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Even though the Primary Weapons for Recruitable Templars mod is obsolete for their purposes, the mod is still relevant and usable here for the Superclasses and functions as it initially did when I made it a dependency.
-- 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.
-- 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.
-- 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).
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.
-- Resolved a few duplicate abilities that slipped into a few skill trees, fixed some abilities not being selectable.
Glad you're enjoying it! That's why I do this
-- 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.
-- Bitterfrost Protocol Chemthrower added to all capable Superclasses.
-- Fixed issue with Superclasses starting with wrong default equipment.
-- 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.
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.
-- 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.
Superclasses shall now utilize LW2 Primary Secondaries.
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
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.
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.
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?
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 :)
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?
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
Thank you for the kind words, they are inspiring!
(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
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?
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.
--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).
--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.