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Classless XCOM : MINT
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17.712 MB
Sep 22, 2017 @ 11:05pm
Nov 11, 2017 @ 3:34pm
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Classless XCOM : MINT

In 1 collection by Ziodyne
Classless XCOM
13 items
====[XCOM // Classless : MINT]====

This is my personal classless XCOM overhaul, in which I move a lot of perks to weapons and have a singular class that incorporates all four of the base game's XCOM classes, the XCom Operative.

ATTENTION: UPDATE - All perks have been internally renamed, and Psion/Delta Strike are integrated in this mod, so please turn them off if you're using them!


There's kind of a lot. Check out the Changelist in the discussions for a more indepth documentation of what I've messed with - but the answer is, we're getting to the point where I can say almost everything player-side.

SINGULAR XCOM Operative class.
One class, more than 50 perks - one wild experience. There's over 25 different squaddie perks you can roll, and then you have access to another 30+ perks as a possible ability pool. Gain access to an entire psionic tree with the Psion system, and learn high-tier weapon perks from your allies through covert actions, GTS, trainable specializations and more!

Weapons are defined by their perks and item choices are what defines your character's role in the squad. A sniper doesn't need to know Squadsight - squadsight is given by a sniper rifle. No more worrying about who's gonna step up to replace your captain sharpshooter who got wounded - the LT that usually carries a minigun can do his job almost the same.

Secondaries - you have access to all of them. They all have their unique strengths but one of the things you can do in this mod is build your own GREMLIN with the modules that provide the perks you want. Capacitor Discharge, Holotargeting, etc. Or maybe you stick with the tried and true pistol, the low-maintenance but reliable sidearm DPS that's vital in Lost missions. No more worrying about needing to bring grenadiers to fight the Lost - slap a shotgun and a pistol on everyone and go to town.

New ammos and vests help with the thrilling situations that come up in Delta Strike, such as when one is confronted with a 17 armor Sectopod! Whoo! They might be a tad too strong for vanilla play though.

Adding even more techs and covert actions for those of us who enjoy the micromanagement in the strategy layer! Train engineers, get additional quests, learn additional perks, whooooo. There's a new use for every corpse, and you'll actually want to tech sideways to grab some autopsies for some cool things!


- All class mods are technically supported, but uh, the mod title?
- All weapon mods - LW2 secondaries, SMGs, and widescale revamps like E3245's Resistance Firearms - they all work.
- Psion and Second Wave: Delta Strike - no longer compatible as they are integrated into this mod already.

==[v1.2 RELEASED - 11/5]==
- Specializations are here! Train your soldiers at the GTS and specialize in any of numerous easily configurable specializations that grant your soldiers additional set perks!
- Psion and Delta Strike submods are now integrated into this mod

Special thanks to KarolineDianne, Kyuubicle and everyone who has submitted bug reports for extensive betatesting/bugfixing!

Thanks to LW2/Spectrum for base ideas, thanks to xylthixlm for XModBase which made coding so much easier.

If you like this mod and are willing to help, I'm looking for people to help beta test my releases before I ship them. I'm finding this mod a lot of fun to create and have a lot more planned for it than I originally anticipated. Or if you just have some feedback you'd like to drop on me, that's fine too! I've made a discord [discord.gg] channel here that you can drop on by!

- Specialization doesn't properly register on the event queue or soldier status and may not react nicely to being paused
Popular Discussions View All (5)
Jul 9 @ 2:43pm
Nov 5, 2017 @ 11:46pm
Nov 5, 2017 @ 11:28pm
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Tezla Alchemia Oct 19 @ 10:54am 
oh and its still not compatable with that cyborg mod
Tezla Alchemia Oct 19 @ 5:48am 
for some reason Shadow Ops Perk Pack is showing as incompatable in my mod loader

Conflict found for 'UIArmory_MainMenu':
Classless XCOM : MINT
[WOTC] Shadow Ops Perk Pack
Oct 6 @ 1:04pm 
Does anyone else have trouble with the Psi lab? I need to upgrade it to unlock the first slot; there's no way to access a second slot. Is this intended, or is there something going on with my modlist?
Jaeger3 Oct 5 @ 8:02am 
Getting them up to Colonel without those abilities can be tough though
Jaeger3 Oct 5 @ 8:02am 
When I have played this the faction soldiers (reapers and templars for sure) have had their powerful base abilities moved to Colonel rank. The faction soldiers are way way more powerful in this mod because they get access to some of the mod's squaddie abilities. A reaper with vigilante and a full crit build can do like 30 dmg to advent units. It's pretty great
Vinyltavia Oct 3 @ 10:10am 
Glad it all worked out.
Ernerd Schwerznger Oct 3 @ 4:04am 
Got a reaper and he works fine. Guess it was one of those mods!
Ernerd Schwerznger Oct 1 @ 4:09pm 
Huh. Well either Skirmishers were never messed up for me (hadn't had one before), or disabling a few random mods did the trick. Will report once I get a Reaper or Templar.
Ernerd Schwerznger Oct 1 @ 3:46pm 
Oh really? I don't have any other class mods active, and from looking over the mod list I can't see anything that would conflict (but I'm no expert). I disabled some stuff that might interact with faction troops, but I feel like that's not it. But looking into the XComClassData.ini, from what I can tell everything looks right. I wasn't sure why there are two sections for each faction troop (one with "-" before each line, and the other with "+" before each line), so was maybe gonna fiddle with those, but I'll give it another go first. May also try not selecting the SW option to start at a faction base (does vanilla just randomly pick? If so this probably won't help).
Vinyltavia Oct 1 @ 10:50am 
Not sure what's going on your end with that but it might e interference with other mods.