XCOM 2
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[WOTC] Iridar's Vanilla Classes Redux
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May 3 @ 2:24pm
Jun 2 @ 2:51pm
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[WOTC] Iridar's Vanilla Classes Redux

Description
This mod contains bugfixes and balancing improvements for the four base game classes, three WOTC faction hero classes and SPARKs.
  • Bugfixes and improvements to soldier abilities, some of them are taken from or inspired by existing mods.
  • Most classes had their ability trees rearranged for better flow.
  • Plugged holes in faction heroes' ability trees with cut content abilities or their most important XCOM row abilities.
  • The pool of available cross-class perks has been expanded, especially for faction heroes.
  • Many abilities had their (English) descriptions improved for clarity.
This mod is intended as the go-to for fixing everything wrong with vanilla classes, without the need to collect dozens of mods that individually fix small issues. In general, the purpose of this mod is to make vanilla classes more fun, very few things have been nerfed.

>>> NEW PERK LAYOUTS <<<[docs.google.com]

>>> DETAILED CHANGELOG <<<

REQUIREMENTS

COMPANION MODS

COMPATIBILITY

The mod is obviously incompatible with LWOTC and other mods that completely replace vanilla classes with new ones. Mods that tweak the same abilities as this mod may also be incompatible, though at worst some soldier abilities won't work right, you shouldn't experience crashes or other gamebreaking issues.

The Proficiency Class Pack and any other pack that disables vanilla classes and then adds new ones are incompatible out of the box, but most of these can be easily configured to not disable vanilla classes, so they can be made compatible. Though there could still be conflicts if the mod tries to make changes to same abilities the Vanilla Classes Redux does.

However, mods that replace the ability trees of the vanilla classes, such as Proficiency Faction Hero plugins, are incompatible, period.

INCOMPATIBLE AND REDUNDANT MODS

THE FOLLOWING MODS SHOULD NOT BE USED ALONGSIDE THIS MOD. AT BEST THEY WOULD BE REDUNDANT, AT WORST - INCOMPATIBLE.

Collateral Demolition Wotc - may or may not conflict

CONFIGURATION

If necessary, changes to each class can be tweaked or disabled in the config. To completely remove any changes to a particular class, delete the respective class' folder from this mod's Config folder. If you do so, don't forget to remove the respective class' section from Localization\XComGame.int as well.
..\steamapps\workshop\content\268500\3238654455\Config\

CREDITS

Thanks to Shiremct for allowing me to copy a few ability icons from his Proficiency mods.
Some changes are inspired by other mods listed above, but unless I forgot something, no code was directly copied without permission.

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
Popular Discussions View All (3)
0
May 18 @ 7:00am
PINNED: COMPATIBLE MODS
Iridar
58 Comments
Iridar  [author] Jun 7 @ 1:53am 
@Phoenix
I think being able to summon high cover with a free action is worth 1 Focus.
Phoenix Jun 7 @ 1:36am 
These are great changes, especially the ones with Sharpshooter! A request I might add if it's not too much trouble: could you make it an option in the config to make it so Pillar can cost 0 focus instead of 1? With the range being limited and longer being able to summoned next to allies, I feel like it needs another buff.
AnotherRho Jun 6 @ 11:54pm 
Added mid-campaign, no problems (supplemented with Additional Solder Console Commands, as was suggested to another user). Works very well. Much gratitude for this and your other works.
Iridar  [author] Jun 2 @ 2:57pm 
Also Suppression has new mechanics, might wanna take a second look at the extended description in-game.
Iridar  [author] Jun 2 @ 2:55pm 
@everyone
Pushed an update, Full Padding and Unstuck Suppression are now integrated.
Iridar  [author] May 30 @ 1:43am 
No, you still need the BETA Highlander.
Iridar  [author] May 29 @ 5:15pm 
After almost completing a full campaign with this mod (currently on the final mission), I'm confident enough in this mod to remove the BETA status.
Dragon32 May 21 @ 11:44am 
Alrighty, I assumed Collateral Demolition changing the targeting bit of the ability would bork things. I'm going to drop it in this upcoming campaign of mine as I'm sure in a previous campaign I've tried to destroy some cover with no baddies nearby and it's failed.
Iridar  [author] May 21 @ 10:39am 
Hey. Collateral Demolition is not actually incompatible. Both mods patching the same ability in different ways is technically messy, but practically Collateral Demoltion should take priority.

I'm running out of room in the description, but I'll see about adding the rest, thanks.
Dragon32 May 21 @ 10:34am 
Hey Iridar. Slowly building a mod list for a new campaign. I think these mods should be added to the "INCOMPATIBLE AND REDUNDANT MODS" section. First 3 are, I think from what I read, integrated and the last one is a conflict.
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