XCOM 2
[WOTC] Proficiency Class Pack
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Update: Nov 15, 2019 @ 8:56am

Reverting until crash issues can be investigated.

Update: Nov 14, 2019 @ 9:25pm

Small correction to conditions of previous update.

Update: Nov 13, 2019 @ 8:23pm

1.7.5:

  • Breaching Maneuver and Sweep and Clear abilities for the Assault Infantry no longer require the target to be within their CQB radius to trigger. These skills are much more versatile now and should offer a meaningful alternative to the melee-oriented counterparts.

Update: Nov 12, 2019 @ 4:07pm

1.7.4:

  • Updated some ability descriptions for clarity.
  • Removed 1 point of ablative/shield from Adaptive Alloy Plating - now just 1 regenerating point of Armor.
  • Changed Marine's Fire Discipline thresholds to 0/33/66%.
  • Changed conditions on Lead the Target to prevent multiple marksmen using the ability from shooting each other's targets instead of their own. (edge case)

Update: Oct 22, 2019 @ 6:39pm

1.7.3:

  • Updated some ability descriptions for clarity.
  • Changed Zone Suppression visualization back to just the sweeping fire action. The single target suppression effect after the sweep was not working properly.
  • Disabled the base-game classes by default (by popular request). They can be re-enabled in the XComClassData.ini config file, same as most other class packs. There is a section at the top of the file with instructions.

Update: Oct 10, 2019 @ 8:55pm

1.7.2:

  • Fix crash from Blinding Protocol on rescue operative missions where recruitable resistance contact soldiers spawn without their gremlin. Visualizations are still messed up for the abilities without the gremlin, but using Blinding Protocol no longer crashes the game.
  • Added a Crit Chance bonus to the effects granted by Targeting Uplink. Default values are 10/20/30%, depending on tech level of equipped Gremlin.
  • A few ability text clarifications.

Update: Oct 7, 2019 @ 11:55am

Left debug logging on - oops!

Update: Oct 7, 2019 @ 11:52am

1.7.1: (Unreleased WIP)

  • Fix Take Cover plus Ever Vigilant abilities working together properly for the Assault Infantry.
  • Fix explosion radius for the Defensive Mine being 1 Tile larger than the displayed area.
  • Fix destructible objects always showing with squadsight in the enemy preview list.
  • Splinter Armor now only applies Shred on a hit.

Update: Sep 15, 2019 @ 2:15pm

1.7.0:

  • Updated Bullpup and Vektor Rifle schematics to no longer require faction heroes to upgrade these weapons.
  • Light'em Up now grants Marauder when equipped with a Rifle (functionally the same as before) and Traverse Fire when equipped with a Cannon/Machinegun (can shoot/shoot but cannot move).
  • Fixed issue with Marine's ammo granting effects not properly excluding the Boltcasters.
  • Fixed issue with High Caliber still giving the damage boost on weapons that do not have enough ammo (Boltcasters again).
  • Fixed Splinter Armor to no longer shred armor on misses.
  • Improved Marine's Zone Suppression visualization - now enters suppression against a single target after sweeping, if available.
  • Fixed issue with Medic's Combat Stims not damaging target's HP and Will if the mission runs out before the effect ends.
  • Added an alt AWC version of Defensive Mine with a slightly different description (removed Sapper proficiency info, added more info on concealment interactions).
  • Defensive Mines (and by association, base-game proximity mines) will no longer break the individual concealment of the unit deploying them when detonated if they have the ability to retain concealment. They will still break squad concealment.
  • Stalker's Crit Chance bonus was reduced from 20% to 15%. Stalker was moved into a cheaper AP cost tier for the Marksman some time ago and this reduced bonus is more appropriate for its current cost.
  • Updated Marksman's Lead the Target description to note/clarify trigger restrictions, like Shadowstep, etc. Fixed issue with Sniper Rifles being able to shoot this ability from concealment, but not Vektor Rifles. Now Lead the Target will fire through concealment for both weapons (it can be used with Ghost).
  • Override added to UITacticalHud_EnemyPreview allowing any effects granting vision beyond normal range to display squadsight icons on enemies in the target preview so you will know which enemies you will NOT actually be able to see once moving while Braced, Emplaced, etc.
  • Added Ever-Vigilant style triggering of Hunker Down to the Assault Infantry's Take Cover ability. Now this ability can have a benefit no matter what skill you chose at Sgt and is more useful on other classes (*cough/ upcoming Reaper /cough*).
  • Added (very basic atm) Encyclopedia entries to the XCOM Archives for the classes.

Update: Aug 18, 2019 @ 1:08pm

1.6.0:

  • Zone Suppression no longer has variable action point costs between Rifles/Cannons, but DOES now have a variable cooldown (3 turns for Rifles, 4 for Cannons). This makes it much easier to utilize with Sustained Fire for Cannons.
  • Emplaced's bonus allowing Zone Suppression to be activated with 1 AP for Cannons has been changed to allow Fire Disicpline's reaction shot bonuses to apply to all reaction shots (Overwatch, not just Suppression) for Cannons while emplaced instead.
  • Reduced trigger chance for Weapons Hot to 25% for Cannons and 33% for Rifles AND removed it's ability to Critically hit. This is probably pretty much the last thing I can try to save this ability from getting cut entirely.
  • Added config ability to override Brace requirements for Marksman abilities and effects. (disabled by default)