XCOM 2
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Psi Rookies Rebalanced WotC
   
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30 Aug, 2017 @ 6:20am
10 Oct, 2018 @ 11:45am
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Psi Rookies Rebalanced WotC

Description
This mod is more or less a ripoff of Pegazul's Psi Rookies mod (done with permission), but with an attempt to alter and rebalance the class somewhat. Psi Ops were clearly never designed to be a base-game class available from the start, nor was their skill tree really designed to be levelled up through. Consequently, they're MASSIVELY overpowered in the lower levels and kind of overpowered overall, what with getting two offensive skills at Squaddie rank.

What this mod does:
*Creates a new XCOM soldier class called the "Gifted" which is available from the start and levels up like any other class, with Psychic abilities for its Skills (that's Pegazul's mod entirely).
*Removes the Soul Steal ability altogether. That's far too much healing for one soldier to have.
*Moves Soulfire from Squaddie rank to Sergeant rank in place of Soul Steal.
*Lowers Soul Steal damage for the weaker Psi Amps. The base game values are 5, 6, 7 (+/- 1) for the Conventinal, Magnetic and Beam amps. The new values are 3, 5, 7. Same damage at high level where it's balanced, considerably less in the low levels where it's not.

*NOTE* This mod is a copy of my other Psi Rookies Rebalanced mod, but adapted to work for War of the Chosen. Due to the new format for defining classes in the expansion, updating the old mod would have made it unuseable in Vanilla. If you're not playing War of the Chosen, please use the old mod - it still works just fine.
31 Comments
ultimentra 10 Oct, 2018 @ 5:58pm 
Thank you for the update malidictus, love this mod my dude
Malidictus  [author] 10 Oct, 2018 @ 11:48am 
Minor update to the mod. I added compatibility with the new PsiOps armour set in the Tactical Legacy Pack DLC. For those of you who've made local changes to the mod - those change will be reverted by Steam's mod update system. I'm sorry about that.

Aegelweard - you're going to need to re-delete the files you did last time, else the abilit changes will reactivate themselves.
Malidictus  [author] 9 Feb, 2018 @ 12:00pm 
Yikes! Yeah, if ClassData vanishes on you, then the class doesn't exist. XCOM 2 is fairly stable in that it won't crash, but behaviour becomes highly unpredictable. I had a lot of issues like that developing my Resistance Rebalance mod (whatever that was called).
Aegelweard 9 Feb, 2018 @ 10:04am 
Think I found the issue: XComClassData.ini had misteriously disappeared. Will try to re-sub.
Malidictus  [author] 9 Feb, 2018 @ 5:05am 
I genuinely have no idea how that might even happen. Like I said in the description, this is primarily an ini tweak mod, I see no reason why it would cause your weapons to not load. Are you sure you got the name of the weapon right? What name are you using?

Could be a mod conflict of some kind. I've never used the New Promotion Screen by Default mod, myself (don't really like that screen, so I hadn't considered it). Can you try disabling that and see if the promotion issue persists? I didn't realy do anything different from the Vanilla game's class definition. Could be one of the mods you're using requires you to actively specify custom classes somewhere in its settings?
Aegelweard 8 Feb, 2018 @ 11:31pm 
I have an issue with this mod. I played a mission, leveled up my soldier and now choosing a perk for them does not work. It says that a soldier awaits promotion, I go to promotion screen, pick an ability, confirm aaaaand.. nothing happens (using "New Promotion Screen by Default"). No AP deducted, no ability chosen, soldier awaits promotion.
Also, after adding that line to specified .ini unit's loadout has gone crazy: no weapon that I give to the soldier is rendered or considered given. :\
Malidictus  [author] 3 Feb, 2018 @ 12:02pm 
I haven't messed with mods for a while so I don't recall exactly. However, you should be able to add a copy of the +AllowedWeapons line in XComClassData.ini. Make sure it's a PrimaryWeapon and track down the actual weapon name (which I don't know off-hand). I don't actually know how that's handled in terms of placing the item in your inventory, though.
Aegelweard 3 Feb, 2018 @ 11:46am 
Is there a way I can make Psionic Reaper (psi rifle) usable by the Gifted?
Aegelweard 16 Jan, 2018 @ 12:41pm 
Okay. Good to know. Thanks.
Malidictus  [author] 16 Jan, 2018 @ 12:37pm 
I haven't tested them together, but they're basically the same mod. I more or less stole his code (with permission, naturally) and attached a bunch of modifications to it. Use either this mod or Pegazuls, not both together. Load order is going to start to matter and I haven't the foggiest idea how that's determined.