XCOM 2
[WOTC] NevikTheStoryteller's Superclasses
134 Comments
Slackboy101 Jan 20, 2024 @ 11:56pm 
RPGO version please?
zecrayz Feb 27, 2023 @ 2:04pm 
The Gadgeteer has non replicatable issues with his grapple ability. It will crash the game when used about a third of the time, but you can restart the game, do the exact same grapple and be fine. No clue what's causing it, but worth mentioning.
rEv`- Aug 23, 2022 @ 6:42pm 
i love the mod pretty much but i have a problem , my crusader dont work because he can t wear his sword as a primary weapon its always greyed out , i have all the mods installed thats required for that one and lw primary secondary and primary secondary beta but he wont wear that sword in the main hand
T.K. Jul 18, 2022 @ 6:45pm 
@Wolfpwned The new one has the same mod ID as the old one. Just use the Beta one, even if listed as a dependency, the mods will read the beta as the old mod and utilize it. I had much the same concerns myself but you can read through the Beta one's description, and I've tested it myself
Wolfpwned Apr 27, 2022 @ 11:33am 
Hey, unfortunately the primary weapons mods dont work well together at the moment, as you need both the new beta and the original, which makes neither work and you unable to equip pistols as primaries alongside anything like a sword etc, does anyone have some advice for how to fix this?
Apple Juice for the Merry  [author] Oct 9, 2021 @ 1:21pm 
@minami gaming
Even though the Primary Weapons for Recruitable Templars mod is obsolete for their purposes, the mod is still relevant and usable here for the Superclasses and functions as it initially did when I made it a dependency.
wawa Oct 9, 2021 @ 7:59am 
do we still need the primary weapons for recruitable templars that thing is obsolete now that the original recruitable templars thing has it built in
lucasestevescosta Jul 22, 2021 @ 1:43pm 
Do i need to have all the required mods activated in the AML or can i have they only donwloaded in the mods folder?
Foolish May 27, 2021 @ 7:51pm 
this would be perfect for rpgo
Rookie May 23, 2021 @ 10:28am 
does this mod work with rpgo?
LooseNooseZeusMooseGooseJuice Apr 28, 2021 @ 6:47pm 
The anomaly classes 'anomaly ability is only summoning things, not doing massive damage to anything. Also, is the soldiers psi score supposed to be around 50?
Dragonlord Mar 5, 2021 @ 4:40pm 
So i see this is tested with LWOTC do i sign up for all the prerequisites or do i leave some like lw2 secondaries, skirmisher rebalanced etc?
GOGATSY Jul 14, 2020 @ 8:04pm 
Will this mod work fine in tandem with Chimera Classes mod (and Heroes version of it)?
CaffeneProblems May 23, 2020 @ 9:33am 
What should I do if the classes are not showing up?
Corey Cosmonaut Apr 11, 2020 @ 6:36pm 
Will this ever be added to the RPGO mod's UniversalSoldier class?
Apple Juice for the Merry  [author] Apr 11, 2020 @ 11:21am 
UPDATE:
-- Stormrider class abilities spliced into the Superclasses where fitting.
-- Superclass Mastermind may now utilize the entire arsenal of non-directly-lethal equipments (adding Shields, Grenade Launchers, Empty).
-- Superclass Timekeeper may now use any equipment without ending turn from the first rank without having to earn the abilities later on, Timekeeper's trees are now focused solely on getting faster.
Apple Juice for the Merry  [author] Mar 23, 2020 @ 2:13am 
UPDATE:
-- The Superclasses may now use the Saberstaffs from the Jedi Revised class.
-- The Superclasses may now all use primary Psionic Gauntlets in order to give them the capacity to use Caster Gauntlets.
Apple Juice for the Merry  [author] Mar 10, 2020 @ 9:20pm 
UPDATE:
-- The Superclasses now have access to a wider arsenal with the addition of the Smart Pistol, Primary Grenade Launcher, Glave, and Psionic Bow.
-- The Superclasses now each have a Focus mechanic of their own.
-- All Superclasses now gain a free move after a successful melee attack (something previously excluded from melee-optional Superclasses).
Apple Juice for the Merry  [author] Mar 10, 2020 @ 11:40am 
UPDATE:
Pistol compatible Superclasses may now use the equipment from the Smart Pistols mod.

FIX:
The Superclass Timekeeper may now use Fletch Slash at any time rather than relying upon the free action slash with cooldown.
Skarsatai 2.0 Feb 18, 2020 @ 12:34pm 
superclass crusader needs when developed with alot of perks extremly long time in the battle to move. I think up to 2 minutes.... than the crusader moves...
