XCOM 2
[WOTC] Reaper Reworked
99 Comments
Elronhir Nov 19, 2024 @ 1:53pm 
I tested the homing mine, and it works perfectly. Check if other mods could be the issue.
Bethrezen Nov 3, 2023 @ 1:48pm 
@walt.bustamante i have the same problem. Claymore not working with this mod.
JohnFire Jun 14, 2023 @ 8:26pm 
update please
walt.bustamante Dec 13, 2022 @ 4:14am 
any idea why the homing claymore deal no dmg regardless of how you activate it(with explosives or shots)? the shrapnel one is working normally.

only other reaper mod i'm running is the shadow ability cooldown one.
It's me | #FixTF2 #SaveTF2 Oct 28, 2022 @ 10:58pm 
It seems that apart from this mod, I don’t have anything on the Reapers, but for some reason on missions where the soldiers do not have disguise initially, the Reaper is also initially without without his unique disguise. How to fix it?
Moisesjns Apr 11, 2022 @ 11:38am 
Just want to say Thank you for this mod. Your analysis is spot on, Blood trail vanilla is so weak, its laughable, you made great changes.
Rossocuore Oct 3, 2021 @ 5:47am 
@Udaya: thanks for the comprehensive explanation. I always thought them to be robotic units!
Udaya  [author] Oct 1, 2021 @ 10:36am 
@Rossocuore This is true, robotic units do not suffer from bleeding. However, the Codex is not technically classified as a robotic unit in the game code.

If you look at the CharacterTemplate for Codex (named "Cyberus" internally), the actual variable assignments for the Codex in X2Character.uc are:

CharTemplate.bIsAlien = true;
CharTemplate.bIsHumanoid = true;
CharTemplate.bIsAdvent = false;
CharTemplate.bIsCivilian = false;
CharTemplate.bIsPsionic = true;
CharTemplate.bIsRobotic = false;
CharTemplate.bIsSoldier = false;
CharTemplate.bWeakAgainstTechLikeRobot = true;

This means the Codex is a humanoid Alien unit that is both weak to Bluescreen/EMP-based attacks and weak against attacks that deal extra damage to Psionic units, like Volt. It is not, however, robotic. If it was robotic, you'd be able to use abilities like Haywire Protocol against it and deal increased damage to it with attacks like Combat Protocol and Whiplash.
Rossocuore Oct 1, 2021 @ 9:24am 
I am pretty sure I saw a codex getting bleeding effect from my blood trail hit. Weren't robotic units not supposed to suffer bleeding effect? Thanks.
GargakOfTheEast Sep 20, 2021 @ 5:09pm 
An outstanding upgrade to the Reaper. Great job, and well done.
ZJwh5S May 20, 2021 @ 3:15pm 
Good mod. Distraction was terrible.
Only thing I would add here is maybe buff Sting charges to 2.
BurgerKing Mar 18, 2021 @ 6:02pm 
"UNFAIR!" - - - Chosen Assassin
Udaya  [author] Jan 5, 2021 @ 8:12am 
@BlazinHothead Yes, it should be compatible.
BlazinHothead Jan 5, 2021 @ 6:01am 
Is this compatible with the mod "Hero Rebalance - Reaper"? That doesn't change Distraction, Banish or Infiltration but does add a +10 aim bonus to Blood Trail.
Udaya  [author] Oct 7, 2020 @ 5:07pm 
@Nyteshade Yeah, it should be easy enough. Just go to Steam\steamapps\workshop\content\268500\1453846846\Config (this mod's file location) and replace the stuff in XComGameData_SoldierSkills.ini with this:

