XCOM 2
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[WOTC] AWC Expanded
   
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Oct 26, 2020 @ 1:50pm
Nov 8, 2020 @ 3:56pm
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[WOTC] AWC Expanded

In 1 collection by Shaokere
Shaokere
413 items
Description
Are you tired of seeing the same twenty or so AWC perks on your soldiers every campaign? Do you want a much broader selection that actually makes each soldier’s ability-set feel unique like it’s supposed to? Well in that case, this is the mod for you!

This mod adds a large number of perks to the AWC -- 75 perks each for the four base classes, 55 each for the Faction Soldiers and SPARKs*, and 85 for the Psionic**. These perks are taken from the Extended Perk Pack, the LW2 Perk Pack, and Mitzruti’s Perk Pack, so you’ll need to be subscribed to them in order for this mod to work***. So a big thanks to the makers of those mods for making this one possible!

*If you have a mod that gives them AWC skills; that functionality is not included in this mod.
**From Advent Avenger’s mod that turns Psi-Ops into a standard class.
***You can technically use this mod without being subscribed to the Extended or LW2 perk packs, but it will result in your soldiers rolling less perks than they should (The game will roll a perk from that pack, find it absent, and leave a blank slot where it should have been). Mitzruti’s Perk Pack, however, is mandatory; my mod borrows its code to add the perks to the pool in the first place.

If you want to spoil yourself a full list of perks added by this mod can be found here[docs.google.com], sorted by class.

Compatible Mods

As noted above, this mod was designed to be compatible with Advent Avenger’s Psionic mod, as well as mods that give SPARKs AWC perks (Such as Normalize SPARKs). In addition, this mod also contains code to make it compatible with Iridar’s Jet Packs mod, adding a number of perks to the list of abilities that can be used with Jet Shot. Aside from that, there are perks in the code that are intended for use with Metal Over Flesh Redux, but they are commented out by default since most people subscribing to this mod probably don’t use it. If you are using it, you’ll want to open XComClassData.ini in this mod’s Config folder and control+f for Metal Over Flesh and follow the instructions there.

Also, while not required, Mr. Nice’s Weapon Fixes mod is strongly recommended, as several Reaper perks may otherwise end up costing 2 action points instead of 1 like they’re supposed to. You may also want to consider using one of the mods that lets Faction Soldiers get an additional utility slot without the Tactical Rigging AWC perk, as they are unlikely to actually roll it themselves with this mod active.


Potential Compatibility Issues

This mod should work fine with most mod-added classes that use Random Ability Decks to add AWC abilities -- meaning any class who levels like a Faction Soldier. However, it does not play well with mod-added classes that pull from the general AWC pool(Other than Advent Avenger’s Psionic, which this mod was designed to work with). It will technically work, in that their AWC perks will be pulled from the perks added by this Mod, but they will potentially roll any perk added by this mod, without any excluded. And I generally exclude perks for a reason -- sometimes flavor reasons, but mostly mechanical ones. So it may just mean that your MEC Trooper inexplicably ends up rolling the ability to shoot mind bullets, but on the other hand your Samurai could roll a perk that crashes the game if he doesn’t have a Gremlin equipped.

The other potential compatibility issue is the LW2 perk pack. By default, said perk pack alters certain perks to function like they do in Long War. To counteract this, two files in this mod’s config (XComLW_SoldierSkills.ini and XComGameData_SoldierSkills.ini) return these perks to their vanilla behavior. However, this means that if you have a mod that also alters these perks, they could conflict. For reference, the perks in question are Serial, Aid Protocol, Fuse, Conceal, Rupture, Guardian, Haywire Protocol, Death From Above, Blademaster, Hunter’s Instinct, Shadowstrike, Reaper, Demolition, Saturation Fire, Chain Shot, Blast Padding, Deadeye, Revival Protocol, Soulfire, Stasis, Insanity, Domination, Null Lance, and Void Rift. If you have other mods that alter these perks the possibility of a conflict is there -- though I believe that with purely config modifications like these, the most recently downloaded mod will overwrite the others. So most issues should be fixed by unsubscribing and resubscribing to those mods.

While technically not a compatibility issue, when I first uploaded this I accidentally put the wrong LW2 Perk mod under Required Items. It's fixed now, but if you're one of the 18 people who subscribed before this note went up, the mod won't work until you subscribe to the correct one.

Lastly, Mitzruti's perk pack states this:
Originally posted by Mitzruti's Perk Pack:
AML will report a MCO conflict with ABA, MOCX, anything else that uses the X2Action_MoveClimbWall thing. It's a false positive, and can be safely ignored.


