XCOM 2
42 ratings
[WotC] Richards Hero Classes Rework
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.175 MB
Apr 25 @ 2:24am
Apr 27 @ 3:49am
3 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WotC] Richards Hero Classes Rework

Subscribed
Unsubscribe
In 1 collection by Richard
Richard's Xcom2 Mods
19 items
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

Tempest Combat
A significant buff to some of the Templars more meh abilities making them way better.
https://steamcommunity.com/sharedfiles/filedetails/?id=1428718101&searchtext=#

Other Hero Buffs and Changes
I'd recommend checking out Udaya's Workshop as they keep posting improvements for some of the hero abilities.
https://steamcommunity.com/id/udayasathiyamoorthy/myworkshopfiles/?appid=268500
< >
78 Comments
Richard  [author] Oct 19 @ 5:50am 
@Briar_Black I have not changed the ability for me it works as normal, kills keep shadow. I think its because it has to be kill shots not like throwing a grenade or something.
Briar_Black Oct 19 @ 3:42am 
I noticed that the description for Silent Killer has changed.
Does it no longer guarantee that killshots in stealth remain in stealth?
If this is the case, I'd like to revert it.
I know some people think that the reaper falls off late game but as I use I'm the Commander here and Walker Servos reapers were always the best trash cleaner in the game, but in order for that strat to work for me, and I would really like it to work for me, I kinda need them to be able to remain in shadow, as I tend to put them deep in enemy controlled areas.
RedDobe Oct 9 @ 4:37pm 
Sure thing. I don't think that I am going to download TLP until I finish with my current game!
Richard  [author] Oct 9 @ 10:15am 
@RedDobe thanks for letting me know though I'm glad it works! lets hope TLP doesn't break it xD
RedDobe Oct 9 @ 10:14am 
I have seen stranger things, you are right though I am baffled too. But the good news is it’s a very easy solution. Thanks for the awesome classes!!
Richard  [author] Oct 9 @ 8:17am 
@RedDobe strange the mod works for myself and I assume other people too. I'm more puzzled than ever now xD
RedDobe Oct 9 @ 6:21am 
Before starting my last campaign, I cleared the configuration folder under my games, and did an integrity check of files, then I loaded the game without any mods. I exited, starting a new campaign with only your mod enabled. I ran the givefactionsoldiers command and levelupallbarracks and the Templar didn’t progress on level up. I wanted to make sure there were no other mod conflicts. That’s when I made the comment in August. To answer your question, no I don’t use any other mods that do nor do I make changes to the XcomClassData to the [Templar_X2SoldierClassTemplate].
Richard  [author] Oct 9 @ 3:28am 
@RedDobe when you subscribed did you edit the mod in any way or was it just a case of plug in and play? Do you have anything else that edits templar abilities? I'm really confused to as why this is the case.
RedDobe Oct 8 @ 5:54pm 
I am 100% sure. I have played several campaigns with it the old way, and had to level up the templar manually using the console. But prior to my last cmpaign I went it and found the problem, added the trailing slashes to those 3 lines and now the templar levels up fine.
Richard  [author] Oct 8 @ 1:06pm 
@RedDobe sorry for the late reply, are you sure this is the case? The templar works fine for me.