XCOM 2
[WOTC] Proficiency Class Pack
Showing 11-20 of 55 entries
< 1  2  3  4  5  6 >
Update: Dec 26, 2020 @ 6:57pm

2.0.5:

  • Fixed text issue with Reconnaissance (text said +200% instead of intended +2 Tiles).
  • Fixed issue with Marines losing bonus ammo at level 3.
  • Fixed DLC Identifier not being in the right config file.
  • Added Spare Shells as Training Center ability for Marine's (allows reloading the Sawed Off Shotgun once for 2 additional shots).
  • Added new visualizations provided by Lago for Aid and Blinding Protocol - Thanks!

Update: May 25, 2020 @ 9:49pm

2.0.4:

  • Some basic support for Ballistic Shields on Assault Infantry.
  • Exposed Suppression invalid weapons to config and added a few more exclusions to this list.

Update: May 10, 2020 @ 11:27pm

2.0.3:

    General Changes:
    • Failsafe's bonus was increased to +15 Hacking while active.
    • Remote Repair now clears stuns/shutdowns from allied mechanical targets.
    • Skirmisher's Mobility bonus was reduced to +1.
    • Marksman's Recon ability vision increase changed to flat +3 tile increase (instead of % modifier) and no longer stacks with the vision bonus from Brace. This vision bonus is no longer tied to concealment and will always be active when not braced.
    • Added the 6 human agents from Chimera Squad to the class nickname pools for fun (one per class).

      Changes supporting my Weapon and Item Overhaul:
      • CQB Dominance Radius will no longer be increased when a Bullpup is equipped. Most offensive abilities no longer interact with this radius and changes to Bullpups in my Weapon/Item Overhaul no longer need this extra bonus.
      • The Cannon Upgun Mobility Penalty will be removed from Marines - Cannons have a built-in Mobility penalty in my Weapon/Item Overhaul.
      • The Marine's bonus ammo with proficiency was changed to only provide +1 ammo at level 2. Cannons have increased ammo capacity by default in my Weapon/Item Overhaul, so the end result is the same, thought the timing is slightly different.
      • Splinter Armor will now only grant a flat +1 Shred - Cannons will come with 1 built-in shred in my Weapon/Item Overhaul, so will still end up with 2 Shred with this ability, but the ability itself is simplified.
      • Marksmen had their Squadsight Penalty reduction values reduced for Precision Targeting. A weapon upgrade will be available in my Weapon/Item Overhaul to further reduce this penalty and I want to limit the upper value you can stack to.
      • Tech Specialists will lose the ability to upgun to a rifle. With changes to Bullpups, this will no longer really be worthwhile to keep around.

      Update: Mar 8, 2020 @ 4:33pm

      2.0.2:

      • Flush'em Out can no longer roll a Graze on top of it's already reduced damage.
      • Failsafe now grants a bonus of +10 to hacking when active.
      • Added some exclusion entries for abilities in this pack for interactions with my Multiple Attacks Increase Chance to Graze mod.
      • Fixed issue with some damage previews.

      Update: Feb 6, 2020 @ 8:35pm

      2.0.1:

      • Defensive Mine now links up to the config value for #charges.
      • Debug logging turned off by default. Optimized code for Zeroed In to improve performance.
      • Some text changes and small bug fixes.

      Update: Feb 6, 2020 @ 8:32pm

      Update: Jan 25, 2020 @ 8:31am

      2.0.0:

