Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Provide a single class that can use any weapon competently and expand strategical options in research and available equipment for role creation.
======================================================================
OPERATIVE
- Single class that can wield any primary or secondary weapon from vanilla XCOM2
- Semi-randomized stats and randomized perk selection makes each one unique
- 30+ tuned squaddie abilities that hopefully make each operative play differently without shoehorning them into a specific weapon or role
========MODDER NOTES===========
Advantages of a classless system:
-Research upgrades are universal as opposed to being a power upgrade for only two-three members of your barracks.
-You're never missing a role or weapon, because everyone can at least do a passable job at anyone else's role
-Squaddies immediately gain a lot of usefulness, mitigating earlygame XCOM difficulty a tad
-Less artificial inflation of barrack size because you never have the issue of "I need 3 snipers in case two go down"
-It's basically training roulette, and randomization is fun!
Advantages of classes system
-Easily distinguishable roles, no memory issues
-Set progression so you know exactly how good this operative can or will be
-More coherent than a randomized blob of perks, so more effective at their role
-It's... XCOM. I'm the one ♥♥♥♥♥♥♥ around with the norm here.
That said, I know a lot of people (probably most, to be honest...) are using my mod with other classes - that's okay too! But I'm just going to mention that I have no real intention of balancing for that, since yeah, of course a classless dude with random perks isn't going to be as strong as what some other modder put 50+ hours of thought into balancing. A perfectly balanced game isn't what I'm going for - it's fine IMO, if a godly operative emerges because of a perfect storm of perks. That's what makes games memorable and distinct. The intent of classlessness is to make the character independent of the role, because I want weapons to do that.
I can talk more about this on discord if you want, but these notes are getting too long and uh, yeah. It's in the title of the mod, people!!
======================================================================
WEAPONS
Assault Rifle
No stat changes from vanilla.
+Hail of Bullets: +Accuracy shot, 2 ammo.
Shotgun
-clip size, nerfed range accuracy table.
+Buckshot: +Crit Chance/-Accuracy shot, 3 ammo.
Sniper Rifle
+aim, pierce, +Undodgable from higher elevation
Cannon
+clip size, +shred, +pierce
Cannot move and fire (can still move+overwatch)
+Suppression, Demolition: Vanilla
+Steady Fire: Guaranteed damage and shred if didn't move last turn.
Bullpup
+shred
+Marauder: Vanilla
Vektor Rifle
+pierce
+Undodgable from higher elevation
Gauntlet
No changes.
SMG
No changes from whatever implementation is used
+Strafe: +movement point after attacking
========MODDER NOTES===========
The intention is to make the assault rifle literally always the most reliable option in any situation, where the shotgun/sniper/cannon are converted into specialist weapons. Cannons are supremely effective as an overwatch weapon while easily shredding through robotic armor. Snipers forgo shredding, and are equally deadly against robotic and biologicals.
And the shotgun is nerfed to be an extremely close-range weapon, that performs the best against biological enemies.
Not enough changes to the factions for a more comprehensive passover of faction weaponry. Secondary weapons are pretty self-explanatory in their roles, for the most part. That said, I'm going to point out that yes, while this mod is perfectly compatible with LW2 secondaries, I have no real intention of expanding on either the arc thrower or the holotargeter, as I feel their role is really basically already done by the GREMLIN. The sawn-off is cool enough, and I might be interested in changing up combat knives, but don't hold your breath...
-----------------------------------------------------------------------
ARMOR
All HP bonuses converted to armor and ablative shield points. (SWDS, optional)
========MODDER NOTES===========
Converting HP to armor/shield does two things - a) prevents people from hitting the sick bay for tiny scratches and b) removes some endgame XCOM durability, especially during long missions. It also makes people more aware of enemies that can shred - ADVENT MECs and Mutons, for example - sustained fire from them will make each subsequent attack more deadly even if you do heal up. That said, for the most part, the armor/shield values have been calculated to grant the same initial upfront durability as vanilla.
