XCOM 2
[WOTC] Skillful Skirmishing
79 Comments
Phoenix Dec 24, 2023 @ 7:39am 
If you use Overlord and Interrupt at any point together it makes it so your Skirmisher can't do any more actions at all for the rest of the mission. I'm not sure why'd you ever do this but if you do it by accident it can end your run.
https://youtu.be/74-EdCZdw9Q
Moisesjns Apr 7, 2022 @ 11:24pm 
awesome thank you. i felt those perks were useless and never even picked em.
ZJwh5S May 20, 2021 @ 3:10pm 
Good complement to Not Enough Skirmishing mod.
Dęąth Viper Jan 9, 2021 @ 6:30pm 
Good shit. Needed some skirmisher buffs with the mods im using
请问女厕在哪里 Oct 20, 2020 @ 4:18pm 
作者制作的mod都很不错 爱了爱了
AnarchoPup Jul 10, 2020 @ 1:16pm 
I love this mod as well as many of Udaya's other tweaks to the hero classes. I would also recommend combining this with RealityMachina's "Skirmisher Rebalance" which gives cooldowns to some of the 1 time use skirmisher abilities, as well as making parkour (from the GTS) far more useful. These two mods, along with a small tweak that makes bull-pups use the rifle range table (literally called that) have turned Skirmishers into my favorite class.
chand3123k Jun 8, 2020 @ 6:23pm 
Lol, Udaya, I just realized, you made the other mod for the templar as well. Thank you for both mods!
Udaya  [author] May 24, 2020 @ 2:05pm 
@chand3123k Not Enough Skirmishing is a pretty awesome mod, there's no question about that. I'm glad you like this one too, but I get why people do overhauls of abilities sometimes. Stuff like Interrupt takes a lot of effort to make good when there are so many other better choices.
chand3123k May 24, 2020 @ 1:56pm 
The other one I recommend is "not enough skirmishing". Both these mods will be enough for you to take skirmishers from time to time.
chand3123k May 24, 2020 @ 1:53pm 
I just want to say, this is a great mod. This doesn't overhaul any of the skirmisher's ability to it being unrecognizeable. It makes them simply useable, and competitive with existing classes. Really great mod, as other mods tend to make existing classes "OP" when trying to rebalance. Or tends to overhaul altogether. Great especially for people who want to keep it as close to vanilla/WOTC original. Recommend always having this on your first play through.
I'm Mr Meeseeks, LOOK AT ME! Jan 24, 2020 @ 9:19am 
Yeah this fixes and skirmisher rebalance fixes alot of things
initium Mar 31, 2019 @ 5:40am 
Looking at this mod and the Not Enough Skirmishing mod has made me realise that I don't use or know enough about Skirmishers. The video is so useful and informative. Thank you for that.
Controcetica Dec 9, 2018 @ 6:59am 
Thanks a lot for this mod. I really appreciate that you made it with compatability in mind. I have been using it alongside Not Enough Skirmishing and I find that the two mods used together make Skirmishers a lot more fun to use! Thanks to you the Skirmisher is finally able to compete with the Templar and the Reaper for spots on my A Team!
Udaya  [author] Oct 31, 2018 @ 3:16am 
@Hazard Oh it definitely doesn’t work on the Lost. Same goes for Battlelord.
Hazard Oct 31, 2018 @ 12:14am 
Thanks for the update, and sorry for the delay. Full Throttle and Zero In now work correctly, and Interrupt is usable after moving twice. However, it didn't activate when the Lost moved. This could be a base game issue, but since I haven't had time to test it properly during an alien turn, I can't say for sure.
Udaya  [author] Oct 28, 2018 @ 6:19pm 
@boisegangpc Full Throttle doesn't override anything; the ability grants the soldier Implacable in addition to itself with this mod installed. As a result, only one Implacable exists no matter how many times the ability is given, leading to only one movement action on a kill.

