency to the original version to reduce "missing mod" messages in Alternative Mod Launcher if you so happen to use the original since the shield mod lists the original as well.

The class should also be safe to install mid-campaign if one is already running the Proficiency classes.

Known Issues:
The first one is from True Primary Secondaries itself, there is nothing I can do to fix it on my end.

  1. With the Shadowkeeper (and I think mod added pistols) the ammo counter won't start counting down until you reload once globally to set up global ammo count for the weapon (base pistol and TLP pistol automatically works)
  2. A minor localization thing, a couple abilities from the perk packs I used refer to shield trauma which is an ability I have not included with the class intentionally.

If bugs do arise related to this class mod itself specifically then let me know and I'll try to address them if possible

Credits:

Shiremct: For creating the original Proficiency Classes mod and granting permission for me to publish this mod.

RustyDios: For creating the Thumbnail as well as coding assistance.

Cloista: For the Combat Engineer which I used as a base (also a good class I would recommend alongside this one) as well as additional coding assistance.

Iridar allowing me to use the Guard perk from Stormrider that I used as a template for Phalanx Guard, as well as answering questions regarding it's code.

Mitzruti and Favid for their perk packs used that make up a good chunk of the mod.

Favid again for giving permission for me to borrow ability code from their perk pack to create Blast Plating.

Veehementia for permission to use their Pistol Expert ability in the mod, as well as the Marauder/Pistol mod.

DerBK: For allowing me to use Taunt from A Better Barracks as a basis for my version.

Ketaros: For his icon pack used for the class icon and Prof ability icon.

Special Thanks in addition to everybody in the MEME Discord server who gave input or tested the class during development.
Popular Discussions View All (1)
0
Nov 22, 2023 @ 5:42pm
Simplified Chinese Localization 简体中文
Tommy
172 Comments
Cúchulainn Jan 22 @ 2:30pm 
@Caine , Yeah I'm trying to figure it out myself, I'm going to test it tonight, but here's what someone said to me in the Strategy Overhaul Discord from Covert Infiltration:

the "blanks" are the empty entries in the randomdecks that will make an empty spot when the game selects them in the randomization
the full decks mod also "deletes the blanks" but it does it by removing and recreating the decks with the blanks gone
that is the better way of doing it, removing the blanks from a class mod's config directly is something only users can do and you have to know what you're doing so that you don't break the config (also preferably don't use AML to edit the file)
AML Does weird stuff with whitespaces, so we recommend you go into the Phalanx class config directly and edit it from there.

Hope this Helps! Let me know if you're able to work it out !
Caine Jan 20 @ 1:15pm 
@Cuchulainn .. yes I am
Cúchulainn Jan 19 @ 4:12pm 
@Caine , are you running this mod perchance as well: https://steamcommunity.com/sharedfiles/filedetails/?id=2594688821&searchtext=Proficiency

It's the Full Class Deck mod that unlocks all 6 perk slots for all the other classes
Cúchulainn Jan 12 @ 9:56am 
@Rather Incoherent, @Deadput , can you explain how to make this manual fix ? Happy to do it myself, just don't know how.
Caine Jan 6 @ 11:42am 
@pogoman The workaround I've found for this is due to the phalanx can provide half cover, but at times blocks itself from moving. Only method that works for me is QuickSave and Quickload. Annoying, but it clears up the bug 95% of the time.
Caine Jan 6 @ 11:40am 
Why is this the only Prof Class mod where AWC Perk Packs do not work on it? Every time I roll a Phalanx (which is a class I really love), I always have 3 blank XCOM perks among the 6 (2 in the first half, and 1 in the second half). And if I remove or comment out the "Blank#" entries, the entire XCOM line in the tree is blank. Very frustrating and makes no sense. Please advise how I can fix this. Thank you. :)
pogoman Nov 9, 2023 @ 8:17am 
why cant this class go through open doors
Katastrophie Oct 12, 2023 @ 4:16am 
@Toyvendor yup here you go:
1. Open the Steam Workshop XCom 2 mods install folder. (the mods folder will be located on the same drive you have the game installed on, for example: SteamLibrary\steamapps\workshop\content\268500). The "268500" folder house all the workshop mods you have downloaded for Xcom 2.
2. Inside the 268500 folder search for this folder: 2673737607
3. Open the 2673737607 folder and then open the Config folder
4. Next you'll need to open and edit the XComClassData.ini you'll need a text editor suck as Notepad ++. Once inside the XComClassData.ini file find this section:
[WOTC_APA_Phalanx X2SoldierClassTemplate]
5. Under that section you will see 3 lines that begine with "+AllowedWeapons="
6. At the end of that second line press enter to add an extra line and then past in that empty line this: +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sawedoffshotgun")
7. Save the document and you should be good.
Toyvendor Oct 6, 2023 @ 10:45am 
Great mod, was wondering if there was a way to allow phalanx to use sawed offs as a primary.
OneSandyBoi Sep 15, 2023 @ 6:46pm 
Huh, I don't know if this works with the allies unknown vipers, the vipers can't equip pistol primaries.