XCOM 2
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Chimera Classes
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2.837 MB
Nov 28, 2019 @ 2:28pm
Jul 17, 2021 @ 4:50pm
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Chimera Classes

In 1 collection by Cato
Cato's WOTC Gameplay - V14 (Jan 2023)
129 items
Description
Chimera Classes is dedicated to creating dynamic squad selection choices for WOTC.

This mod disables the four vanilla classes and replaces them with ten unique, role-specific classes, adding much needed depth to mission loadout.

Originally a loving overhaul of Richard's Classes Redux, it now blends hundreds of new community perks and Long War content. We also make use of Musashi's wonderful Primary Secondary animations.

Class | Primary Secondary Role / Meta -------------------------------------------------------------------------------------- Assault | Shotgun Sword Aggressive CQB operations Commando | Rifle Combat Knife Any mission, any time Demolitions | Shotgun Grenade Launcher Destruction, chaos and mayhem Gunner | Cannon Sawn-Off Heavy firepower & shredding Hactivist | Variable Gremlin Hacking and wild-card support Inferno | Shotgun Gauntlet Enemy disruption and anti-Lost Marksman | Sniper Pistol Selective target elimination Psionic | Rifle Psi Amp Specialist damage dealer Shinobi | Sword Pistol Recon and direct assassination Support | Pistol Holotargeter Squad support and medical


Each class brings something unique to the team. Do you need shred on this mission? Anti-Mech? Hack? Static fire support or mobile? It's a long mission, what about medical?

This will make your game slightly harder, as you have limited mission space. You have to choose which class to bring and which ones to hold in reserve. Your tech upgrades should also be carefully considered.

I personally love this style of gameplay. Please see the Class Skills & Role Guide for more info.



Additional Features:
  • 200+ new community perks built-in across new skill trees
  • Long War Brigadier Rank unlocked (Rank 8)
  • 130 Perks in the random AWC Pool
  • New GTS Tactic for each class

  • Over 400+ unique nicknames for each class
  • New PCS loot unlocked (via CPP Framework)
  • Balanced for vanilla squad size: 4 - 6
  • 3rd Party Mods Supported - List here



Special Notes:

Chimera Classes requires a new game. DO NOT add it to an existing one.

Please note the required items. This mod will not function without them.

You will very likely need to use the community Alternative Mod Launcher[github.com] instead of the steam launcher.

Works fine with:



Hard Incompatibilities

CPP Framework is script heavy. Under no circumstances run the following perk mods alongside Chimera. Doing so will at best cause overwrites and minor perk bugs, at worst will cause hard crashes, lockups and save-file corruption.

  • Mitzruti Perk Pack

  • Richard's Classes Redux

  • Long War 2 Classes & Perks

  • RPG Overhaul

  • WOTC Hero Classes Rebalance

  • Proficiency Class Pack

  • A Better Barracks: TLE - (Note that ABA is absolutely fine)



Minor Incompatibilities
  • WOTC Sawed Off Shotgun Overhaul - breaks Gunner shotgun perks
  • Reduce Armory Clutter - glitches Primary Pistol armory animations.

  • [WotC] I'm the Commander here - glitches the Shinobi skill table with a 5th row.
  • WOTC Reliable Ever Vigilant - breaks a few overwatch skills.

  • LW2 Primary Secondaries - intermittently breaks Primary Pistol animations.
    (Not to be confused with the required item. Similar names, different mods.)

  • LWOTC - This is untested, recent report indicates it works ok though.



Issues? Please clear your .ini cache and try a new game first.
Clearing the user INI cache is really important for stability, since it often contains leftover values from old mods you've uninstalled. This is the cause of most crashes in XCOM 2.

It's a simple enough process, documented on the XCOM Community Wiki.

You should clear your INI cache whenever you make big changes to your mod list. It is best practice to reload to the title screen at least twice after clearing before playing again.



