Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I do like the flavour of the class. Only thing is, I usually play my Reapers as Silent Killers, so I found myself hesitant to use the sword whenever I had a nice stealth flank killshot instead. Which is basically all the time, with reapers. They're great at clean-up duty.
But with the Ability Editor, I've modded SwordSlash to not reveal on Kill. Which isn't relevant to anyone else, since normally you're going to run into the enemy's detection radius before melee'ing them anyway. But with a Total Darkness Scythe Reaper, that now means melee kills won't reveal them. :D
Just think it's fun and appropriate for a sword reaper to basically have melee-Silent Killer as part of their ultimate. Stealth rogue backstab from shadows!
I have change the background and the name of this class. ;)
[ReaperScythe X2SoldierClassTemplate]
DisplayName="Infiltrator"
ClassSummary="The infiltrators are former Xcom agents and reaper spies who had infiltrated each other's ranks. Now that we are allies, they are using their expertise in close combat and the art of concealment."
https://steamcommunity.com/sharedfiles/filedetails/?id=1135248412
Running both at the same time increases the detection radius of all loaded reaper-faction classes (standard, scythe and cryptic) to stupid distances, like almost triple a normal soldier's value - even civilians can detect them from six or so tiles away.
One of the rebalance's changes is to replace the reaper's flat 1-tile detection radius to a 30% reduced detection radius, respective to a normal soldier's.
However, what makes me think the fault of the conflict may not lie entirely in the rebalance is the fact that the bug arises when it is loaded specifically alongside Reaper Scythe, but Mitzuri's Reaper Cryptic can be loaded alongside the rebalance without causing this bug to arise.
Any ideas?
So far I treated this soldier like a Ranger class because you shoot from distance and run at them with their sword.
My playstyle for this is to be more of an executioner as a vanilla Reaper with silent killer.
So I'm probably thinking of, if Reaper Scythe class learn Total Darkness, add Silent Killer to sword attacks
My custom hero classes don't get their stats. Their skills no problem, but not their stats.
I think I've found you can't put 4 skills on a class whithout causing the issue, so I put only three and the stats were back, but only for the first promote, after that, they don't get stats anymore...
Is there a number of rules to follow ?
1. Are random skills necessary ?
2. If too much skills on one rank, does it incapacitates the possibility to have stats for some reasons ?
3. Can you do anything about it ?
Thanks for reading me and possibly answering me :)
- The GTS reaper upgrade is locked even when my reaper is a colonel. It's weird because at some point it was available to purchase but a few hours later it's greyed out and imposible to unlock.
- During the advent network tower mission my reaper kept getting revealed even when I have the zero detection radius perk. It didn't happen on any other mission, just in that one. Maybe it's because of a conflict with the concealment "buffs" you can buy with intel before that mission?
And before I forget, thanks for your mods, I use the three extra faction classes and they're great!
That is really strange. I've never seen that happen, unfortunately.