XCOM 2
[WOTC] Proficiency Class Plugin: Phalanx
178 Comments
N/A Mar 17 @ 12:25am 
yes, works with True Primary Secondaries. AML will complain, but it works fine in game.
GrimTrigger Feb 21 @ 4:42am 
Does this leverage True Primary Secondaries if its present? I am being told Im missing a dependency. Kind of obnoxious since the other mod (made by the same author) wont work if the version listed here is active.
Britishexplorer Aug 26, 2024 @ 7:48pm 
I played a bit more and I picked up on this, maybe this will be of help:

*note I got the ability wrong, it was shield charge that causes it.

- most of the time this glitch occurs it's after i use the shield charge ability.
Britishexplorer Aug 25, 2024 @ 4:38pm 
I have a bug which I suspect is directly from this mod.

For context i run Lago's ballistic shield rework and the strategy overhaul mods with this mod.
- the Strategy Overhaul mod only affects covert infiltration -

Sometimes when I move a Phalanx (Using both AP) or use the knockback ability, The next turn over the soldier is 'frozen' in place on their tile.
What I mean by Frozen in place is that, the soldier can only move on the tile he is on which is impossible.
The only fix i have found is literally Fragging my own soldier with a explosive grenade, because it destroys the floor so he isn't stuck.

This only occurs to the phalanx class so i Don't suspect its the shield, since I have ran different soldiers (with different classes) with a shield as a secondary and it doesn't occur to them.
r0bert Jul 27, 2024 @ 6:40pm 
I'm running this with WOTC Balistics Shields & True Primary Secondaries.
For some reason I can't select any of the upper tier shields from my Phalanx.
Trying to isolate what mod might be causing the problem.
Astaroth Jun 29, 2024 @ 9:53pm 
It says that Taunt is supposed to be a free action but it's a 1AP cost non-turn ending action.

Pistol Expert adds +1 damage to dots from ammo, like the fire from Dragon Rounds or the poison from Venom Rounds.
Cúchulainn Jan 22, 2024 @ 9:30pm 
@Caine , Yeah I'm trying to figure it out myself, I'm going to test it tonight, but here's what someone said to me in the Strategy Overhaul Discord from Covert Infiltration:

the "blanks" are the empty entries in the randomdecks that will make an empty spot when the game selects them in the randomization
the full decks mod also "deletes the blanks" but it does it by removing and recreating the decks with the blanks gone
that is the better way of doing it, removing the blanks from a class mod's config directly is something only users can do and you have to know what you're doing so that you don't break the config (also preferably don't use AML to edit the file)
AML Does weird stuff with whitespaces, so we recommend you go into the Phalanx class config directly and edit it from there.

Hope this Helps! Let me know if you're able to work it out !
Caine Jan 20, 2024 @ 8:15pm 
@Cuchulainn .. yes I am
Cúchulainn Jan 19, 2024 @ 11:12pm 
@Caine , are you running this mod perchance as well: https://steamcommunity.com/sharedfiles/filedetails/?id=2594688821&searchtext=Proficiency