Comnislasher Feb 2, 2020 @ 3:55am 
It's looks like Crusader miss some perks? I have several "missing 'LocFriendlyName' for 'none' " In "Soldiers Ability" field.
Apple Juice for the Merry  [author] Dec 29, 2019 @ 6:08pm 
FIX:
-- Resolved a few duplicate abilities that slipped into a few skill trees, fixed some abilities not being selectable.
Apple Juice for the Merry  [author] Oct 19, 2019 @ 4:16am 
@GUA
Glad you're enjoying it! That's why I do this :steamhappy:
Apple Juice for the Merry  [author] Oct 19, 2019 @ 4:14am 
HOTFIX:
-- Swapped some abilities for the Hunter and Mastermind out due to an apparent odd conflict between Mitzruti's Perk Pack and More Psi Abilities that made some abilities not show up at all, as well as some abilities from Extended Perk Pack that failed to show up for unknown reasons.
GUA Oct 18, 2019 @ 9:22pm 
Loving the update, thanks.
Apple Juice for the Merry  [author] Oct 16, 2019 @ 11:48pm 
UPDATE:
-- Bitterfrost Protocol Chemthrower added to all capable Superclasses.
-- Fixed issue with Superclasses starting with wrong default equipment.
Apple Juice for the Merry  [author] Oct 16, 2019 @ 1:16pm 
UPDATE:
-- Superclass Mentalist has been renovated, now fixing the animation problem of holding an invisible gun by making the Shard Gauntlets a secondary weapon.
-- Superclass Mastermind suffered from the same animation problem with the gauntlets, their default weapon has been switched to a Holotargeter to remedy this, so now all animation oddities should be fixed.
Apple Juice for the Merry  [author] Oct 16, 2019 @ 1:14pm 
@nyx
I renamed the Commander to the Hunter as I thought it a more broad and fitting name, though I did not forethink it would break any Commanders currently mid-campaign. I suppose since I changed the name of the class template, "Superclass Commander" no longer exists, which explains why it would break mid-campaign. You may have to reassign the soldier's class. If you have access to the tilde key menu, you can use the command ( makesoldieraclass "firstname lastname" SuperclassHunter ) to easily reassign them.
nyx Oct 16, 2019 @ 12:52pm 
Did you remove the Commander class? I'm in the middle of a playthrough and my soldier who is that class is now broken?
Alex Poland Oct 16, 2019 @ 6:48am 
Ah shit, here we go again.
Apple Juice for the Merry  [author] Oct 16, 2019 @ 4:39am 
UPDATE:
-- Superclasses have been overhauled with Mitzruti Perk Pack abilities.
-- Known bugs introduced by old mods have been fixed.
-- Some Required Mods have been filtered out and are no longer required.
Apple Juice for the Merry  [author] Sep 19, 2019 @ 3:08pm 
UPDATE:
Superclasses shall now utilize LW2 Primary Secondaries.
Hazel Horse Aug 5, 2019 @ 1:52pm 
what happened to superclass rpg?
pspenc Jul 28, 2019 @ 12:17pm 
So after any character movement, the commander superclass re evaluates its range penalties against every single enemy and ally, regardless of in vision or not. it seems to be tied to the squadsight. The exact series of messages is.
Reduce RangePenalties: Attack is NUMBER outside normal visibility range(squadsight)
Reduce Range Penalties: Penalty from squadsight is -NUMBER
Reduce Range Penalties: Total Aim penalty due to range is -NUMBER
Reduce Range Penalties: Penalty negated multiplier is .5
Reduce Range Penalties: Klaus Wolf(the commanders name) is attacking OTHERCHARACTER
Reduce Range Penalties: Distance between attacker and target: XTiles normal visilibty range for attack

This is massively slowing the game, especially as the number of characters on a map goes up, since its cycles for every character in the game
Apple Juice for the Merry  [author] Jul 21, 2019 @ 3:50pm 
@pspenc
This "insufficient ammo" glitch is new and very strange, literally less than a week ago these abilities were working just fine for me but I've encountered the glitch now as well. I would guess it has something to do with a mod somewhere updating, but I can't think of what would cause this. I shall look into it as much as I can, thank you for alerting me.
Apple Juice for the Merry  [author] Jul 21, 2019 @ 3:48pm 
@The Scrung of Aeons
The Superclasses will work fine with any WOTC version of Rising Tides as they each contain the ability sets that the Superclasses take abilities from.