        Assault:
        • AP cost of Unbreakable increased from 15 to 20.
        • Expanded immunity types of Unbreakable to include non-mental Stuns (almost no sources of Stun are actually classified as mental damage).
        Medic:
        • Increased damage penalty applied from Adrenaline Rush from 25% to 33%.
        • Bonus charges on equipped medkits at proficiency levels 2 and 3 removed (now 1/3 medkits at level 1, 2/4 medkits at level 3).
        • Bonus Revive charge given at proficiency level 3 removed.
        • Bonus HP healed at proficiency levels 2 & 3 reduced to +1 HP.
        • Base-game Ever Vigilant was replaced with a version that will prioritize triggering Overwatch with the primary weapon first, then falling back to a pistol overwatch second.
        Marksman:
        • Brace no longer ends the turn if you have more than one action remaining. You can now Brace at the beginning of a turn and reload, fire the Vektor Rifle, Holotarget, etc. by default.
        • Swapped positions of Lightweight Optics (moved down to the Cpl. spot on the Spotter tree) and Advanced Weapon Handling (moved up to Ltn.).
        • Ready for Anything will no longer activate Overwatch with a Sniper Rifle, but will now activate Pistol Overwatch when primary weapon conditions fail (sniper rifle equipped or out of ammo with vektor rifle). The Pistol Overwatch can still be triggered from Sniper Rifle shots and the AP cost reduction for entering Overwatch with a Sniper Rifle is retained.
        • Added Defensive Mine to the Training Center pool for Marksmen (works well with stealth builds).
        Marine:
        • Bonus HP healed with certified CMT reduced to +1 HP.
        • Equipping the Marine with a Cannon/Machinegun will now apply a -2 Mobility penalty similar to the up-gun penalty the Tech Specialist gets. This is communicated through a new squaddie ability on the XCOM row.
        • Switched the Marine abilities available at Ltn. and Cpt. ranks to delay access to multi-shot abilities a bit.
        • Changed Bring'em On to give +10% chance to Crit on Suppression Reaction shots, but reduced the extra damage on Suppression Crits from +2 down to +1.
        • Added chance to disorient suppressed targets to Pin'em Down. Disorient replaces, rather than stacks with, the mobility penalty. Default chance to disorient is 33% and guaranteed mobility penalty was reduced slightly to a 33% penalty.
        • Changed implementation for reaction fire abilities (Suppression, etc.) and Covering Fire back to the older clunky, but more reliable setup with two different shot abilities flipping with different triggers. Should fix some of the crashes on retaliation missions that people are having.
        Sapper:
        • Concentrated Corrosives' rupture changed to only affect Mechanical enemies. This will make it a more situational choice like the other options at this rank.
        • Charge! no longer counts as a melee attack for the purposes of melee vuln/invuln-erability.
        • Environmental damage of Defensive Mine increased to more reliably destroy light cover objects.
        • Base damage of Defensive Mine slightly increased from 3-4 to 3-5.
        • Cooldown of Hold Position was reduced from 5 to 4 turns.
        • AP cost of Unbreakable increased from 15 to 20.
        Tech Specialist:
        • Remote Repair was replaced with Failsafe as a squaddie skill and the Agent/Technician branch positions flipped around. Hacking attempts can now be made more safely (if you can spare the extra action to activate Failsafe) right from the start.
        • Remote Repair is now granted at proficiency level 2 (alongside Haywire Protocol) when it can actually be useful.
        • ABC Protocols no longer ending the turn is now granted at proficiency level 2 (this is a huge increase to their versatility early/mid game).
        • Bonus initial charges moved from proficiency level 2 to level 3.
        • Base ABC Protocol abilities' recharge times were reduced from 6 to 5 turns.
        • Hot-Charged Batteries changed to provide +1 initial charge at a cost of -2 recharge turns (effect was flipped to accomodate above charge changes).
        • Rank required to attain proficiency level 3 changed to Major (like all the other classes).
        • Silent Motors now also gives a 20% reduction to base detection radius.
        • Disruption Field defense bonus reduced from +20 to +15, but cooldown also reduced from 4 to 3 turns.
        • EMP Shockwave swapped places with Psionic Feedback (to Ltn. rank) and had its Hack Defense reduction effect increased from -10 to -15. This ability should be available around the same time you encounter Shieldbearers now.
        • Bonus Crit Chance against mechanical enemies granted with Anti-Armor Doctrine reduced from 40% to 30%.
        • The ability to upgun to a Rifle was stripped out of Anti-Armor Doctrine - it was moved to a separate T2 Training Center ability.
        • Psionic Feedback now sits at Maj. rank and offers a way to potentially control/disable multiple enemies which pairs nicely against Marauder's ability to potentially damage multiple enemies. Without access to Rifles, Marauder is not so dominant here.
        • AP cost of picking up additional Captain and Major skills is now 20 for both ranks (was previously 25/15).
        • Armor Mending renamed to Restorative Repair and will now also extend duration on controlled enemy mechs for an additional turn when repaired.
        • A 30% Damage penalty has been added to Heavy Weapons with Miniaturized Munitions to compensate the extra charges.
        • Advanced Robotics and Full Override flipped spots on the Agent/Technician branches (both still Col. rank).
        • AP cost of Salvo increased from 15 to 20.
        • Added Certified CMT to T1 Training Center ability pool.
        • Replaced Deep Cover with Take Cover in the Training Center pool (Deep Cover behaves poorly with basic overwatch).
        • Added Reposition to T2 Training Center ability pool.
        • Slightly increased XP gain from assist kills (matches the Medic in this regard now).
        [/list]

        Update: Nov 18, 2019 @ 9:23pm

        Update: Nov 18, 2019 @ 6:52pm

        Investigating issue with Covering Fire ability.

        Update: Nov 17, 2019 @ 4:15pm

        Re-upload of changes from previous two versions.