XCOM 2
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RPGO Gria Specializations
   
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Apr 18, 2020 @ 8:29pm
Dec 5, 2020 @ 9:42pm
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RPGO Gria Specializations

Description
Four RPGO Specializations loosely based on the four Gria classes from Final Fantasy Tactics A2.


The breath of the wind and the lay of the earth are the GEOMANCER'S power. They use psionics to direct the power of nature to destroy their foes.
(which abilities are available and their effects depend on biome of the map. These psi attacks can miss, but they can also crit.)

The RAPTOR's skills of devastation channel their energy through their shield to strike down their foes.
(Beat ADVENT to death with your shield.)

The base instincts of battle are the weapons of the RAVAGER. They use brute strength to crush their foes with swords or glaives.
(Double Grip allows the use of a single blade as a powerful weapon.)

HUNTERS stalk their foes with these skills learned on the hunt. They are adept at using Jetpacks to attack foes from above with their Vektor or Sniper Rifles.
(technically also rifles and bullpups. most abilities are powered up in some way during Jet Shot)

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If the Alien Hunters DLC is not used: Geomancer won't work at all, so you should disable it. Hunter will also lose most of it's oomph due to lacking the Jetpack bonuses, but it'll be mostly functional.

Blast Wave tends to lie about it's range; it can hit enemies about as far as a typical blue move, but the targeting method paints it all the way to the horizon. because reasons.
Popular Discussions View All (2)
1
Jul 7, 2020 @ 5:32am
PINNED: Specialization Abilities
Mitzruti
0
Jun 23, 2024 @ 2:01am
Русская локализация
Alerax
37 Comments
Nomi Dec 9, 2024 @ 12:30am 
For anyone using LOWTC + mod jam, copy everything in the xcomgamedata_weapondata.ini, under XComGame.X2Item_DefaultWeapons from mitzruti's perk pack and DLC extension, to xcomgamedata_weapondata.ini under XComGame.X2Item_DefaultWeapons from modjam - psionic overhaul V3. This for me fix the no damage issue.
igor140 Jul 10, 2024 @ 1:00am 
Thank you so much for finding this @FireVentus!

To clarify for those also looking to do a similar thing: I wanted to use these abilities with psi amps, not with guantlets. So I copied the damage spreads from the file called

XComGameData_WeaponData.ini

within that file is a category called

[XComGame.X2Item_DefaultWeapons]

That section contains all the information for PsiAmps pertaining to the Gria Geomancer abilities (and gremlin-based abilities as well). You need to copy that information to the file of the same name WITHIN THE LWOTC FOLDER. Make sure it is underneath the same category heading ([XComGame.X2Item_DefaultWeapons]), and it should all work fine!
FireVentus Jan 25, 2024 @ 9:52pm 
I finally have damage on gusty wind and raging sky and everything and im so happy!
FireVentus Jan 25, 2024 @ 9:50pm 
@igor140@Mitzruti
I FOUND IT

Ok, so, idk if this is entirely a fix for everything but after digging through everything, I found that gria's XComPsiGauntlet.ini is empty except for the gauntlet's STATBONUSBONUS. Compared to other mods, who had a spread of PsiGauntletT1_AbilityDamage entries;

+PsiGauntletT1_AbilityDamage = (Damage=2, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 1, Shred = 1, Rupture = 0, Tag = "RM_Lance", DamageType="Psi")
+PsiGauntletT1_AbilityDamage = (Damage=1, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 0, Shred = 0, Rupture = 0, Tag = "RM_Reave", DamageType="Psi")

Etc etc etc.

So i grabbed all of the entries of XComPsiGauntlet from Mitzuri's Perk Pack and the DLC extension and dumped it all into the psi gauntlet config, saved it, and launched it. AND ALL OF THE ABILITIES FROM GRIA THAT DIDNT HAVE DAMAGE WHEN THEY SHOULD HAVE HAVE DAMAGE NOW!
ExclsSilver Jan 24, 2024 @ 9:30am 
I see, thank you!
Mitzruti  [author] Jan 24, 2024 @ 8:50am 
@ExclsSilver
The math to convert the typical 50-140 psi range into a 65-100 "aim" includes a square root, so a breakdown of what each source of psi is actually giving you would be difficult at best.
so instead the total current psi is fed through it as one entry. but it is all accounted for.
the point of the square root is to have the "aim" ramp up faster at lower psi amounts without becoming ridiculous at higher amounts.
ExclsSilver Jan 23, 2024 @ 7:32pm 
Firstly I'd like to say this mod is really cool. Using Gria Raptor is super fun. I seem to have some problem with the Gria Geomancer though... the game doesn't recognize that it is a psi unit, so the psi amp bonus is not counting, only the base psi level is being used on skills. Can anyone help me with this?
Priestess of the Wood Jul 8, 2023 @ 7:43pm 
GOOD taste. weird idea. wonderful execution. very fun and interesting to play, and makes me nostalgic for FFTA2. thank you for making this.
pedronasc Mar 14, 2023 @ 11:50am 
@igor140, did you find out how to power up the geomancer abilities while using RPGO+LWOTC? It as you said, it definitely looks cool, but lacks oomph.
Mitzruti  [author] Aug 26, 2022 @ 10:36am 
@igor140
LWOTC wipes out the extra damage array from pisamps and replaces it with it's own. Modjam might fix that up? but otherwise you'll prolly need to go looking for where LWOTC stores it's numbers and add the appropriate ones.