XCOM 2
[WotC] Richards Hero Classes Rework [Old, Unsupported]
84 Comments
Vaelrisian Jan 18, 2021 @ 11:34pm 
Anyone else having the problem of reapers not being able to re-enter shadow, skirmishers not having a grapple, and templars missing the rend ability?
Dęąth Viper Jun 4, 2019 @ 7:20am 
is this copatible with supreme focus mod?
Cake_Knight Mar 31, 2019 @ 12:36am 
Anybody know if Not Enough Skirmishing conflicts with this at all? Great work, btw.
Pepitoxxx Mar 12, 2019 @ 11:03pm 
Sorry to bother you, but after a come back on xcom 2 (so fresh install) i had this strange problem of having my skirmisher and reaper tree all messed up (not templar since i'm using Udaya's Supreme Focus) :with the squaddie perk incomplete at this rank but appearing at a General Rank ?! and the rest of the perk mixed up between 5 lines i managed to resolve this based on what Udaya made by simply put this line : !SoldierRanks=() on each Faction tree before the implementation:

!SoldierRanks=()
; squaddie
+SoldierRanks=(AbilitySlots=( (AbilityType=(AbilityName= .........

I don't understand why cause i'm no mod genius, guess it's some sort of rank reset but in case someone else has this problem it's an easy fix to share,hope this will help someone
Richard  [author] Feb 27, 2019 @ 9:13pm 
This isn't true, firing costs 1 action for them but considering the use of the grapple they can chaim kill multiple enemies with dfa.
irubelj Feb 23, 2019 @ 5:41pm 
Is Death from Above intended for Skirmisher ? Isn't it useless as no actions end his turn anyway ?Basically it is a waste of a perk slot.
Richard  [author] Oct 19, 2018 @ 5:50am 
@Briar_Black I have not changed the ability for me it works as normal, kills keep shadow. I think its because it has to be kill shots not like throwing a grenade or something.
Briar_Black Oct 19, 2018 @ 3:42am 
I noticed that the description for Silent Killer has changed.
Does it no longer guarantee that killshots in stealth remain in stealth?
If this is the case, I'd like to revert it.
I know some people think that the reaper falls off late game but as I use I'm the Commander here and Walker Servos reapers were always the best trash cleaner in the game, but in order for that strat to work for me, and I would really like it to work for me, I kinda need them to be able to remain in shadow, as I tend to put them deep in enemy controlled areas.
RedDobe Oct 9, 2018 @ 4:37pm 
Sure thing. I don't think that I am going to download TLP until I finish with my current game!
Richard  [author] Oct 9, 2018 @ 10:15am 
@RedDobe thanks for letting me know though I'm glad it works! lets hope TLP doesn't break it xD
RedDobe Oct 9, 2018 @ 10:14am 
I have seen stranger things, you are right though I am baffled too. But the good news is it’s a very easy solution. Thanks for the awesome classes!!
Richard  [author] Oct 9, 2018 @ 8:17am 
@RedDobe strange the mod works for myself and I assume other people too. I'm more puzzled than ever now xD
RedDobe Oct 9, 2018 @ 6:21am 
Before starting my last campaign, I cleared the configuration folder under my games, and did an integrity check of files, then I loaded the game without any mods. I exited, starting a new campaign with only your mod enabled. I ran the givefactionsoldiers command and levelupallbarracks and the Templar didn’t progress on level up. I wanted to make sure there were no other mod conflicts. That’s when I made the comment in August. To answer your question, no I don’t use any other mods that do nor do I make changes to the XcomClassData to the [Templar_X2SoldierClassTemplate].
Richard  [author] Oct 9, 2018 @ 3:28am 
@RedDobe when you subscribed did you edit the mod in any way or was it just a case of plug in and play? Do you have anything else that edits templar abilities? I'm really confused to as why this is the case.
RedDobe Oct 8, 2018 @ 5:54pm 
I am 100% sure. I have played several campaigns with it the old way, and had to level up the templar manually using the console. But prior to my last cmpaign I went it and found the problem, added the trailing slashes to those 3 lines and now the templar levels up fine.
Richard  [author] Oct 8, 2018 @ 1:06pm 
@RedDobe sorry for the late reply, are you sure this is the case? The templar works fine for me.
RedDobe Oct 8, 2018 @ 6:40am 
Hey Richard. I figured out the cause of the Templar not progressing on level up. In the ini file you are missing the trailing slashes for each rank line {randomtemplarabilities}. I am not looking at it now but I believe that is the correct naming.
RedDobe Aug 13, 2018 @ 1:39pm 
I have a bug to report. The Templar does not progress upon promortion starting with colonel rank. He does progress at Squadie, but that is the last time. Everything else works as intended for the Templar.
Richard  [author] Aug 6, 2018 @ 6:12am 
@Pepitoxxx if Udaya's Supreme Focus edits the templar skill tree than you wont be able to use that with this mod. Any of Udaya's mods that edit abilities (and not the trees) work very well, I have a lot of the skirmisher ones running along with tempest combat and improved ghost ability.
Pepitoxxx Aug 5, 2018 @ 4:08pm 
First thanks Richard, I'm fucking myself with your class and heroes, with few of Musashi's as leaders and i'ts just climax,