Throb Burnquist Jul 21, 2019 @ 11:13am 
Quick question: there is a newer, "fancier" Rising Tides mod, "Rising Tides: The Program," that I'm subbed to. According to that mod, subbing to the other Rising Tides mod (the one required for this mod) at the same time as The Program is a no go.

Is there anyway to get these classes to work with The Program? Will it already work as is? Or is the version in the required section a hard requirement?
pspenc Jul 17, 2019 @ 7:28pm 
On some characters abilities, such as timekeeper, im getting "insuficcient ammo" for any attacks that do stuff like run up and use secondary weapon. Im unable to have timekeeper equip pistol to secondary, so they only have sword. Is that correct?
Apple Juice for the Merry  [author] Jul 16, 2019 @ 3:30pm 
@Willy
As far as I am aware, the Richards Classes mod is the most up to date mod with the abilities it includes. If you know of a more recent/updated one, please do tell so I can look into updating that here, thank you :)
Willy "Big John" Helldiver Jul 16, 2019 @ 2:58pm 
Thinking of WOTC richards classes, isnt it outdated?
Apple Juice for the Merry  [author] Jul 16, 2019 @ 1:19am 
@Willy
Update the dependencies? I believe all of the required items are still relevant and used in the Superclasses mod, have you noticed something about that which isn't the case?
Willy "Big John" Helldiver Jul 16, 2019 @ 1:14am 
Would it be an idea to update the dependencies?
initium Jul 15, 2019 @ 4:11pm 
Thank you for the quick response =)

I'll take closer look at your collection. After all if you've gone to the effort of putting one together then I can at least take the time to look.
D'oh - idiot. You missed it and it's right at the top. Sshh - He might not notice =D
Apple Juice for the Merry  [author] Jul 15, 2019 @ 3:20pm 
@initium
Thank you for the kind words, they are inspiring! :steamhappy:
(Altered Carbon is best carbon)
For the first question about leveling, these Superclasses have been designed to level up (usually) faster than any other class, so they truly become the leaders of your forces and can take on the higher ranking covert ops etc. Fast leveling is actually a perk of the Superclass Mastermind who learns extremely quickly to compensate for their lack of offensive capability.
For the second question about mods I would recommend to use with the Superclasses, I made a steam collection of mods for that very purpose which I put above and within this mod's description.
Enjoy, Commander :cozyps2tr:
initium Jul 15, 2019 @ 11:43am 
@Apple Juice
Thank you for making me smile. I'm thinking this looks fun and anyone that can put up a clip from Altered Carbon has to have soul =)
I'm currently using RealityMachina's Light Strategic Changes, along with a number of other gameplay mods. I noticed that doing so meant that my troops have all leveled up to Colonel quickly due to the increased pod sizes and extra missions. So I have a question. How quickly will these 'Heroes' level up?
Make it two questions. What mods would you recommend to work with these classes?
Apple Juice for the Merry  [author] Jul 10, 2019 @ 10:53am 
@The High Archon of Communism
In order to only get Superclasses, I suggest using a mod called Disable Any Class WotC by Divine Lucubration which lets you enable or disable any classes for random selection via level-up. Using this you can disable every class but the Superclasses, therefore only receiving Superclasses.
Funy Birb Man Jul 10, 2019 @ 10:44am 
How do you make it so you only get superclasses?
Apple Juice for the Merry  [author] Jul 2, 2019 @ 4:50am 
HOTFIX:
--Fixed a mistake where I didn't give the Crusader the capability to use the Rocket Launcher.
--Slightly rebalanced some health values for a few Superclasses (more HP for Mentalist and Crusader, less initial HP for Cyberneticist and Wraith).
--Gave new abilities to a few Superclasses (such as Timekeeper and Crusader and Cyberneticist getting more melee actions).
Apple Juice for the Merry  [author] Jun 23, 2019 @ 6:15pm 
I've learned a little bit more about how to potentially use Templar animations for custom classes, it involves using an UpdateAnimation hook from the Highlander, but enabling this in my classes is currently beyond my understanding and skill and efforts. If anyone else can make my classes have Templar animations, I will gladly add your solution into my mod and fix the unfitting rifle animations for weaponless classes like the Mentalist and the Mastermind.
Apple Juice for the Merry  [author] Jun 23, 2019 @ 5:20pm 
UPDATE:
--Superclasses may now use Rocket Launchers from Iridar's new Rocket Launchers mod.
--Fixed a few missing commas that might have been stopping some Superclasses from getting a few of their initial abilities, now they should definitely start with every ability and perk intended.