https://pastebin.com/fzC9TAya

As you can probably tell, a lot of these weapon types shouldn't really work with Silent Killer. But it's up to you to choose what you want and don't want.
ScariMari Oct 7, 2020 @ 3:59pm 
This may be a bit of an odd request, but do you know how I would go about editing this mod in a way that I could change silent killer do apply across all weapons? Or at least just sniper rifles? Love the reworks by the way!
KingMob4313 Aug 7, 2020 @ 8:25pm 
What's the class name for MakeAClass?
Gava Jun 17, 2020 @ 1:46pm 
@Udaya Love the improvements you've made, adding your mod to my class page as a Suggested one if that's cool? Really improves some of the abilities for it.
Lyfaën May 29, 2020 @ 5:18am 
No worries, thanks for the answer. As long as your modifications are active (even though the text doesn't mention it), everything's fine! :)
Udaya  [author] May 29, 2020 @ 4:49am 
@Lyfaën Yeah, sorry about that. I only have English localization for most of my mods, so if you're using a different language, then the descriptions will remain the same. But don't worry, the in-game effects will still be the same.
Lyfaën May 29, 2020 @ 4:02am 
Hi, I really like this job of balancing perks, but I'm not sure I can make it work... Couldn't test in battle so far, but abilities description doesn't feature the changes... Text when I mouse over remaines the 'usual ability description'. Maybe is it because I don't use english as game language, but the changes in battle are real?
Thanks in advance!
Jurassic_Jerk May 7, 2020 @ 11:17am 
@Udaya Yes, I meant the Stealth skill tree. Correct, the Reapers already have Tactical Rigging as a random roll. But if it was reassigned to the Stealth Tree or as the GTS perk, where access to the skill isn't left up to chance, players are guaranteed the option of choosing between having a more offensive Reaper with exp. ammo, or improved hack potential with a skulljack.
Udaya  [author] May 6, 2020 @ 2:07am 
@Jurassic_Jerk The GTS one is probably easy, but Reapers already have access to Tactical Rigging via random ability rolls. As for Infiltration, I'm not sure exactly what you mean by "Stealth branch." If you're talking about something similar to the Ranger's stealth-based abilities, then that's something more on the lines of a skill tree change.
Jurassic_Jerk May 5, 2020 @ 11:59pm 
Very nice buffs to the Reaper. It's kind of weird that the devs didn't make them reliable hackers. Would it be hard to change the Infiltration perk to a Stealth branch ability and replace the GTS perk with Tactical Rigging?
Udaya  [author] May 5, 2020 @ 11:45pm 
@Lampros Don't worry, I don't intend to change any of my old mods.
Lampros May 5, 2020 @ 8:47pm 
Please no nerf to Banish. Pretty much the only reason to get this class for me; and nerfing it will cause me to unsubscribe from this wonderful mod.
Halvarian Knight Apr 19, 2020 @ 5:19pm 
File name is 1453846846
Jurassic_Jerk Apr 16, 2020 @ 4:45pm 
Could you add a Hack Defense debuff on one of the claymore abilities or the Infiltration perk? I think it would be awesome in helping Specialists perform hacks and Skullmining.
Udaya  [author] Mar 14, 2020 @ 9:04am 
@Lidiaz It should, seeing how this mod affects abilities rather than directly changing the Reaper. Unless those other mods make a new version/copy of the abilities in vanilla XCOM 2, it should work.
Lidiaz Mar 14, 2020 @ 8:16am 
Does this affect Reapers from mods that add them as a soldier class ? They are coded to have the exact same abilities as the hero ones.
GargakOfTheEast Feb 10, 2020 @ 9:29pm 
Great mod, I especially like how Blood Trail got upgraded. It's actually a really good skill now.

The weapon disabling Claymores are just gravy.

Though, for the suggestion box:

Maybe come up with a skill to replace Banish, because Banish is OP and has always been OP. Boss enemies are not very terrifying when a Banish with a full magazine and a Reaper hopped up on damage buffs can bring them to their knees with one skill. I've never even bothered purchasing Annihilate because Banish seemed insane to begin with.

