XCOM 2
Musashis RPG Overhaul
 This topic has been pinned, so it's probably important
Musashi  [developer] Jan 24, 2018 @ 4:47pm
Full Feature List
Soldier AP
Since you can raise stats with Soldier AP the rank up AP bonus is raised to 30, plus a bonus depending on the Combat Intelligence Level:

Standard = 0
AboveAverage = 5
Gifted = 7
Genius = 10
Savant = 15

The baseline ability cost for buying abilities is raised too however:

0 for Squaddie abilities
25 for Corporal abilities
25 for Sergeant abilities
25 for Lieutenant abilities
25 for Captain abilities
25 for Major abilities
35 for Colonel abilities
45 for Brigadier abilities

Individual abilities may cost more or less depending on their powerlevel.

The ability point mission cap is raised from 2 to 5 AP/mission

Soldier SP

Soldier Stat Points are a new system introduced by RPGO. Its a dedicated pool that can only used for raising stats.

By default your soldiers get 15SP per promotion. Currently there are no other sources to get SP.

In addition your soldiers have a "natural aptitude" level. It serves the same purpose as combat intelligence but for stat points.

As with combat intelligence there are 5 levels of natural aptitude:

Mortal +0 SP / Promotion
Good Genes +5 SP / Promotion
Peak Human +10 SP / Promotion
Super Human +15 SP / Promotion
Godlike +20 SP / Promotion

You can see the aptitude level of a soldier int the soldier list (a new icon next to combat intelligence with the same color code) and on the stats screen.

Changes to weapons
  • All weapons get 3 upgrade slots
  • Assault Rifles are unchanged.
  • Sniper Rifles give Squadsight ability and can be fired after moving (overwatch still needs 2 AP) but Squadsight is lost if the sniper moves that turn.
  • Cannons get get Autofire ability (Fire a long burst at a target that does +1 damage per ammo left in the clip. The shot is less accurate against targets in cover, consumes full clip, destroys cover but cannot be dodged. Needs 2 action points and 3 ammo minimum to be activated) and Suppression ability, have increased damage and clip size but get a -10% mobility penalty.
  • Shotguns are very accurate but *damage* drops of with distance and also get reduced by cover to a minimum 1 damage.
  • Vektor rifles get the chance of staying concealed (they have a integrated basic suppressor)
  • Bullpup Rifles get +1 clip size, get "Bullpup Design" (overwatch shots with bullpups can critically hit and have no reaction fire penalty)
  • Autopistol get +20% crit change but have a significantly shorter range table than pistol and get the Spray ability.
  • Swords get Slice ability.
  • Gremlins get Remote Hacking and Aid ability.
  • Pistols get Pistol Shot and Return Fire ability.
  • Grenade Launchers get Launch Grenade ability.
  • Gremlins get AidProtocol ability.
  • Grenades get 1 tile bonus radius.
  • Grenade Launcher get -1 tile radius.

Changes to attachments
  • Scope (Aim penalty for close range, aim bonus mid to long range.)
  • Laser Sight (Crit Bonus (5/10/15) but aim penalties for mid to long range.)
  • Hair Trigger (15/30/45)% chance to trigger a second shot if the first one misses
  • Repeater (get replaced by Tactical Suppressors (Uses WotC Tactical Suppressors))
  • Stock (Reaction Fire Bonus (5/10/15))
  • Autoloader (Auto reload 1 ammo per turn (max 4/6/8))
  • more attachments to come

Miscellaneous Changes
  • Squadsight only applies if the unit has not moved this turn.
  • Soldier Healing Times are reduced.

New/Modified Items
  • Tracer Ammo - give HoloTargeting instead of aim

Most of these changes can be toggled in the in game mod config menu.

Specializations
  • Assault
  • Infantry
  • Sentinel
  • Gunner
  • Grenadier
  • Sniper
  • Ranger
  • Hacker
  • Scout
  • Medic
  • Gunslinger
  • Skirmisher
  • Saboteur
  • Spotter

A full documentation of all abilities can be found here[docs.google.com].

Custom console commands
All the commands should be used in the armory and are applied to the current selected soldier

RPGO_SetCombatIntelligence <CombatIntelligence>
Difference in AP are retroactivle applied as if the soldier was at the new level the whole time if the new level is higher than the old. If its lower no retroactive AP changes are applied.

CombatIntelligence:
0 = Standard
1 = AboveAverage
2 = Gifted
3 = Genius
4 = Savant


eg "RPGO_SetCombatIntelligence 4" sets the current soldier to savant.


RPGO_SetNaturalAptitude <NaturalAptitude>
Difference in SP are retroactivle applied as if the soldier was at the new level the whole time if the new level is higher than the old. If its lower no retroactive SP changes are applied.

NaturalAptitude:
0 = Mortal
1 = Good Genes
2 = Peak Human
3 = Super Human
4 = Godlike

eg "RPGO_SetNaturalAptitude 4" sets the current soldier to Godlike.

RPGO_GiveAbiltiyPoints <AbilityPoints>

eg "RPGO_GiveAbiltiyPoints 10" adds 10 AP to the soldier.

RPGO_GiveStatPoints <StatPoints>

eg "RPGO_GiveStatPoints 10" adds 10 SP to the soldier.

RPGO_AssignSquaddieAbilities <OPTIONAL_Ability1> <OPTIONAL_Ability2> <OPTIONAL_Ability3> <OPTIONAL_Ability4>

Specify up to 4 abilities that replace the current squaddie abilities of the soldier.
Use the ability template names that can be found in XComClassData.ini (TraitsXComAbilities, InnateAptitudesDeck)

eg "RPGO_AssignSquaddieAbilities HotShot Bulletproof APT_Militia" replaces the current squaddie abilities with HotShot, Bulletproof and Militia.

