XCOM 2
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Knox's Proficiency Plugin: Commander
   
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Aug 14, 2022 @ 11:22am
Apr 15 @ 1:16pm
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Knox's Proficiency Plugin: Commander

Description
Introducing the Commander, the last of 4 pseudo-hero units. The Commander could hardly be defined as a pseudo-hero unit, with many new Abilities all using the new Command Focus System, they are a powerful Support and Psionic Class. There is only meant to be one Commander and (thanks to Shiremct) only one will exist at one time, but you would never let the Commander die... would you?

The Commander of XCOM, against Central Officer Bradford's advice has decided to go into the field with their soldiers. Their presence allows them to buff their Allies and sabotage their Enemies. The Commander is able to use Bullpups, Rifles, Shotguns, Snipers, and Psi Amps. Unlike other Proficiency Classes, the Commander can be promoted to Brigadier.

Ability Rework Update: 4/4/2024
Implemented reworks to "You're Not Done Yet" (renamed to "Back In The Fight!") and "Sever The Connection". Additionally added a new Brigadier AWC Ability, more Psionic FX/Animations, and voice line triggers for almost all custom abilities. Update notes kept short due to Steam description limitations, check Change Notes for full changes.

How to Acquire:
The Commander can only be brought into the field by using one of two current methods.
Note: These are ways to GUARANTEE that you get the class, if you're lucky, you can get it from promoting rookies.

Proficiency: Commanding Presence
Rank 1:
  • Gain the ability to Gain up to 2 Command Stacks.
  • Gain Go On Watch - Order an Ally to go into Overwatch from range, costs 1 Command.
  • Gain Get Down! - Order an Ally to Hunker Down from range, costs 1 Command.
Rank 2:
  • Maximum Command Stacks increased by 1 (up to 3).
  • Gain Improve Morale - Increase all Allies Will by 25 for the rest of the mission, Costs 3 Command.
Rank 3:
  • Maximum Command Stacks increased by 1 (up to 4).
  • Start Tactical with 1 Command Stack.
  • Gain Stop Standing Around! - Give an Ally 2 extra actions for both actions, Costs 4 Command.

Class Trees:
Commander - Perks that allow the Commander to support their Allies with Offensive Combat Abilities
Officer - Perks that give the Commander Buffs for their Allies and Themselves.
Avatar - Perks that provide the Commander powerful Psionic Attacks to Control their Enemies.

Commander:
  • (Sq): Commanding Presence - Gain Command Stacks, Gain Abilities above.
  • (Cpl): Keep Firing - Provide an Ally minor Aim, Defense, and Crit Chance bonuses, costs 2 Command.
  • (Sgt): Inspiring Presence - Provide an Ally an extra action for free, costs 3 Command.
  • (Lt): Back in the Fight! - Remove all Mental Afflictions, except Mind Control, from an Ally and Heal them for 2 HP, costs 2 Command. Includes Unconscious and Bleeding Out.
  • (Cpt): Press The Attack - Provide all Allies in a medium radius Mobility, Defense, and Aim bonuses, costs 3 Command.
  • (Maj): Precise Guidance - Provide an Ally stat bonuses to Aim and Damage, costs 3 Command.
  • (Col): Prepare To Fire - Order all Allies into Overwatch, including the Commander, costs 3 Command.
  • (Brig): Empowered Rounds - Psionically Empower all Allies, providing them Bonus Damage for 3 turns, costs 4 Command.

Officer:
  • (Sq): Commander's Will - The Commander starts with Max Combat Intelligence and Unbreakable.
  • (Cpl): Got You Covered - Buffs Go On Watch and provides Covering Fire.
  • (Sgt): Combat Presence
  • (Lt): Fire on Target - Mark an enemy and reduce their defense by 15 for 2 turns and make them take +1 damage from all sources, costs 2 Command.
  • (Cpt): Psionic Extraction - Extract from the Mission Area for 2 Command and gain Grapple.
  • (Maj): Restock - Order all allies to reload their weaponry, costs 3 Command.
  • (Col): Sever The Connection - Remove all Mental Afflictions from all Allies, costs 3 Command. Additionally gain Release Control, a single-target version of Sever The Connection.
  • (Brig): Keep Going! - Provide all Allies a bonus action, costs 4 Command.

Avatar:
  • (Sq): Insanity
  • (Cpl): Stasis
  • (Sgt): Inspire
  • (Lt): Mind Control
  • (Cpt): Solace
  • (Maj): Void Rift
  • (Col): Domination
  • (Brig): Sabotage The Network - Mind Control all ADVENT soldiers within 8 tiles for 3 turns, costs 4 Command.

XCOM:
  • (Sq): Sustain
  • (Brig): Psionic Dominance - Gain Suppression Wave and Absolute Control, powerful Psionic Abilities that share a cooldown.
    Below are abilities gained from Psionic Dominance.
  • (Brig): Suppression Wave - Activate to stun all nearby enemies within a 4 tile radius for 2 actions.
  • (Brig): Absolute Control - Activate to have a 40% chance to mind control each nearby enemy within a 4 tile radius. Will does not affect the roll.
This class comes with 14 different AWC perks in the XCOM tree, improving how the Commander is played.

GTS Perks:
  • None - There is only one Commander, you wouldn't lose them, would you?

Compatibility:

Issues/Conflicts:
  • Prepare to Fire doesn't work with "Got You Covered"
  • Can gain over 30 active abilities, requiring a ShotHUD extension mod in order to use all of them (like -bg-'s Unlimited Ability Icons)

Credits:
  • Shiremct, MrCloista, and Dies Irae - I learned a lot by looking into the code they have made and learned how to make my own class because of it, they all make really cool Proficiency Classes.