The most straightforward replacement would be Tactical Rigging to give her another inventory slot.
Adam Jensen 007 Feb 5, 2020 @ 6:02pm 
Xd I don't know how lol. Don't know anything about programming. But thanks anyways:B1:
Udaya  [author] Feb 5, 2020 @ 5:40pm 
@ Adam Jensen 007 I don't think I'll personally make any class changes to the Reaper or other soldier classes with this mod; this mod is purely ability-focused. However, there's nothing stopping you from re-configuring soldier classes with the changed abilities from this mod and using them in soldiers other than Reapers (if that's what you're looking for).
Adam Jensen 007 Feb 5, 2020 @ 2:54pm 
I saw your ghost class templar a great job. I am sorry I should have explained better. I meant can you please make a this reaper mod compataible for newly trained soldiers as well. Like any new rookie can get the same skills as a reaper lol? I know I am being greedy:HappyMask::plat2heart:
Udaya  [author] Feb 5, 2020 @ 2:36pm 
@Adam Jensen 007 Ghost class? Which mod is that? Also, I don't think re-training will be an issue since this mod's effects apply to all Reapers, old and new.
Adam Jensen 007 Feb 5, 2020 @ 10:47am 
awesome mod will try it on the next playthrough can i re-train new reapers as well? Maybe you can create ghost class as well I did not enjoy other ghost class mod
Udaya  [author] Aug 11, 2019 @ 6:59pm 
@Laharl Not RPGO, but the .ini file in this mod. You use that to prevent soldier bleeding.
Laharl Aug 11, 2019 @ 1:49pm 
RPGO doesn't seem to have a reaper reworked ini anymore. How would I fix it now?
KILLERm12 Jun 9, 2019 @ 12:00am 
Ah ok, that makes sense. I actually have RPGO installed. Thank you so much @Udaya!!!!!!!!
Udaya  [author] Jun 8, 2019 @ 6:39pm 
@KILLERm12 It's possible that one of your other mods made an ability of the Reapers passive, and therefore have Blood Trail bleed them at the start of the mission because they're the "target" of that ability. For example, if you have RPGO and a Reaper with Deadeye, they'll bleed at the beginning since Deadeye is passive in that mod. If you go into XComReaperReworked.ini, you should be able to comment out/delete the lines of the abilities that were changed to be passive to fix the problem.
KILLERm12 Jun 8, 2019 @ 3:45pm 
Idk if it is this mod or another that effects the reaper, but for some reason when I start a mission, my reaper will start out damaged or bleeding at the start of the mission, and I can’t figure out why. Does anyone have any insight on this?
Udaya  [author] May 5, 2019 @ 11:18am 
@Antzeg Yes, that's an unintended consequence of making the Claymore act this way. I would've used a different ability check as a boolean, but couldn't find any in the game script when I made this mod. As a result, when the soldier doesn't have Distraction, it makes the disabling effect "false."
Sthross May 5, 2019 @ 10:56am 
I did a complete playthrough and so far this mods works good for me, except for : 1. claymore triggers the text " weapon unaffected" if you don't have distraction skill 2. maybe add text description in game ? . minor problems, but i think i could mention it. Thanks for this mod!
Udaya  [author] May 5, 2019 @ 3:58am 
@DustDevil The one-time use on Banish makes it balanced to me, and Sting already has a mod that turns its charges to a cooldown.
DustDevil May 4, 2019 @ 11:01pm 
Do you plan to update this to remove Banish and Sting Charges?
Avalon Mar 26, 2019 @ 5:11am 
I found an interesting bug that Homing Mine without aoe effects
Nebula Feb 3, 2019 @ 4:21pm 
I also like if you had put in higher value of perk and stuff.
Udaya  [author] Nov 24, 2018 @ 12:45pm 
@willy_gonzalez84 You would go to C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1453846846 to open up this mod's folder. You can recognize a mod's folder by the ID shown in the workshop page's link.
Phoenix559 Nov 24, 2018 @ 12:03pm 
Sorry, I'm a bit of a dummy when it comes to mods, where can I find the ini file so that I can comment out the line (I went to Documents\My Games\XCOM2 War of the Chosen\XComGame\Config and couldn't find this particular ini file.

Also, how do I comment out the line. (I plan on playing without the rpgo in the near future, so commenting it out would be better.)
Boisegangpc Oct 28, 2018 @ 8:20am 
Using this with A Better Barracks is ridiculous. Dragunova has an XCOM perk that gives her +150 Hacking, and combining that with the GTS per of +50 Hacking makes it absolutely ridiculous. Haven't been able to test it out, but it's probably going to be uberbroken.