To the point: i'm experiencing a conflict with the templar i'm using your mod and the two from Udaya: supreme focus and tempest combat, problem i get the squaddie tree at general rank:
https://ibb.co/jRUQ1K
Richard  [author] Aug 5, 2018 @ 12:00pm 
@endersblade I do build the mods with the mod tools but outside of that I had to remove a bunch of the base game code too which you can see in the ini file. The heroes can be a bit finnicky but what you could do is just edit over this mod as is as it enables awc perks for the reaper and skirmisher already.
endersblade Jul 29, 2018 @ 12:26pm 
I'm curious how you managed to get the perk tree to function correctly. I took your custom classes mod and tailored them to my liking (phenominal mod btw!), and each class has 3 perks per rank as well as 1 AWC (so each rank has 4 perks). However if I try to either set the Skirm/Reap/Temp perk trees to 3 set perks rather than the semi-random ones they have, the tree gets all jacked up. And if I try to set them to use the AWC, it gets even worse. Is there some trick to doing this?
Jan Jul 13, 2018 @ 8:07pm 
I'm so glad mods like this get made, because I really like the skirmisher but he's under-powered as hell.
Richard  [author] Jul 6, 2018 @ 1:14am 
Minus removes vanila code so the plus code can work
Kazraan Jul 5, 2018 @ 1:08pm 
Ahhh. Awesome! Thank you sir!

Just checking, the ones with minus mean they cannot get said ability, right?
Richard  [author] Jul 4, 2018 @ 1:04pm 
Comment out or delete the lines with the plus symbols and remove the minus symbols from the front of the lines that reference the awc pools
Kazraan Jun 30, 2018 @ 8:09pm 
is it something to do with these lines?

[Skirmisher X2SoldierClassTemplate]
-bAllowAWCAbilities=0
+bAllowAWCAbilities=1
+ExcludedAbilities="LightningReflexes" ; Has Ability or Conflict
+ExcludedAbilities="Shadowstep" ; Has Ability or Conflict
+ExcludedAbilities="HipFireRS" ; Has Ability or Conflict
+ExcludedAbilities="SaturationFire" ; Has Ability or Conflict

; Random Ability Decks to choose from
-RandomAbilityDecks=(DeckName="SkirmisherXComAbilities", \\
Kazraan Jun 30, 2018 @ 8:08pm 
could someone point me in the right direction as how to change the AWC changes?

I to use I'm the commander here, and would like to make it work again.
billyforlife Jun 21, 2018 @ 10:50am 
@Richard @Archimtiros i think it might be something to do with the game loading a character before loading the skills (that sound weird i know) but i just started fresh with templar allies and my templar spawned with reaper, chain lightning, channel and deflect and after finishing the first mission i checked her tree and she didnt get rend or focus till sargent and had 4 different sets of duplicate skills
Sophist88 Jun 20, 2018 @ 5:56am 
Why would anyone want to do Lost and Abandoned more than once? You get nothing special from doing it but lines and lines of VO.
Richard  [author] Jun 20, 2018 @ 5:18am 
@Archimtiros This doesn't mess with the narrative missions and most mods have issues with those missions.
Archimtiros Jun 20, 2018 @ 4:40am 
@Richard I'm sorry, but I don't understand... why?
It's integrated into the WotC DLC, and the characters it gives you shouldn't be at all functionally different from any other Reaper or Skirmisher. I don't understand the conflict, or why it wouldn't be mentioned in your mod description if there were one.
Richard  [author] Jun 20, 2018 @ 2:13am 
@Archimtiros if you wanna play lost and abandoned you should probably disable this mod.
Archimtiros Jun 19, 2018 @ 4:36pm 
In a new game (Lost and Damned mission), my Reaper did not start in Shadow/Concealment and the Claymore ability is missing the Claymore ability (still has remote start though), not sure if she had Squadsight, but it's not listed on their ability screen; squaddie rank has Remote Start and Blood Trail, rather than unlocking them at Sgt). Likewise, my Skirmisher did not have the Grapple or Ripjack abilities.