  • Shiremct... Again, no seriously, this man is the only reason this mod got released - provided major assistance in learning how to make this class.

  • RustyDios - Provided me a new Focus icon to replace the stock Templar Focus icon.

  • Iridar and Mitzruti - For helping with the animations/effects added in the 4/14/23 Update.

  • Zelfana - For helping with Mind Control animations in the 4/4/24 Update.

  • Everyone's mods that mine requires - Literally couldn't exist without them, they are talented modders.

Closing Notes:
Every single active ability added has cooldowns instead of charges, as I am a big fan of being able to use kick ass abilities more than once in tacticals and I like longer battles, if you are a fan of Beta Strike, you most likely will be able to use stronger abilities more than once.

Theorized (Major) Future Updates:
  • Game over upon loss of the Commander - Yeah the guy saving humanity out in the field isn't the best idea, because if he dies, the planet is screwed.

  • Commander Avatar Buff - Buff to the Commander Avatar to have access to Command abilities, let it seem like it's the same person because they have the same Commanding Capabilities.

NOTE: THESE MIGHT NOT EVEN HAPPEN - Whole new can of worms to work on, both have multiple issues in attempting to get them in, if I start trying to work on them. Do not expect these updates to come out any time soon, as there is multiple other projects I want to work on, along with updates to previous classes.
93 Comments
Findanniin Jun 10 @ 11:54am 
Aaah I getcha: basically the game thinks they can lose more will because they 'havent lost 33% yet with the bonus there' and then afterwards takes off the 25% bonus will.. bringing the total lost well under 33%.

Yeah, those numbers would look about right with what I've seen...

Not sure if that's what it is, but a good theory. Does make the ability.. less than stellar to use if true.

Thanks for troubleshooting. I'm trying to run a mission after work weekly for a while so let me know if I can help narrow anything down.
KnoxAHHHHHHHHHH  [author] Jun 10 @ 10:55am 
@Findanniin Thanks for providing more information, over my time working on my mods I've had less time to fully field test all abilities as I often just start working on a new project before actually getting to play the game myself, so part of this is on me.

I've seen sources that state units can only lose 33% of their will in a mission, but I haven't experienced this myself, there is a chance that due to the bonus being a statbonus, it still applies the negative even past the will-loss cap. (If a unit has 50 base will and they lost the +25 bonus, it might simply apply those losses past the cap, will need to test if this is true though).

I'll do some testing on my own to see if I can replicate the issue, but unless a solution is found, unfortunately there isn't much I can do.
Findanniin Jun 10 @ 10:28am 
Obviously, if I'm the only one reporting the issue - don't chase it down on my account. I appreciate you having looked into it already! ;-)
Findanniin Jun 10 @ 10:28am 
I'm pretty sure that - at least for me, can't speak to others - that isn't the case.

None of the units I took were tired, for example, and after the mission, 4 units were shaken.

Is it possible the ability overrides the normal 'max will lost / mission from revealing units' somehow post mission?

None of the units were poisoned or mind controlled or otherwise subject to fiercer will penalties than standard that would cause them to go from normal will (not sure if max, but definitely above tired) straight to shaken.

I don't believe I run any other mods that influence how will recovery would work (other than maybe some of the Requiem enemies because God knows how some of those work).
KnoxAHHHHHHHHHH  [author] Jun 9 @ 11:33pm 
Additionally Will loss is based off enemy density, so activating more pods lowers Will. I'll still investigate for any issue, but it appears to be less of the ability not working and more of how the Will system was set up.
KnoxAHHHHHHHHHH  [author] Jun 9 @ 11:31pm 
@Findanniin From a bit of investigation, how "Improve Morale" works is that it applies a straight +25 Will Bonus to your character. When ending a tactical, it applies the Will loss during the tactical to your character and since you don't have the +25 when ending the mission, you lose Will

If you lost 3 will in tactical, even though you'll still have +22 bonus left, it still applies the -3 out of tactical, making your unit lose Will. This should by why your Will for your units are tanking after tacticals.

In short, any Will loss earned in the mission is still applied to the character out of mission (even if you have the bonus still), but immediate effects it might have in the mission wont apply. Will affects Mind Control (both sending and receiving), panic checks, and Bleedout chance.
Findanniin Jun 8 @ 11:10pm 
Thanks.
For now, the button can just remain unclicked ;)

Honestly, using Psionics Ex Machina, it's a "do you want to deal with shaken units after the mission to get another cast of something" button this way, I guess - where the answer to that question is 'no' *most* times... Until moving two squares into cover reveals 2 pods of enemies with your second to last unit...
KnoxAHHHHHHHHHH  [author] Jun 8 @ 1:52pm 
@Findanniin I've added this to my plate of things to work on, I'll try to figure out why its causing issues.
Findanniin Jun 6 @ 8:47am 
Improve morale has the exact same issue @Elon Blunt described below - gives a boost mid mission, then absolutely tanks it afterwards.
Elon Blunt May 17 @ 6:27pm 
I think the Improve Morale ability is bugged as every mission I use it, the soldiers will after the mission drops like crazy. The game is supposed to cap will loss per mission at 33% but my squad frequently loses over 50%. I just did a FLAWLESS mission, with only like ~18 enemies, no Chosen, no Ruler, no Lost, and my reaper went from 45 to 0.