It's the Full Class Deck mod that unlocks all 6 perk slots for all the other classes
Cúchulainn Jan 12, 2024 @ 4:56pm 
@Rather Incoherent, @Deadput , can you explain how to make this manual fix ? Happy to do it myself, just don't know how.
Caine Jan 6, 2024 @ 6:42pm 
@pogoman The workaround I've found for this is due to the phalanx can provide half cover, but at times blocks itself from moving. Only method that works for me is QuickSave and Quickload. Annoying, but it clears up the bug 95% of the time.
Caine Jan 6, 2024 @ 6:40pm 
Why is this the only Prof Class mod where AWC Perk Packs do not work on it? Every time I roll a Phalanx (which is a class I really love), I always have 3 blank XCOM perks among the 6 (2 in the first half, and 1 in the second half). And if I remove or comment out the "Blank#" entries, the entire XCOM line in the tree is blank. Very frustrating and makes no sense. Please advise how I can fix this. Thank you. :)
pogoman Nov 9, 2023 @ 3:17pm 
why cant this class go through open doors
Katastrophie Oct 12, 2023 @ 11:16am 
@Toyvendor yup here you go:
1. Open the Steam Workshop XCom 2 mods install folder. (the mods folder will be located on the same drive you have the game installed on, for example: SteamLibrary\steamapps\workshop\content\268500). The "268500" folder house all the workshop mods you have downloaded for Xcom 2.
2. Inside the 268500 folder search for this folder: 2673737607
3. Open the 2673737607 folder and then open the Config folder
4. Next you'll need to open and edit the XComClassData.ini you'll need a text editor suck as Notepad ++. Once inside the XComClassData.ini file find this section:
[WOTC_APA_Phalanx X2SoldierClassTemplate]
5. Under that section you will see 3 lines that begine with "+AllowedWeapons="
6. At the end of that second line press enter to add an extra line and then past in that empty line this: +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sawedoffshotgun")
7. Save the document and you should be good.
Toyvendor Oct 6, 2023 @ 5:45pm 
Great mod, was wondering if there was a way to allow phalanx to use sawed offs as a primary.
OneSandyBoi Sep 16, 2023 @ 1:46am 
Huh, I don't know if this works with the allies unknown vipers, the vipers can't equip pistol primaries.
Deadput  [author] Jun 14, 2023 @ 6:17am 
Must of gotten screwed up at some point since I had it normally at one point, I'll fix it if I ever get back into modding.

Thanks for the report, in the meantime it's easy to fix manually apologies.
Rather Incoherent Jun 13, 2023 @ 3:16am 
Was taking a look at this for future campaigns and noticed that the AWC perk WOTC_APA_CertifiedCMT is listed incorrectly in Class Data as "CertifiedCMT" and not actually appearing on soldier generation.
Laserbelly Jun 2, 2023 @ 1:53am 
Thank you Rusty
RustyDios Jun 1, 2023 @ 11:08pm 
If you don't have any units of the class ... yes it should be safe
Laserbelly Jun 1, 2023 @ 11:00pm 
Is it safe to remove this plugin mid campaign ?
Clockwork Apr 21, 2023 @ 10:06am 
Well, my view is that your class template is great but the alterations that come from Primary Secondaries double up on what you've done and create the balancing issues.

Wny pick an AR if now the base damage of the pistol is 4-5 at a CV tier (Expert + PS pistol as primary), XCOM probability means that 3-5 base AR equates to me healing ADVENT by 1 damage 110% of the time... Or a shotgun, because the range tables have been modified so same dmg but always higher hit plus the Expert aim bonus, or the risk vs reward of CQB in Shire's assault when i can just tank a hit with the shield and have double the ammo to boot. Tilted again by the mobility bonus let alone giving high dmg threshold weap marauder, lightning hands etc which are inherently balanced by the lower dmg output.

The normal drawbacks are turned into strengths. Removing the bonuses from the PS mod and tweaking ammo down to 4 has made it feel a lot better for me. My hundred and two cents.
Deadput  [author] Apr 20, 2023 @ 10:07pm 
I did design the class based on WIO and other Prof things primarily for a ChristopherOdd season where I found that without Pistol Expert the class's primary damage was entirely lackluster, it's on a weapon tier based as well.

I still find it fascinating how this class becomes so drastically different depending on the setup because some find it too weak like say the ChrisOdd season I mentioned, some find it too strong thus even if I was modding right now I have no idea where to even tweak the class now that wouldn't be drastically changing things but as you've done config tweaking can be used to tweak numbers to be lower or higher depending on the wishes of the user.
Clockwork Apr 20, 2023 @ 12:09pm 
And... to close this off in case anyone is a fool like me, the extraneous buffs are all caused by the Primary Secondaries mod and can be altered thus:

"and they provide +1 mobility and -20% detection radius and +1 damage and a slightly better range table than secondary pistols(can be disabled or modified in XComPrimarySecondaries.ini)."
Clockwork Apr 20, 2023 @ 10:35am 
Took another look into the config ini and reloaded a save, Pistol Expert seems to work as intended but there is an unnamed additional +1 damage (perhaps from the gunslinger script?) my laymen skills can't pin down that shouldn't be there.