Honestly, I prefer it this way. If you could get two movement actions from just one kill, the Skirmisher would be immensely more mobile than either a Templar or Ranger without risking as much tactical ground as either of those classes. Still, sorry about the oversight.
Boisegangpc Oct 28, 2018 @ 1:43pm 
I don't know exactly how it's done in the code, but I've found that Full Throttle overrides Implacable if you have both perks, giving you only 1 movement point on a kill. Could you modify the code for how Full Throttle gives a movement point so it can interact with Implacable and give 2 movement points? Either way, I'm not mad, since the +2 mobility's the primary bonus.
Lex Oct 24, 2018 @ 4:08pm 
What did you update?
Udaya  [author] Oct 24, 2018 @ 3:23pm 
@Lex @Hazard
Alright, I updated the mod. Try and see if things work now?
Lex Oct 24, 2018 @ 4:25am 
Well, you're right. The problem seems to be something else. I tried it out and interrupt had a cooldown but taking a yellow step would end the turn for my skirmisher. So I restarted the game without any mods but yours and since then I only have 1 chage and zero in doesn't work at all.
Udaya  [author] Oct 24, 2018 @ 3:11am 
@Lex I'm afraid that's impossible. This mod was made with the specific intention to work in addition to other Skirmisher mods, not conflict with them. While Skirmisher Rebalance and Not Enough Skirmishing change the base game's version of Interrupt, I made a new version of Interrupt that overrided the old one, making it so that other mods would still accomplish their goal: changing a version of Interrupt that doesn't exist anymore. The Interrupt you see and use in this mod is completely different from theirs.
Lex Oct 23, 2018 @ 10:49pm 
@Hazard Not enough Skirmishing also changes Interrupt so it's probably a conflict.
Hazard Oct 23, 2018 @ 8:17pm 
Yes, but since I started my current game with this mod on, and there shouldn't be anything that conflicts with it, I'm puzzled why it doesn't appear to be working. I haven't changed any of the default values in the configuration file.
Udaya  [author] Oct 23, 2018 @ 8:06pm 
@Hazard The updated description stays regardless of whether the ability change exists or not. That's because they're done in the localization, not the script, and won't automatically change based on configuration. Zero In should still work as well; there weren't any major changes to it.
Hazard Oct 23, 2018 @ 6:44pm 
Zero In isn't working at all. Is it possible the last patch broke something?
Hazard Oct 23, 2018 @ 6:35pm 
Weird. Interrupt is not usable when out of actions, yet it does have the updated description. Not Enough Skirmishing and Critical Skirmishing are the only mods I use that affect the Skirmisher's abilities, so I've no idea what the hell is going on.
Crazyduck Oct 23, 2018 @ 10:24am 
Thank you for your responce.
Udaya  [author] Oct 23, 2018 @ 9:06am 
@Cpt. Obvious Yes, all you have to do is set SKILLFUL_INTERRUPT to false in XComSkillfulSkirmishing.ini. This will set Interrupt back to ending the turn and having only one use (if you don’t have Skirmisher Rebalance or Not Enough Skirmishing installed).
Crazyduck Oct 23, 2018 @ 7:41am 
Is it possible to make interrupt configurable like Pillar from Templar mod? What i mean is that you can pick if you need action point or not to be able to use it. Otherwise it keeps blocking the end turn simillar to evac skill, so you have to end it manually.
Hazard Oct 19, 2018 @ 7:50am 
Yeah, I might switch to Not Enough Skirmishing. I didn't realize it was updated to be mostly identical with Skirmisher Rebalance, and it certainly works better with your mod.

Still, thank you.
Udaya  [author] Oct 18, 2018 @ 3:31pm 
@Hazard Done. But having one extra movement action point at all times (from a GTS upgrade) seems far less balanced to me than the Implacable-like ability I made with Full Throttle. I hope you consider NotSoLoneWolf's Not Enough Skirmishing, instead.
Hazard Oct 18, 2018 @ 2:14pm 
Hm, would you be interested in making it possible to switch off the extra move point from Full Throttle? I prefer RealityMachina's Skirmisher Rebalance, but in that Parkour already gives an extra movement action that is available every turn. Combine that with your change to Full Throttle and then finally Grapple, and it gets pretty crazy.

