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[WotC] Richards Classes Redux (Plus LW Weapons) [WiP]
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Jan 1 @ 4:47am
Mar 10 @ 10:08am
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[WotC] Richards Classes Redux (Plus LW Weapons) [WiP]

In 1 collection by Richard
Richard's Xcom2 Mods
16 items
A collection of my classes combined to work with the WotC Expansion. This pack condenses the previous 12 classes I made into 8 more focused ones and I have tried my best to overlap as few abilities as possible. Please note that this pack will stay combined as it is easier for me to edit so please just disable the classes you don't want (see below).

This also disables the Vanilla WotC classes so please check the contents to find out how to re-enable them in the config.

2 Perks per level:

3 Perks per level:

3 Perks per level PLUS LW2 Weapons:

1/ Class Summaries
2/ How to Disable My Classes
3/ How to Enable Vanilla Classes
4/ How to Balance My Custom Perks (Config File)
5/ Non-WotC Version (Requires LWPP)
6/ Longwar 2 Version
7/ Recommended Add-Ons

1/ Class Summaries

This mod requires the new promotion screen mod as it allows you to choose from 1 of 3 perks per level (see discussion tab for perk lists by class) and also requires the LW2 Secondary Weapons mod for WotC.

i. The Assault
The Assault unit uses a Shotgun and Sword. They serve as a more aggressive variant of the ranger with a focus on both shotgun and sword use.

ii. The Commando
The Commando unit is an assault rifle focused user with a combat knife as a sidearm. They excel at flanking enemies and can use CQC where required.

iii. The Demolitions
The Demolitions unit uses a Shotgun and Grenade Launcher. While they have a focus on explosive they also output significant damage with shotgun related perks.

iv. The Gunner
The Gunner unit primarily uses a Cannon with a Sawn off Shotgun in reserve for self defense. They provide mid to long range support fire, covering fire and take multiple shots in a turn.

v. The Mage
The Mage is a psionic class. They level up like a normal soldier but have the lowest rate for rookies to take this class.
They have a range of offensive and supportive psionic powers but this class may not be for everyone and can be disabled (see further down).
This class does not effect the Psi Lab or vanilla Psi Operative in anyway.

vi. The Pyrotechnic
The Pyrotechnic wields the mighty LW Gauntlet and mixes rocket and flame attacks to devastate everything in its path. While they do carry an Assault Rifle they treat it like a sidearm, instead relying on the mighty guantlet for their attacks.

vii. The Sentinel
The Sentinel is the primary stealth class in this pack as well as the only sniper in this pack. They are designed as a more mobile sniper, have ways to remain concealed and utilize pistol abilities.

viii. The Support
The Support class primarily serves a medical role. They can heal allies from a distance with 'healing darts' but also have unlimited close range healing though they cannot heal themselves.
In addition to a focus on healing they can also specialize in the use of either the Holotargeter or Arcthrower but can only use one of these sidearms at a time.

ix. The Technician
The Technician operates the Gremlin and is the primary hacking class for this pack. They have a wide range of gremlin abilities they can use in combat but can also focus as infantry support.

2/ How to Disable My Classes

Go to this location in your Steam Workshop folder;
Then open "XComClassData"
Then you can comment out the ones you wish to disable with ";"

; Toggle What Classes You want to turn on/off here by commenting out with ";"
+SoldierClasses="AssaultRS" ;Assault (Frontline Sword/Shotgun)
+SoldierClasses="CommandoRS" ;Commando (Infantry Rifle/SawnOffShotgun)
;+SoldierClasses="DemolitionsRS" ;Demolitions (Shotgun/Explosives)
;+SoldierClasses="GunnerRS" ;Gunner (Cannon/Knife)
+SoldierClasses="MageRS" ;Mage (Psionics)
+SoldierClasses="SentinelRS" ;Sentinel (Sniper/Stealth)
+SoldierClasses="SupportRS" ;Support (Healing/Support)
+SoldierClasses="TechnicianRS" ;Technician (Gremlin Hacking/Support)

The above example would disable the Demolitions & Gunner Classes.

3/ How to Enable Vanilla Classes

Go to this location in your Steam Workshop folder;
Then open "XComClassData"

To Enable Vanilla classes set NumInForcedDeck to 1 and NumInDeck to anything above 0.
; eg. NumInForcedDeck=1
; NumInDeck=4

[Ranger X2SoldierClassTemplate]

[Sharpshooter X2SoldierClassTemplate]

[Grenadier X2SoldierClassTemplate]

[Specialist X2SoldierClassTemplate]

4/ How to Balance My Custom Perks (Config File)

Go to this location in your Steam Workshop folder;
Then open "XComRS_SoldierSkills"

In here you will find data for my custom abilities (arranged by origin class) that you can edit. I have left notes to make it as easy as possible. Changes here will now update the perk text descriptions but any time the Mod is updated your changes will be reset.

5/ Non-WotC Version (Requires LWPP)

For the Non-WotC Version go here;

6/ Longwar 2 Version

For the Longwar 2 Version go here;

7/ Suggested Add Ons

Cost Based Ability Colors (Utility) *This does work with WotC even though it says otherwise*
Color codes abilities based on AP usage. Is useful good, much fantastic, many recommend.