Range calculations gain more bonus than a shotgun at close range and don't taper off in a similar fashion which is why they feel over-tuned with the additional +5 on top of some 7-8% inherent bonus from this range modifier.
Clockwork Apr 19, 2023 @ 7:55pm 
Love the class theme and style but the balancing seems off mainly due to the pistol expert perk. Not sure if it's a mod conflict (shire's weapons/items overhaul?) as it has been a long time since playing vanilla, but compared it to the gunslinger prof plug in side by side.

Ability seems to be adding a plus 2 damage modifier even at tier 1 (haven't tested later tiers) so instead of being below a normal pistol as base (2 to 3), it is beyond even an assault rifle, which, when combined with the 6 ammo base and what seems to be a weapon range akin to the assault rifle (ie lacking the usual range penalty) and the boosted aim from the perk you end up with a tanky, mobile sniper/shotgunner.

I'd say toning the damage down and possibly tweaking the range (doesn't feel the same as a pistol secondary) or aim modifiers if that's what makes the range feel too strong would be enough to keep return fire in the tree.
Deadput  [author] Apr 14, 2023 @ 12:13pm 
Not sure apologies, are you using any mods that effect Ballistic Shields like Shield Rework, etc?

Or if not try seeing how using mods like that effects them to see if it helps, I'm not really in the modding scene right now so my knowledge has 'degraded' a little in regards to stuff like mod compatibility, etc.
Cole-Canz Apr 14, 2023 @ 2:46am 
Hi I'm having trouble with the shield HP, I think it is being caused by Iridar's Vest and Plating Overhaul and/or Armour Upgrades : Proficiency Perks Plugin. It seems that the phalanx's shield HP does not stack with alloy plating (which gives 2 shield HP and spawned with 2 instead of adding to make it 3). Is there anything already commented on this or where is the configuration files. Thanks!
Deadput  [author] Mar 7, 2023 @ 4:28am 
Might of changed it to not be a free action at some point intentionally, don't recall sorry.
Toquevi||e Mar 6, 2023 @ 1:50pm 
Hi. First off, great class. Thank you!

I'm sure this issue has been noted somewhere since release but I can't find it in the comments: for me taunt isn't ending the turn but it is using an action, though the description says it's a free action. Assuming it's intended to be a free action, any idea what might be causing this?
Deadput  [author] Jan 30, 2023 @ 5:57pm 
Their interchangeable, use whatever one you want, it used to be set to True as the requirement but I switched it up at some point post release, I guess I didn't change parts of the description.

The missing dependency warnings can be ignored as long as you know what your doing, aka using the alternative Primary Secondaries mod.
Archimtiros Jan 30, 2023 @ 1:37am 
The description lists True Primary Secondaries as a dependency, yet the actual Steam dependencies list the older/original Primary Secondaries instead, which results in a missing dependency conflict in the Mod Launcher.
Deadput  [author] Jan 18, 2023 @ 9:46am 
Exactly, it's something I've wanted to improve on I just haven't had the motivation to mod the game anymore, Xcom 2's pretty old after all and people eventually just move on from the game.
Dragonlord Jan 16, 2023 @ 1:06pm 
@walan Weird isn't it i found it so underpowered that i removed it. Doesn't even have the aegis to protect others. And it has a pistol for main so no matter how many buffs he gets (+2 IF YOU flank someone with a shield that slows you down) won't be good enough. Weird how people see things differently.
Deadput  [author] Jan 10, 2023 @ 2:40pm 
It is a shame that the Primary Secondary mods can be janky sometimes, sometimes things just don't work no matter the troubleshooting.
rEv`- Jan 9, 2023 @ 11:49am 
i had true primary secondary mods installed and it doesn t work with phalanx so i swapped the true with the normal primary secondary mod and it works fantastic ... so i guess its a conflict ... i have the problem with many other classes too when using ture primary ... it won t equip the right weapons
Deadput  [author] Jan 9, 2023 @ 5:22am 
Depends on your mod list dude, I'd argue in certain ones it's actually underpowered.