Unless the extra moves don't stack, in which case this is a moot point. Anyway, thanks for the mod.
Udaya  [author] Oct 17, 2018 @ 3:07pm 
@Circle of Psi I suppose it might be possible, but it's not necessarily something I would do. I'd like to keep Faction soldiers as units who are hard to get, but achieved in equivalent ways. This mod seems to do that decently enough: https://steamcommunity.com/sharedfiles/filedetails/?id=1126788564
Udaya  [author] Oct 16, 2018 @ 3:15am 
@Alpha115 Admittedly, Total Combat isn't one of the Skirmisher's best abilities. But they do get it very early on, and various other custom classes also use it for the small bonus to utility. Some people even prefer it to taking fire for an extra action point.
Alpha115 Oct 15, 2018 @ 11:10pm 
Any plans on improving total combat?
sziloger Oct 13, 2018 @ 11:35am 
Thank you for your answer :) Much appreciate it :)
Udaya  [author] Oct 13, 2018 @ 11:33am 
@sziloger My mods should be working fine with TLP. The expansion doesn't change the base game all too much, just adds on to it.
sziloger Oct 13, 2018 @ 11:18am 
I use your class rebalance mods, including this one too, are they affected by the new DLC? All of them are still working? Sorry for being this lazy, I know I could have tested it, but have a helluwa lot of mods and half as much freetime :)
eldiabs Oct 13, 2018 @ 4:46am 
Yeah, you're right. Terribly sorry. I'm usually really good at figuring out which mod causes an issue. In this case I made the mistake of having two skirmishers in my squad with the same load outs and one of them works while the other doesn't. So I disabled your mod, reloaded, and thought the working skirmisher was the bugged one. My bad.

This bug is annoying the hell out of me. Can't figure it out. Requires a complete reset of the soldier to a different class once it happens as it renders all skirmisher abilities useless on that soldier...since apparently a non existent ripjack is equipped.
Udaya  [author] Oct 12, 2018 @ 6:21pm 
@edilabs Sounds extremely far-fetched to me, considering this mod does nothing to Ripjacks and has no interaction to the strategic layer whatsoever.
eldiabs Oct 12, 2018 @ 6:11pm 
Seems like this mod breaks the ripjack equipping after a unit takes damage or does any type of training on the ship. Once they are back on duty, you can't select the ripjack, and all ripjacks in inventory will say the ripjack is already equipped on the soldier...when it isn't. ;]

Could be my insane mod load setup, but after disabling just this mod, I was able to re-equip a ripjack on my soldier with no issues.
Udaya  [author] Sep 30, 2018 @ 4:31am 
@Alpha115 Yeah, I knew that would happen by giving Interrupt a free action point cost. The idea was that you'd use Interrupt as often as possible on your Skirmisher, similar to how Ever Vigilant works when you use all of your action points to move. However, not exactly like that since some occasions aren't at all preferable to use the ability. That's why I gave it player choice.
Alpha115 Sep 30, 2018 @ 1:00am 
So just a heads up With you being able to use interupt without an action point it causes my turns to not end unless I use interupt or I maunually have to end my turn. its a slight issue but I wanted to mention it. overall this is a good mod @udaya
AGenerikUsername Aug 25, 2018 @ 7:35pm 
@Udaya thanks man, I might just mess around with the editor and try not to break my computer, I dont really do well with people explaining stuff to me :P also, thanks for the mods, they made me actually want to use skirmishers despite how atrocious they look <3
Udaya  [author] Aug 25, 2018 @ 7:33pm 
@Your_Shadow15 Sure, that's possible. The full process might be a bit too arduous to explain in this comment thread, so you should consider joining the XCOM 2 Modding Discord channel and get help for creating your mods from there.
AGenerikUsername Aug 25, 2018 @ 7:00pm 
Im new to modding, and I was wondering if it was possible to copy the skirmishers abilities (the grapple, the zero in ect) and make a new class with them, cause I love the class, but I hate how they look, I just want a default soldier, is there a way I can make that happen?
Mr.Shafto Aug 25, 2018 @ 5:49pm 
thnx
Udaya  [author] Aug 25, 2018 @ 5:01pm 
You could either override the class or write a new effect that's functionally similar but uses a variable instead (and place that in X2AbilityTemplate ManualOverride).
Udaya  [author] Aug 25, 2018 @ 4:59pm 
@Mr.Shafto The way it works right now for X2Effect_ManualOverride is that if the cooldown > 0 turns, the ability decrements it using a -- operator instead of a variable. That brings it down by one, which combines well since it only requires one action point per use and has no cooldown.
Mr.Shafto Aug 25, 2018 @ 4:44pm 
I'd like to increase how much it'd lower the cooldown of the skills it's tied to.