RPGO_RebuildSelectedSoldier <OPTIONAL_PreserveSquaddiePerks> <OPTIONAL_PreserveSpecializations> <OPTIONAL_SetRankTo> <OPTIONAL_ChangeClassTo>

Rebuilds the current soldier, resets AP and SP and by default keeps the current squaddie abilities and specs

eg

RPGO_RebuildSelectedSoldier false false 5
rebuilds the soldier including new random squaddie perks and new specs (e.g. you can choose new specs with commanders choice swo or get new random specs with specialization roulette) and promotes to rank 5.

RPGO_RebuildSelectedSoldier true true
keeps the current squaddie perks and chosen specs (in case of any swo) and promotes to the former rank.

RPGO_RebuildSelectedSoldier
without any arguments rebuilds the soldier, keeps the current squaddie perks and chosen specs (in case of any swo) and promotes to the former rank.

New Second Wave Options
see Second Wave Options in RPGO
Last edited by Musashi; Apr 23, 2020 @ 8:07am
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Showing 1-15 of 70 comments
Kemenril Jan 25, 2018 @ 11:38am 
The Scope penalties make sense to me and I like the immersion factor there. But I'm a bit confused about the logic behind the laser sight range penalties.
Musashi  [developer] Jan 25, 2018 @ 11:48am 
like having a laser sight that looses accuracy on long range?
Kemenril Jan 25, 2018 @ 11:55am 
Originally posted by Musashi:
like having a laser sight that looses accuracy on long range?

I understand that there are aim penalties. I just don't know why that would be the case or why it's needed. It doesn't really bother me, btw: I am usually putting them on close-range weapons anyways. But it does mean that long-range weapons suffer a bit in getting crits.
Dev Jan 25, 2018 @ 3:46pm 
In the config I see a way to turn off all of the upgrade changes, but is there a way to turn off only the repeater removal? I really like the Better Repeater mod with +crit damage, but don't want to turn everything off if I don't have to because I like it in general
Musashi  [developer] Jan 25, 2018 @ 3:48pm 
just unsub to the tactical suppressor mod @Deviathan Whale
Dev Jan 25, 2018 @ 4:01pm 
There's no way to have both then? I know they use the same visual models but I don't mind that.
Musashi  [developer] Jan 25, 2018 @ 4:05pm 
Unfortunatly no cause they override the same template(s).
Dev Jan 25, 2018 @ 5:17pm 
Got it, thanks! Super stoked to try this after my current campaign ends, probably alongside the psi overhaul that lets regular soldiers learn psi abilities like in EU/EW
Nitewolf Jan 26, 2018 @ 4:40am 
Miscellaneous Changes

Soldier Healing Times are drastically reduced.

Is there a way to revert this to vanilla behavior? Like an ini edit?



EDIT: Also, how the changes to the Vektor Rifle and the Bullpup affect the Reapers and the Skirmishers respectivelly?
Last edited by Nitewolf; Jan 26, 2018 @ 4:42am
Dev Jan 26, 2018 @ 1:04pm 
@Nitewolf in the config folder in XComGameData there's these lines which I think you could just remove:

-HealSoldierProject_TimeScalar[0]=1.5 ;Easy
-HealSoldierProject_TimeScalar[1]=1.5 ;Normal
-HealSoldierProject_TimeScalar[2]=1.5 ;Classic
-HealSoldierProject_TimeScalar[3]=2.5 ;Impossible

+HealSoldierProject_TimeScalar[0]=0.5 ;Easy
+HealSoldierProject_TimeScalar[1]=0.5 ;Normal
+HealSoldierProject_TimeScalar[2]=0.5 ;Classic
+HealSoldierProject_TimeScalar[3]=0.5 ;Impossible

I'm not sure why the rookie one is at 1.5, so I'm entirely sure what they're for, but it seems pretty likely that they're what you're looking for.
Nitewolf Jan 26, 2018 @ 1:35pm 
Thank you, @Deviathan Whale!

Now just need to know how the changes to the Vektor Rifle and the Bullpup affect the Reapers and the Skirmishers.
MrCloista Jan 26, 2018 @ 6:52pm 
@musashi I've noticed that except for the Holo-Targeter there doesn't seem to be any support for the other LW2 Secondaries, the trained perks for the Sawn-Off (Pump Action), Arc Thrower (Electro-shock, Stun Gunner, etc) and Combat Knife (Combatives) all seem absent, and it seems that there is no XCOM (formerly AWC) Tree for them to be included there. Makes them a lot less appealing than they should otherwise be. Also I wonder if some of the LW2 Technical's perks could be made to use the standard heavy weapons and add further tree options.

Also, on a personal level, the inclusion of the Saboteur and Skirmisher trees takes a lot away from the uniqueness of the Reaper and Skirmisher, especially as there is no tree to replicate some of the Templar's abilities. Personally I'd replace those 2 trees (and potentially add another) and add the LW2 Secondaries' extra perks into the tree. I'd also like to see Tactical Rigging somewhere as an option.


I am also curious if you altered the weapons range tables (aside from the stated Autopistol change) and if not, how you think it's interact with something like the New Weapons Range Tables mod.
Last edited by MrCloista; Jan 26, 2018 @ 7:21pm
Red Jan 27, 2018 @ 1:21pm 
Im confused. I have looked everywhere but can't figure out how to remove the cannon penalty.
Jakobis Jan 28, 2018 @ 2:27am 
Something I've been unable to figure out: Has the addition of spending AP on stats substituted the automatic stat gains there used to be? If not, how has the game been balanced to accomodate it? Right now, I feel like my soldiers are swimming in AP, and I don't know if it's because I forget to invest in stats, or if we just get that many AP.
Will you add a psy specialization?
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