Like with ChristopherOdd's most latest Xcom run.

Most Prof classes are too much for vanilla-scaled mod lists, that's why their paired with gameplay overhauls and/or item/inventory overhauls.

Also depends on which version of Ballistic Shields you are using.
walan Jan 8, 2023 @ 1:13pm 
Like all other Proficiency Classes!
But sorry, this class is just badly overpowered. (especially the ballistic tree )
Tanky and big damage dealer is a brain dead choice.
Deadput  [author] Oct 14, 2022 @ 10:46pm 
Maybe something with Akimbo? Neither of the True Primary Secondary mods have been updated in some time so I can't imagine the class got out-updated.

It's entirely odd for a mod to just stop working with no updates to major requirements, so without further information I can't think of any fix sorry.
chaser_617 Oct 8, 2022 @ 4:09pm 
I just started a new game and I'm now having the issue where I cannot equip a pistol with the Phalanx. I have only one primary as secondary mod installed, Musashi's True Primaries, and am using the Alternate Mod Launcher. I also have Iridar's Akimbo class and it *can* use the pistol in the secondary slot. Am I missing something? I was able to use it previously but it broke with this new run and now won't work with the old run either.
IncredibleJuJu Aug 28, 2022 @ 3:04am 
I scrolled back and found the solution, it was in fact my fault with two different primary mods. Thank you:)
Deadput  [author] Aug 27, 2022 @ 3:37am 
Apologies if this is a dumb question but are you using more than 1 Primary Pistol mod or any weapon related mods in general?
IncredibleJuJu Aug 24, 2022 @ 12:00am 
I don't know if this is caused by this mod or xcom, or something else, but when using the phalanx class it won't let me equip any pistols. Are there any known fixes for this?
Chilling Spree Aug 14, 2022 @ 10:28am 
Any chance you could make Alterd-Rushnano's [WotC] Glaive- Massive melee Weapon(ver.1.2) mod as Phalanx' primary weapon? I think it fits more thematically with them. Perhaps a plugin maybe so that it's not mandatory. Unfortunately I dont have modding knowledge to make it work. Great work with these mods tho!
Kyrox Jun 18, 2022 @ 5:25am 
Thanks!
Deadput  [author] Jun 18, 2022 @ 12:52am 
I mean I mention it in the description as my preference and it used to be the dependency I listed instead of the original version, so yes.
Kyrox Jun 17, 2022 @ 8:54pm 
There's a new, " True Primary Secondaries [BETA]. Can we get confirmation if it works with the dependency?
Deadput  [author] May 14, 2022 @ 5:30pm 
Indeed, when I first started making a class the intent was always to fill in that gunslinger role missing from base Prof (besides Reapers but a Faction class isn't common enough imo), the shield was chosen as something that was unrepresented that much through Prof although Assault Infantry can equip shields as well, but I consider it the same as Sapper's being able to use Iridar Rocket Launchers, they can use em but it's not quite the same as having a dedicated class for em.
Duncan May 14, 2022 @ 11:53am 
It probably wasn't ideal, but I had a couple focus on the plentiful pistol perks and just used the shield for extra durability in the early game. Then swap in pexm to make them psi gunslingers.
It's a sign of a good class when they can develop different ways!
Deadput  [author] May 14, 2022 @ 8:14am 
I did not account for using PexM to be honest, as long as their not broken when using it and if they were my suggestion would be simply not to give them Psi Amps.

Although classes like this are ones that aren't as optimal to use with it due to being a secondary weapon focused class, much like how it would not be beneficial to do the same with a sword focused Assault Infantry/Ranger

But thanks for the kind words.