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[WotC] Richards Hero Classes Rework
 
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Apr 25 @ 2:24am
Apr 27 @ 3:49am
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[WotC] Richards Hero Classes Rework

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In 1 collection by Richard
Richard's Xcom2 Mods
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Description
This mod makes tweaks to the WotC Faction Heroes. I felt they had become underpowered compared to custom classes in the game, especially my own. When the game first launched I used the Reaper all the time now my pick rate for them is really low, this mod aims to address this by giving them additional perks to keep them on par with custom classes. I've done my best to keep the extra abilities 'true to the class' where possible but I did re-arrange the perks to balance them around what my soldier classes recieve and at what level.

Contents:
1/ Required Mods
2/ Skirmisher Changes
3/ Reaper Changes
4/ Templar Changes
5/ Other Add Ons

1/ Required Mods

The mods listed are not required but I feel enhance the experience enough to make them neccessary.

Bullpups use Rifle Range and Skirmisher Rebalance are both great buffs to the skirmisher that really enhance their abilities making them a lot more useful overall and more versatile range wise. Sting Charges Removal is just a nifty little buff for the Reaper which swaps the charges for a cooldown on Sting, allowing them to make more use of Shadow Gameplay which is core to their class.

2/ Skirmisher Changes

The Skirmisher has gone through a complete rebalance, they've always been my least picked hero class even with the Skirmisher rebalance. With this in mind I've given Skirmishers some buffs I feel will really help them and I've better defined the trees such as Hussar (which means light cavalry) being more about moving and taking shots, Judge being the Melee & well Judgemental tree and Tactician containing all the more tactical use abilities. The skirmishers are really low powered units but make up for it with multiple shots so this should give them more usefulness.

@Corporal Rank: Full Throttle (Hussar) / Wrath (Judge) / Total Combat (Tactician)
@Sergeant Rank: Lightning Reflexes (Hussar) / Reckoning (Judge) / Zero In (Tactician)
@Lieutenant Rank: Reflex (Hussar) / Whiplash (Judge) / Return Fire (Tactician)
@Captain Rank: Hip Fire (Hussar) / Retribution (Judge) / Combat Presence (Tactician)
@Major Rank: Waylay (Hussar) / Judgement (Judge) / Interupt (Tactician)
@Colonel Rank: Saturation Fire (Hussar) / Battlelord (Judge) / Manual Override (Tactician)

The Skirmisher now also uses standard AWC pool abilities instead of the fixed ones they had before.
In case you didn't know:
Hip Fire is one of my abilities, it allows a free primary weapon shot at an aim penalty. It has a cooldown.
Return Fire is the Skirmisher Return Fire, it doesn't seem to work on other classes.
With the Skirmisher rebalance perks in this tree are really enhanced, Reflex can trigger unlimited times and Whiplash has no charges (but a cooldown instead), also Battlelord is fixed and the AWC Perk Parkour gives an extra action point to Skirmishers which is super helpful.

3/ Reaper Changes

The Reaper has gone through a complete rebalance. They've acquired a few of the Ranger & Sharpshooter abilities that fit them and they have more potential to land critical hits making up for the low power of their weapon in the late game. They now have more ways to engage enemies and while they are more efficient close range I always felt that loosing shadow makes them really vulnerable so at least now they have long range sniper abilities to fall back on and also make for a more mobile but weaker sniper unit.

@Squaddie Rank: Now starts with Squadsight
@Corporal Rank: Target Definition (Stealth) / Tactical Rigging (Saboteur) / Soul Harvest (Marksman)
@Sergeant Rank: Shadowstep (Stealth) / Remote Start (Saboteur) / Blood Trail (Marksman)
@Lieutenant Rank: Sting (Stealth) / Shrapnel (Saboteur) / Needle (Marksman)
@Captain Rank: Shadowstrike (Stealth) / Distraction (Saboteur) / Death From Above (Marksman)
@Major Rank: Silent Killer (Stealth) / Highlands (Saboteur) / Banish (Marksman)
@Colonel Rank: Shadow Rising (Stealth) / Homing Mine (Saboteur) / Annihilate (Marksman)

The Reaper now also uses standard AWC pool abilities instead of the fixed ones they had before.
In case you didn't know:
Tactical Rigging gives +1 utility slot which I think is essential for the Reaper as they are locked at 1 slot usually.
Shadow Rising is an ability Firaxis made but never used, it grants +1 charge of Shadow.
Other abilities in the files include Improvised Silencer (First Shot has less chance to Break Shadow) and Executioner (Critical hits while in shadow deal double critical damage), now I'm not sure if they work but I chose Shadow Rising over the other two as I needed a Colonel Tier Ability and while Executioner is appealing it seems too strong.