Bugs, Balance, etc.
Any bugs or balance issues should be brought up in the discussion threads, and I highly encourage you to do so. Really, literally any feedback of any kind is greatly appreciated.
Popular Discussions View All (3)
3
Nov 9, 2020 @ 4:25pm
Updates
Shaokere
1
Mar 9, 2021 @ 1:21pm
Balance Discussion
Shaokere
0
Oct 26, 2020 @ 2:09pm
Bugs
Shaokere
35 Comments
[六四天安門事件]전승연 Oct 13, 2022 @ 11:32pm 
expend request:[WOTC] Iridar's Perk Pack;[WOTC] Stukov's War Perk Pack;Mechatronic Warfare Perk Pack
SpartanXZero Jul 28, 2022 @ 10:22pm 
if I already have LWotC as part of my base game.. an that mod states not to run LW2 secondaries (as it's already part of it) will ignoring that option with the AML for this mod. Still allow this mod to function as intended?
ThoricSatsuma37 Jan 23, 2022 @ 7:44am 
This mod is giving me two ImportTextErrors.

They both are in the XComClassData.ini config file. There is a missing closing parenthesis on line 43, and an extra pair of enclosing double quotes around the ability name on line 63.
Shaokere  [author] Feb 28, 2021 @ 9:50am 
This is a very solvable problem, though; I'd just need to upload it separately as an add-on, rather than as an update for the main mod. Which, sadly, brings me to the actual problem: I just plain don't have time to playtest a mod at the moment, whether it be a new mod or an update to an existing one. And I don't want to upload a mod that hasn't been tested; I actually have some mods on my computer (Including a half-finished version of this mod designed for the LW2 classes) that I haven't uploaded for that reason. And unfortunately, I just don't have the time with the stuff going on in my life right now.

I will note though that this mod was deliberately designed to be easy to edit. Kiruka was helpful enough to upload a post with the proper formatting for the perks, which is the hard part; With that, it would only take me an hour or two to write up the proper code, at which point you could just copy-paste the perks you wanted into the relevant files of the mod.
Shaokere  [author] Feb 28, 2021 @ 9:49am 
@*****-jsy
Sorry for the late reply; I missed the notification.

The Mechatronic Perks certainly do look worth including! There's only really one potential issue with adding the compatibility for it. Well, two issues. Not insurmountable ones mind you, but they mean it'll be a while before I can do it properly.

See, if I add it in, the subscribers will have the mod updated to include the Mechatronic perks on the SPARK's perk table, but won't have the actual perks. But when the game rolls for a perk, it will still be able to land on the Mechatronic perks -- it'll just result in a blank slot, meaning their SPARKs will have way less AWC perks than they're supposed to. And from my understanding of how Steam's updating works, none of the subscribers will be notified that the requirements had changed. Though I'm not sure I'd want to list it as a required mod anyway, since it'd only benefit the presumably small number of subscribers who use it with a mod that gives SPARKs AWC.
[六四天安門事件]전승연 Feb 23, 2021 @ 2:04pm 
Mechatronic Warfare Perk Pack include need
Shaokere  [author] Dec 24, 2020 @ 5:51pm 
@Superdigga
Yes, but you'll need to make some edits -- the mod comes with an rtf file with instructions on how to do it.

See, the LW2 Classes Mod and Class Perk Pack are actually the same mod -- the latter has just been edited so that it no longer disables and replaces the vanilla classes. The actual game files that my mod calls on are the same between both of them.

The issue is how my mod distributes AWC perks -- it adds all of them to the pool, then gives each of the vanilla classes a list of perks that they cannot receive from said pool. For example, the non-Specialist classes have perks that require a gremlin excluded from their list of compatible perks. And since I only did this for the vanilla classes (Plus SPARKs and Psionics), the Long War Classes will roll from ALL of the perks in this mod, including the ones that they can't actually use.

Like I said though, the mod has a file with instructions on how to add other classes to the mod, and it's mostly just copy-pasting.
SuperDigga Dec 23, 2020 @ 5:19pm 
Your mod needs LW2 Classes Perk Pack which i cannot install since i use LW2 Classes mod.
Will it work anyway?
Shaokere  [author] Nov 8, 2020 @ 3:59pm 
There we go, updated. You'll need to respec again unfortunately (Your soldier will still have the un-updated version), but it'll work once you do. Details are under the relevant discussion thread.
Shaokere  [author] Nov 8, 2020 @ 9:50am 
I checked the code, and Full Override doesn't have a slot assigned, which is probably the problem (Airdrop doesn't either, but I was able to use it just fine without one in my own campaign). I'll make an update to fix it, but in the meantime you can probably fix it by opening XcomClassData and adding a comma and ApplyToWeaponSlot=eInvSlot_SecondaryWeapon to the relevant perks (Though you'll need to respec it -- the soldier will still have the unassigned version)