Mod Install Folder
\Steam\steamapps\workshop\content\268500\1923163857

For gameplay changes or adding items to classes:
Open XComClassData.ini in the \Config folder with notepad++[notepad-plus-plus.org]

To rename classes or abilities:
Open XComGame.int in the \Localization folder with notepad++[notepad-plus-plus.org]



Burning Questions?
Please check the FAQ section or post below.



Recommended Companion Mods:



I've made a short list of recommended companion mods in the Dev blog.

If you are playing on Legendary difficulty, then why not checkout CWG Collection.



Credits & Thanks:

Script authors credited within CPP Framework.
Richard for Richard's Classes Redux mod and for leaving amazing guidance within.
Musashi for the beautiful animations in Primary Secondaries.
The Highlander team for their monumental engine upgrade.
MrMister for QC Testing during Beta.
Chimera Logo was designed by Anthony Petrie.


Please kindly take a moment to rate up if you enjoy the mod. It helps visibility on the workshop and generally makes me feel happy about the endless dev hours I've sunk into it. Thank you!
Popular Discussions View All (7)
152
Dec 2, 2024 @ 6:00am
Bug Thread
Cato
11
Aug 20, 2024 @ 3:49am
PINNED: Dev Blog【ツ】 + FAQ
Cato
3
Jul 14, 2020 @ 8:35am
Seperate addon that adds colorized Class icons ?
ZiggyTouyeul
565 Comments
Lyric Apr 29 @ 12:27am 
Why I happened to have three Psionics on my team (I actually had four): I disabled all non-psionic classes in a twist to my campaign ( Disable any class - Redux ). I expect and have already seen, that the lack of hacking units, shortness of healing and current abundance of melee units makes some enemy types difficult to deal with. I wonder how far I can go with this.
Lyric Apr 29 @ 12:21am 
I just killed two Hunters in a single turn.

The first I nuked with a Psionic's Anomaly ability, which does guaranteed 20 and spawns a pod.
Of course, the Hunter teleported out but spawned right back in as a new Pod.
He had weakness against Melee and Templars, and I brought a Templar and a
Stormrider (a psionic melee-only class). I just wailed on him with both of these Soldiers melee abilities and that was the second Chosen kill of the turn.

Thank you for making this mod.
Baka Racker Apr 17 @ 2:36pm 
@Dealer Mangan What Lord Romulo said, there are tons of enemy mods out there, and some are crazy strong. Why not try some of those? I just found this mod, and once my current run is done I plan to use this and will definitely grab a bunch of enemy mods, based off your comment.
Lord Rômulo Jan 28 @ 1:51am 
Vivus, maybe try some mods that beef up advent forces? There are some creatures out there that are no joke. Will try this mod now, hope it works, I have some 100 mods.
Dealer Mangan Jan 25 @ 5:14am 
These classes are very fun, but also incredibly overpowered. After a few levelups, many of them turn early game into a joke, and thus you are able to steamroll through difficult missions and accumulate a lot of resources to rush ahead of the aliens into midgame and keep steamrolling everything. This is on legend ironman.
Shinobi class has some issues with animations, like they play sped-up for some reason and sometimes have no sound.
Overall, i like this mod a lot more than LW2 classes, but it's way too strong for my taste. *Sigh* i guess i'll go back to vanilla classes again. In the end i just can't find a class mod that doesn't turn soldiers into superhumans.
lichen93 Dec 29, 2024 @ 2:05pm 
Yeah, I think I figure out way to deal with mocx.
Cato  [author] Dec 29, 2024 @ 1:02am 
Mocx: If they have their own ranks already, then no.
Psi Lab: Completely optional. It will still create vanilla Psi Operatives.
lichen93 Dec 29, 2024 @ 12:20am 
And do I no longer need the psi lab facility after this mod?
lichen93 Dec 28, 2024 @ 4:47pm 
can I make Mocx soldier use these classes?
Cato  [author] Sep 28, 2024 @ 11:35pm 
You can also remove 1/4 of your mods, load into the avenger and see if issue fixed. If not, remove another 1/4 and retest. Once resolved slowly add mods back in until you find the conflict. X2 is very tolerant of missing mods for testing like this so long as you dont try to launch a mission.