XCOM 2
Musashis RPG Overhaul
 This topic has been pinned, so it's probably important
Musashi  [developer] May 26, 2019 @ 6:15pm
Second Wave Options in RPGO
RPGO has Second Wave Options now!

In order to enable them mid campaign you need the mod:
Better Second Wave Mod Support

You can use these option separately or in any combination of them.
The console command RPGO_RebuildSelectedSoldierClass also supports these SWO.

Its save to enable or disable some of these option in running campaigns.

Configuration:
Setting like the number of random specs or the number of specs to pick can be changed
in the ingame mod config menu or be edited in
%Steam%\SteamApps\workshop\content\268500\1280477867\Config\XComSecondWaveOptions.ini

[RPGO] Specialization Roulette: Limited number of randomized specializations on Squaddie
Soldiers start with a limited number of randomized specializations on Squaddie.
Instead of having the full set of all specializations, soldiers only get some randomly chosen on promotion to Sqaddie. Can NOT be changed in campaign.

[RPGO] Commanders Choice: Choose a limted number of specializations
On promotion to squaddie you can choose a limited number of specializations from the pool of all available specializations.
MCM Option: Random Pool - When enabled you can only choose from a limited random pool of specs instead of all available specializations. If you have the random classes swo enabled, its algorithm will be used for randomization.

[RPGO] Training Roulette: The order of perks within specializations get randomized.
Perk order in specializations is randomized with exception to perk pre-requisites. Can NOT be changed in campaign.

[RPGO] Origins: Choose the soldiers starting abilities
Instead of having all starting perks randomly rolled, you can choose a limited number of starting perks (plus some random perks if you want) on promotion to squaddie
MCM Option: Random Pools - When enabled you can only choose from a limited random pool of abilities instead of all available starting abilities.

[RPGO] Random Classes: Generates funtional random classes
On promotion to squaddie, RPGO will randomly assign a primary, a secondary and some complementary specializations for the soldier. This is recommended over Specialization Roulette if you use Weapon Restrictions as well because it will make sure your soldier will have a primary and secondary weapon category available. Can be combined with any of the other second wave options.

[RPGO] Weapon Restrictions: Specs will determine which weapons your soldiers can use
Enable this option to restrict RPGO Soldier to certain weapon categories based on their chosen specialization. Specializations will grant you access to certain weapon categories for the primary and/or secondary weapon slot. Can be combined with any of the other rpgo second wave options. With Random Classes active your soldier will only have exactly one designated primaray and one secondary specialization.

All second wave options can be combined with each other.

How to change second wave options[imgur.com]
Last edited by Musashi; Apr 21, 2020 @ 2:51am
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Showing 1-15 of 101 comments
yes_commander May 26, 2019 @ 9:13pm 
Really looking forward to trying these out.
yes_commander May 26, 2019 @ 11:08pm 
Just my first impressions from trying out all three of the Second Wave options together. I realize things may work differently with a different combination but I wanted to try all three on default settings to get a feel for the whole situation. These are just observations, not intended to come across as harsh criticism. I really do enjoy that these are available and I plan to keep experimenting.

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Specialization Roulette: Having one class/specialization chosen at random and being able to choose the other two feels good. It gives you a little bit of a 'this soldier has a mind of their own' feel while still allowing you to dictate the other classes for skill synergy, especially for the classes like Valkyrie or Warden that rely on multiple rows to provide a wider range of class-specific perks to really cement that soldier's role on the team. I may experiment with setting up a max of 4 available specializations rather than the default 3 just for options, and the existing menu accommodates 4 rows perfectly, so that would be a good fit.

Commander's Choice: As I wrote above, I feel like Spec Roulette and CC work very well together. Not much more to add. I will say though, I almost certainly won't play without CC, because the option to choose certain specific things for those multi-row specs is pretty critical for making some classes work decently. Without the option to choose, you can end up getting an assortment of non-synergizing specs where you're locked out of many perks because randomization didn't provide the spec with a critical prerequisite (like Gun Fu's Dual Weapon Specialization, for example, more about that below). I'd say, even if you lessen the number of specs available to CC, definitely ensure that you keep the option to pick one of your choosing to account for harsh randomization.

Training Roulette: I personally noticed a few cases of a prereq coming after the perk that required it due to roulette randomization. (The worst offender here was the sub-row of Gun Fu, "Scrapper," which requires Gun-Fu's Dual Weapon Specialization perk for a full five of its perks) Obviously I could pick other perks while I wait to access the prerequisite, then go back to pick up the others but it would feel smoother I think, if they appeared in the proper progression, even when the rest of the spec row was randomized. And if you didn't have Commander's Choice active, got Scrapper without access to the Dual Weapon perk from the Gun Fu row, and the only two perks available without that prereq had been randomly placed at Colonel and Brigadier, it would feel like a very pointless spec to have for the vast majority of this unfortunate soldier's career, which would almost certainly prompt people to use console commands to rebuild.

The Menu: Unless you're intimately familiar with the full assortment of perks available to a specialization, the spec-choosing screen simply doesn't share enough info to make informed choices beyond the single paragraph of flavor text that only vaguely hints at a spec's capabilities. And you're unable to view the perk rows to check on things until you commit. I know it wouldn't be as thematic as having the flavor text, but frankly, if I had to choose, I'd prefer if the flavor text were simply replaced by a list of which perks were available to each spec under each title on the spec-choosing screen, even if the order was different due to roulette randomization. Making informed choices is just too important to me. I'm sure there are other folks who feel the same. Yes, you can alt-tab out to consult the various mod pages, but I'm a firm believer in in-game menus providing every morsel of info that a player may need, rather than having to cross reference multiple sources outside the game to make decisions.