======================================================================
COVERT ACTIONS
Additional covert actions, with the following new rewards:
+Guerilla Operation
+Supply Raid
+Engineer level
+Endgame weapon perk
========MODDER NOTES===========
Pretty self explanatory. There are a few more covert actions I have planned, so don't be
too surprised if this list eventually expands a bit...
======================================================================
PROVING GROUNDS
Experimental Ammo, Vests, and Grenades converted into individual projects
Rebalanced and added new ammos and vests
Added construction of GREMLIN modules
======== TO DO ===========
Convert Experimental Heavy Weapons
Add new grenades
Add more GREMLIN modules
Add more secondary weapon attachments
Rebalance attachments in general
========MODDER NOTES===========
The largest strategical change, granting a use for all those corpses even beyond their initial research. The aim is that with all these new options, you can stay at mag tier for a bit longer while researching effective sidegrade upgrades for your squads, as well as diversifying the role of secondary weapons.
======================================================================
PSI / PSI CHAMBER
Replaced vanilla Psi Operative system with Psion system
Troopers roll to become psionic, and psi abilities are an addendum, not a replacement
======== TO DO ===========
More psi perks
========MODDER NOTES===========
Most of the notes can be found in the description of the standalone version of this. This is
just XCOM EU/EW style psionics, which I find preferable in terms of customizability of
characters. I know that people might not like that I'm forcing this on them, but I'm realizing
that I don't have the time or energy to maintain multiple modular systems. Sorry :/
======================================================================
GTS
Replaced vanilla GTS class-related perks with secondary-based perks
Replaced vanilla GTS rookie-training with specialization system
======== TO DO ===========
More secondary perks
========MODDER NOTES===========
[NEW] I think I effectively just made a subclass system... Anyways, this is a very easily moddable system that provides additional perks to an operative at the cost of a lengthy training period. Ala, classes for the classless... sort of. Or you can just change the training period so you can insta-spec all your troops. That's fine too. As for me, the intent is that you'll only really specialize one or two troopers that are your favorites and have proven themselves to be super awesome on the field already because of the training time.
======================================================================
Training Center
No changes... yet.
========MODDER NOTES===========
[UPCOMING] Bond rework. Stay tuned for more.
...You actually read all my ♥♥♥♥? Damn. Well, hope you found my ramblings interesting, I guess...
WHAT IS IT?
GREMLINs, by default, come with hacking and haywire capabilities. To increase your hack, just make successful hacks - this does reward patience over the long run! To get all the other nice GREMLIN perks, you will have to construct and build GREMLIN modules that can be attached to your GREMLIN.
BASIC MODULES
ADVANCED PROTOCOLS - PROVING GROUNDS
ADVANCED MODULES - PROVING GROUNDS
WHAT IS IT?
Classes for the classless. It's a super-easy to edit for yourself system added to the GTS that grants extra perks at appropriate levels.
How do I edit this?
Head to the Config folder of this mod, and look for XComMint_StrategyOverhaul. Should be pretty clear from there on out!
WHAT IS IT?
Added a few covert actions.
How do I edit this?
Head to the Config folder of this mod, and look for XComGameBoard and XComMint_StrategyOverhaul. In XCOMGameBoard, the localization paths and project durations are to be found while the specifics of the perk-granting covert action can be found in XcomMint_StrategyOverhaul.
WHAT IS IT?
A second wave option that converts all durability from pure health to a mixture of health/armor/shields. Robotic enemies get more armor, psionic enemeis get more shields, and so on. This encourages a diversification of what tools you bring to each engagement.
I... don't want that.
That's fine, it's a completely optional second wave option.
How do I edit this?
Head to the Config folder of this mod, and look for XComGameBoard and XComMint_StrategyOverhaul. Near the bottom will be all the SWDS multipliers and an example of how the math works out.
WHAT IS IT?
XCOM 1 psi system - you get psi perks on TOP of your existing class perks, as opposed to tube training rookies. Coopts the ingame psi labs.
How do I edit this?
Head to the Config folder of this mod, and XComMint_StrategyOverhaul's where you want to head, for training times, psi ability trees, and all that jazz.