4/ Templar Changes

The Templar changes are pretty minor, they're already quite a powerful class but I did make a few tweaks.

@Sergeant Rank: Stun Strike (Dynamo) / Channel (Sage)
@Lieutenant Rank: Pillar (Dynamo) / Sustain (Sage)
@Major Rank: Fortress (Sage)

For the Templar I have kept their fixed AWC pool as I didn't see the normal AWC working for them. I have added "Return Fire" to the pool, removed Sustain & Fortress (as they are in the tree) and reduced the empty slots from 4 to 2 allowing them to gain more perks ober other heroes but I consider most of their pistol perks minor enhancements.

5/ Other Add Ons

Cost Based Ability Colors (Utility)
Color codes abilities based on AP usage. Is useful good, much fantastic, many recommend.
https://steamcommunity.com/sharedfiles/filedetails/?id=1289686596

There is a recent mod that increases faction weapon damage output, I'd say this is subjective to personal balance if you want this or not. Note that this also gives Bullpups range improvements so the Bullpups use Assault Rifle Range mod I listed in the requirements is likely not needed if you use this mod instead;
https://steamcommunity.com/sharedfiles/filedetails/?id=1370391598&searchtext=

Remote Start Purifiers
Be just like Mox!
https://steamcommunity.com/sharedfiles/filedetails/?id=1305837971

WotC increase combat intelligence for everyone
Could be a bit broken but allows you to send heroes on covert actions that improve combat intelligence.
https://steamcommunity.com/sharedfiles/filedetails/?id=1134537412
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56 Comments
billyforlife Jun 21 @ 10:50am 
@Richard @Archimtiros i think it might be something to do with the game loading a character before loading the skills (that sound weird i know) but i just started fresh with templar allies and my templar spawned with reaper, chain lightning, channel and deflect and after finishing the first mission i checked her tree and she didnt get rend or focus till sargent and had 4 different sets of duplicate skills
baguda Jun 20 @ 5:56am 
Why would anyone want to do Lost and Abandoned more than once? You get nothing special from doing it but lines and lines of VO.
Richard  [author] Jun 20 @ 5:18am 
@Archimtiros This doesn't mess with the narrative missions and most mods have issues with those missions.
Archimtiros Jun 20 @ 4:40am 
@Richard I'm sorry, but I don't understand... why?
It's integrated into the WotC DLC, and the characters it gives you shouldn't be at all functionally different from any other Reaper or Skirmisher. I don't understand the conflict, or why it wouldn't be mentioned in your mod description if there were one.
Richard  [author] Jun 20 @ 2:13am 
@Archimtiros if you wanna play lost and abandoned you should probably disable this mod.
Archimtiros Jun 19 @ 4:36pm 
In a new game (Lost and Damned mission), my Reaper did not start in Shadow/Concealment and the Claymore ability is missing the Claymore ability (still has remote start though), not sure if she had Squadsight, but it's not listed on their ability screen; squaddie rank has Remote Start and Blood Trail, rather than unlocking them at Sgt). Likewise, my Skirmisher did not have the Grapple or Ripjack abilities.

Also using the required Skirmisher Rebalance mod and recommended Faction Weapon Tweaks mod, but no other mods which should affect those characters or their abilities (no class mods/overhauls, just some cosmetic and a few bugfix mods).
Coback Jun 5 @ 1:03pm 
@baguda This mod removes the xcom abilities deck Reapers and Skirmishers normally use in favor of the generic one vanilla classes use. It also makes its own changes to the Templars'.
It's no surprise trying to use it alongside I'm The Commander Here Extension leads to strange behavior.

Either remove the modifications made by this mod in its ini, or unsubscribe from I'm The Commander Here's extension.
baguda Jun 4 @ 11:12am 
Just an update:
This mod is interacting oddly with my I'm the Commander Here (https://steamcommunity.com/sharedfiles/filedetails/?id=1159614677&searchtext=i%27m+the+commander+here) , but only with the hero classes. I am unable to switch out or purchase perks on the heros like I can on my universal soldiers and spark.
Richard  [author] Jun 4 @ 8:54am 
@Baguda there are not too many mods that edit the hero factions but some edits are really easy to make. This itself is just simply edits the existing class data within the game, it's a very basic edit at heart.
Richard  [author] Jun 4 @ 8:53am 
@Schleicherfreund Well sniper rifles require 2 actions to fire (take standard shot) and death from above only returns 1 action point so vanilla game snipers are only left with pistol action or most likely a "bonus" action. Regular classes that aquire this skill via AWC / Training Centre have less chance to maximize the use of it without squadsight but if they can gain high ground or grapple up somewhere and kill they can keep taking shots until they need to reload.