Additional Icons
Displays HP and some key stats by the vanilla health bar.

Not Created Equally
Gives rookies random starting stats, works great as this mod has a form of hidden potential.

Detailed Soldier Lists
Great for viewing key soldier stats in the avenger menus.

UI Mod for Defense / Mobility / Psi
Shows Defense for soldiers in their barracks screen as well as Psi Offense for any unit with a psi amp (such as the mage)

A Better Advent & A Better Campaign (Plus)
My class mods make the game a lot easier, this mod along with A Better Campaign (especially the plus version) will bring back the pain, ur I mean "balance".

Limited Reloads *Shameless self promotion*
If you wanna nerf yourself, especially on abilities that grant multi-shots then I've got you covered, sort of.
Popular Discussions View All (11)
Mar 11 @ 3:06pm
Class Feedback
Cato Heresy
Mar 9 @ 10:20am
Balance Feedback
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Kazraan Mar 22 @ 12:20pm 
I am having an weird issue, not sure if it this mod or not. Every class has a gts perk for each rank and two bonus gts perks at squaddie. Has anyone else been having a similar issue?
Richard  [author] Mar 17 @ 1:29pm 
@Cato Heresy I can confirm that yes the aim buff is being applied to primary aswell, I will attempt a fix for this when I get a chance. I've been told the Sawn Off Shotgun doesn't cut it on Beta Strike or that it's just not worth upgrading which is why I added the +4. You can adjust it yourself in the ini files but I think I will scale it back a bit.
Cato Heresy Mar 14 @ 10:57am 
This was on a new game, clean install. Thinking about it I ran Resistance Firearms on my last campaign using these classes and I did not notice any magic buff to the Commando aim.
Cato Heresy Mar 14 @ 10:53am 
@Richard - I can confirm that the Shotgun Surgeon perk is adding the 20% bonus to my gunners main weapon. I use Resistance Firearms pack but never had an issue with any of your perks before. See the blank 20% bonus in the screenshots.

Screenshot of regular cannon: https://imgur.com/U7Azp9x
Screenshot of M60: https://imgur.com/ZZSNz1N

I would also like to feedback that I think Shotgun Surgeon itself is tremendously OP with +4 damage. It would be a great perk with just the crit buff, the damage takes it way beyond what kinetic should achieve.

Here is a screenshot of the gunner wonder-shotting the assassin for 33 damage on legendary. I have never seen above 16 damage for Tier 1 gear before... https://imgur.com/bSyV7ty
EvilJoshy Mar 13 @ 7:28pm 
I think I found my problem. Long story. I had way too many mods i wasn't using so i tried to purge my old mods. Somehow I ended up deleting vital mods without realizing it. I tried to delete my config folder to try to get rid of everything without reinstalling the game. That didn't work so i reinstalled. Then I couldn't get "any" mods to work at all. i think I accidently deleted steam workshop or something. I favorited all my good mods so i could find them again, unsubscribed everything, deleted the game, then I went into my documents/my games ect and deleted xcom 2 and wotc folders for good measure. Reinstalled, resubscribed your mod and the ones required for it to work and it seems to be working again. Going to resubscribe everything else and work my way to shotys again. Im assuming my original problem with the shoty switching to knife was all because of me accidently purging other vital mods.
EvilJoshy Mar 13 @ 4:44pm 
I'm having another problem all together but this one is not related. I wiped a lot of old mods pre wotc to try to prevent them from conflicting. I even reinstalled the game. Now for some reason I cant get any mods to work. They are enabled but nothing is even working. The game runs but only in vanilla. I must have deleted something i wasn't suppose too.
Richard  [author] Mar 13 @ 9:36am 
@EvilJoshy keep an eye on it, if it persists let me know.
@Cato Heresy when you attack an enemy, read the aim bonuses, is shotgun surgeon showing in there? I also recently got a really accurate gunner but the mod does have a form of hiddent potential (random stat rolls) plus I also have not created equally rookies.
Cato Heresy Mar 12 @ 7:38pm 
Started a new campaign. My Squaddie Gunner is seriously accurate - 93% shots etc.
Is the 20% Aim bonus from Shotgun Surgeon also buffing the cannon by accident?
EvilJoshy Mar 12 @ 6:13pm 
Actually now that I go through the mod, I never even saw the Pyrotechnic so Im going to assume me still having your original mod subscribed was my issue lol. I'll let everyone know if I am still having the knife/shoty problem
EvilJoshy Mar 12 @ 5:33pm 
I had the shotgun switching to knife problem in the middle of my campaign. I was using the sawed off but then it switched to knife and I couldn't switch it back. I'm guessing it hapened when I upgraded the shotys. It sucked because I found the sawed off to be really effective at taking out targets assuming I could get close enough. This was a new campaign when I used this mod but I still had your previous class mod, only disabled. I had way too many mods anyway so I uninstalled, unsubscribed a lot of stuff that was replaced or only worked in vanilla/LW2 then reinstalled. If I have the knife problem again i'll try the method you suggested.