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it can never have. Notably this means each class only has access to shadow step or lightning reflexes, and Specialists have Phantom excluded because it interacts badly with the Gremlin.
Faction soldiers instead have a fixed list of abilities, which is also padded with blanks. For each level except for squaddie, they have a random pick from this list. Note this means if a "blank" is picked, there is one less blank left to be picked for the next rank. In practice, they usually end up with 3-5 non-blank picks.
There is an option in the .ini files to allow you to see skills available at all ranks, if that option is disabled you will see which ranks a skill is available, but you won't see what the skill is.
The cost in ability points of the skills is 11 for squaddie, 12 for sergeant and so on to 15 for colonel. The cost is based on the rank the random skill appears at, not its place in the original class tree. There are a few exceptions, some of the strongest colonel abilities such as serial or rapid fire cost 25 ability points instead.
There is no restriction on which ranks a skill is placed. You can get access to a colonel skill, e.g. serial, at squaddie rank through the cross class training ability, or it might appear on any other rank.
Most abilities which do not require a specific weapon (e.g. gremlin skills, sword skills) are available for cross class, the pool is the same for non hero units as it was in vanilla, you can read the full list at this link: https://gaming.stackexchange.com/questions/254295/what-hidden-abilities-are-available . That link was for vanilla, and is still valid for vanilla classes.
Sparks don't get cross class abilities.
Hero units work a little differently. They can't get most abilities the other classes can get, but instead each get a pool of 7-8 specific abilities from which they draw their 3 to 5.
Each XCOM class has 3-5 (usually 4) abilities provided in the XCOM tree, which upon reaching Squaddie are assigned randomly across the remaining levels. One reaching said level the skill is revealed. And the skill comes from a list of skills that are flagged as not being locked to a specific class, with specific classes being locked out of a few of them (ex: Specialists and Phantom).
Meanwhile the Hero Units have their own seperate list of skills that are unique to them, and randomly roll their 3-5 from that list instead?
There's this pool of skills that are the XCOM skills. There is also flags on those skills that will deny a certain class from ever being allowed those skils. Like there's flags that a ranger won't ever get ranger skills. But a ranger will never get the salvo skill from grenadier either. There's no updated list for the resistance heroes but you can see on their own page their allowed perks.
http://xcom.wikia.com/wiki/Advanced_Warfare_Center
http://xcom.wikia.com/wiki/Ranger_Class_(XCOM_2)
It's already been said that they randomly get a chance to get 3-5 possible extra perks.
But for more info on how it works under the hood is like this. You get perks pts everytime you level up past squadie with +1 for each rank. I think it's like 10 for Corporal, 11 for Sergent, 12, 13, 14, and so on.
Each perk in each tree cost exactly those pts. So to buy Corporal is 10, 11 for a Sergent perk and so on and so on. So everytime you level up, you have EXACTLY the amount of pts allowed to buy a perk in the tree of your new rank.
So without the training center, the game holds your hand and forces you to use up all your pts for each rank. But it unlocks the training center UI features for heroes from the start of the game. The training center UI is also the only way to use TEAM xcom pts.
So with the training center up, you can buy anything you want in any order. You can skip early game perks and save up and buy all late game perks if you wanted.
By default, non-faction units get a flat 3 APs per promotion,for standard Combat Intelligence.
Everything I said is 100% (outside the numbers because I don't remember exactly how much they are). Use use any mod to unlock the training center early or its UI to see how soilders really level up. Like this one.
http://steamcommunity.com/sharedfiles/filedetails/?id=1124609091
They get EXACTLY enough each level up to buy a skill. No more, no less. And without training center, you damn sure are forced to pick. If you recruit a Colonel soilders and you have to pick his perks, you have to start back to the beginning with Corporal and work yourself back up and end up spending exactly the about of XP u gain from level ups.
Here, how about some code?
Faction classes, do indeed gurantee the ability to purchase at least one ability (since they don't get a freebie) on promotion
Slightly notable, for faction soliders, combat intelligence is a multiplier, not a flat additional amount.