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Again, I hope this doesn't seem too critical, I love this kind of stuff and plan to keep tweaking settings on my end, this is just my personal feedback. Thanks so much for all the work you and your team have put into this overhaul and so many other amazing projects, Musashi!
Musashi  [developer] May 26, 2019 @ 11:30pm 
Thank you for your feedback. Defenitly take this into consideration.
Will have a look at the prerequisities of the akimbo specs.
DoctorHue May 27, 2019 @ 7:15am 
Excellent mix up to an already superb mod. Is it possible add a commanders choice for innate abilities?
Musashi  [developer] May 27, 2019 @ 7:23am 
Currently working on it ;) @DoctorHue
Rtma Eros Paragon May 27, 2019 @ 8:09am 
*Slow claps with amazement*
Wonderful extension for the already customizable base mod game play.
*Insert motivating praise here*
Last edited by Rtma Eros Paragon; May 27, 2019 @ 8:10am
Killian May 27, 2019 @ 7:23pm 
One minor tweak I'd like to see is the option to have one or more randomly selected squaddie abilities whilst also allowing you to select one or more via commander's choice.

This could allow a setup where your soldier is assigned, say, two to three random specializations and one random ability, and you then pick one specialization and one ability to go with them.
Tenga May 28, 2019 @ 4:54am 
@Musashi

1.) [RPGO] Commanders Choice is absolutely amazing, thank you for implementing this. I used to manually respec squaddie abilities as I usually have a theme for each soldier, but now I can do it in an officially supported way. This change also makes it a bit less scary to add more trees due to promotion screen clutter.

2.) To echo what everyone else is already saying, it would be neat if there was a way to preview the trees.

3.) A potential bug I noticed:

I've increased the amount of squaddie abilities that are gained from 2 to 3, and it seems like all 3 abilities are given, but only first 2 abilities are "learned", requiring you to manually learn the third ability (it still costs 0 so it's no big deal).

To illustrate if I'm unclear:
https://i.imgur.com/7a19KWd.png

4.) As a flexibility suggestion, might I add that it would be nice to have an option where Commanders Choice is not a "hard" value. Right now, you *must* pick 2 abilities and you *must* pick 3 trees, before "Continue" button is available.

Often times I find myself wanting characters that are a bit more flexible than that. For example, only 1 squaddie ability but 4 trees, while the next soldier might have 3 abilities that fit their character, but only 2 ability trees.

So for example, the config could dictate a minimum and maximum amount of each, where "Continue" becomes active after picking >= minimum and the left menu is disabled when hitting max like it is now.

If the desired default behavior of [RPGO] Commanders Choice is as it is now, the default config would just be set to the same min and max values.
Rtma Eros Paragon May 28, 2019 @ 5:14am 
Trying the new Commanders Choice, I picked Prodigy and Synthetic Genes starting abilities and their Combat intelligence and Natural aptitude levels remained the same in stats.
Musashi  [developer] May 28, 2019 @ 6:16am 
Alrigh thanks guys i will have a look at the issues asap.
Musashi  [developer] May 28, 2019 @ 4:29pm 
the problems with the starting abilities should be fixed by the last update.
next up is showing preview trees and starting abilities on the choose spec screen.
endersblade May 28, 2019 @ 9:37pm 
I mentioned this out on the main comments section, but it would be nice if we could just zero out the CommandersChoiceSpecCount line and just have it skip the part were you choose specs, and just load all of them instead. I like the ability that CC gives you to pick the starting perks, as I currently manually set them for each character, but I still want to be able to have the full list of classes to pick perks from.
Acidiclies May 29, 2019 @ 1:17am 
I really like this mod. But im curious if you could add and alternative to the commanders choice. Instead of having a choice from all the specs and abilities, maybe have a selection of a a few maybe like 6-9 or so specs and abilities...

Otherwise great extra little addition to the mod!
Last edited by Acidiclies; May 29, 2019 @ 1:18am
Musashi  [developer] May 29, 2019 @ 2:44am 
Will put it on the list of improvements @endersblade @AcidLines
Grymmette May 29, 2019 @ 6:08am 
Here's something that just occurred to me, considering the new second wave options:

There are some third party specializations such as the biotic and warden specializations, where the first available skill after squaddie is a skill to unlock the rest of the specialization, but by itself the skill doesn't do anything (some other specializations like templar, akimbo, and skirmisher also have rank 2 unlocker skills, but those at least serve an obvious function). I guess you can argue that the biotic specialization ones are optional, but that's beside the point. With the warden and akimbo specializations, one of the trees is useless without the unlocker skill. So if you want the totally dependent one, you must have the other as well.

What I'm getting at is this: would there be a way for people to now change those mods so that, if picking specializations through the second wave options, they get these unlocker skills added to the squaddie rank? So, if for whatever reason you wanted the second tree under the warden specialization but not the first, you are granted ebb and flow as a default skill regardless of which tree you pick.
Of course, this would push the whole tree up one rank (bringing the skills back to where they were in the tree in the original mods). It wouldn't be a huge deal if a tree ends at colonel rank for those specializations, though, it would just leave the last column empty. I know it would probably require a whole separate "give skill at rank X with stat increases Y and Z" but that's a different issue.

At the least, could the unlocker skill be added to both trees so that, say, if I only wanted the melee skills for the akimbo class but not the dual pistol skills, then I could do that. Just curious if that's something that could be done.

Anyway, thanks for the hard work on this mod. It's one of my favorites!
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