Also using the required Skirmisher Rebalance mod and recommended Faction Weapon Tweaks mod, but no other mods which should affect those characters or their abilities (no class mods/overhauls, just some cosmetic and a few bugfix mods).
Coback Jun 5, 2018 @ 1:03pm 
@baguda This mod removes the xcom abilities deck Reapers and Skirmishers normally use in favor of the generic one vanilla classes use. It also makes its own changes to the Templars'.
It's no surprise trying to use it alongside I'm The Commander Here Extension leads to strange behavior.

Either remove the modifications made by this mod in its ini, or unsubscribe from I'm The Commander Here's extension.
Sophist88 Jun 4, 2018 @ 11:12am 
Just an update:
This mod is interacting oddly with my I'm the Commander Here (https://steamcommunity.com/sharedfiles/filedetails/?id=1159614677&searchtext=i%27m+the+commander+here) , but only with the hero classes. I am unable to switch out or purchase perks on the heros like I can on my universal soldiers and spark.
Richard  [author] Jun 4, 2018 @ 8:54am 
@Baguda there are not too many mods that edit the hero factions but some edits are really easy to make. This itself is just simply edits the existing class data within the game, it's a very basic edit at heart.
Richard  [author] Jun 4, 2018 @ 8:53am 
@Schleicherfreund Well sniper rifles require 2 actions to fire (take standard shot) and death from above only returns 1 action point so vanilla game snipers are only left with pistol action or most likely a "bonus" action. Regular classes that aquire this skill via AWC / Training Centre have less chance to maximize the use of it without squadsight but if they can gain high ground or grapple up somewhere and kill they can keep taking shots until they need to reload.
Sophist88 Jun 4, 2018 @ 5:45am 
Hello @Richard. I am intrigued by this mod. It seems that few mods attempt to touch the hero classes.

I understand that the hero classes are actually three different alien races, which is why messing with them is so complicated. Looking at your mod, it doesn't seem so horrible.

I am wondering if there is a level of complexity that I am missing.
Schadenfreude Jun 3, 2018 @ 6:12pm 
@Richard
I was just trying to wrap my head around it, wondering if there's something that I'm overlooking.

So what you're saying is, that this is vanilla behaviour? I'm just not understanding what's the difference between a sniper and other classes that this skill stops behaving as I'd expect.

Not trying to legislate, just understand.
Richard  [author] Jun 3, 2018 @ 6:07pm 
@Schleicherfreund any class can aquire death from above via the awc, the reaper typically has less damage output than other classes.
That being said if it's not down to your tastes just change it in the mod files to what skill you'd prefer.
Schadenfreude Jun 3, 2018 @ 5:58pm 
@Richard
I was asking it as a hypothetical question as to the role of the skills, to demonstrate that Death from Above isn't supposed to work like that, not ask literally, as if Reaper has Serial.

"Death from above refunds 1 action point"
Snipers don't get another shot after having taken the shot with the refunded point, so why would the Reaper?
Richard  [author] Jun 3, 2018 @ 3:49pm 
@Schleicherfreund I get what you are saying but reapers don't have serial unless it's a awc perk in which case it removes the need to be on high ground to proc.
Death from above refunds 1 action point, unless the sniper is a snapshot sniper they will likely only get a move or pistol shot.
Serial on the other hand makes a kill shot cost no action, doesn't need high ground to work (but must be activated) and keeps the unit with 2 action points (unless they already spent 1)
I chose Death From Above for reapers because they already have banish at max rank.
Schadenfreude Jun 3, 2018 @ 2:27pm 
@Richard
Otherwise, what's the point of the skill "Serial"?
Schadenfreude Jun 3, 2018 @ 2:26pm 
@Richard
That's a sniper skill and snipers get a second shot out of it, tops.
Richard  [author] Jun 3, 2018 @ 12:47pm 
@Schleicherfreund thats typically how death from above works.
Schadenfreude May 31, 2018 @ 9:37am 
I've noticed a bug (I strongly assume it is one), where the Reaper can take as many shots as he has ammo left, if he's killing somebody and activates "Death from Above" every time.
Deesthetics May 24, 2018 @ 3:28pm 
Thank you so much Richard for another brilliant mod. I love some of your mods. :)
x-the-Andy-x May 21, 2018 @ 3:34pm 
I had the same issue with the missing starting skills. I can confirm that SWR Hidden Potential was the cause for me. removed it and satrted new game and all is working now :)
Cato May 21, 2018 @ 11:53am 
Trying this out for a new run. Cautious thumbs up from me so far, most of the changes seem fairly balanced to work alongside your classes mod.