XCOM 2
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WotC TacFor Class Pack
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11 Sep, 2017 @ 3:23am
14 Sep, 2017 @ 1:34pm
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WotC TacFor Class Pack

Description
WotC TacFor Class Pack

This mod is the successor to my first mod Tactical Force which added four custom classes to the original XCOM 2. TacFor now adds four hopefully much improved classes for WotC. The four classes are the Havoc, Guardian, Pathfinder and the Sapper.

The Havoc is an aggressive and mobile front line combat unit who can specialise in either heavy machine gun fire or close range melee. Whilst lethal at any distance the Havoc pays the price for this increased mobility with lower health and will not fare well if left isolated or vulnerable. However the Havoc’s squaddie level ability “Target Down” provides additional defence following a kill so the Havoc’s best defence really is a good offence.

The Guardian’s role is that of squad protection. The Guardian can focus on developing overwatch and suppression capabilities as a Sentinel or go down the Squad Medic route which allows the use of the GREMLIN for healing. Guardian’s can also use the GREMLIN for hacking purposes but their primary role will be helping their squadmates and keeping them in the fight longer.

The Pathfinder is a versatile unit who is equally adept with either the sniper rifle or the assault rifle. The squaddie level ability “Weapon Training” will provide Squadsight when equipped with the former or will provide added aim after moving when equipped with the latter. The Pathfinder can then focus either on marksmanship on one side of the ability tree or scouting and tracking on the other.

The shotgun toting Sapper is the squads sledgehammer with the squaddie ability “Heavy Infantry” providing additional armour but also reducing the Sapper’s ability to cover ground. To make up for this an additional ability “Charge” will let the Sapper use three action points in one turn for when you really need to burst forward and get into position but the Sapper will then only have a single action point in the following turn in order to get their breath back. The Sapper can further specialise as either a close combat unit or as a Grenadier.

I’ve tried to create a group of classes that function a bit differently to the original four but who all work well together. There are quite a few custom perks so I’ve put the descriptions in a separate discussion. XCOM’s original classes are disabled with this mod but can quickly and easily be re-added by visiting XcomClassData in the mod’s config folder and following the instructions at the top of the file borrowed from Richard (thank you)!

Acknowledgements

Firstly I want to thank Xylthium and his XmodBase which was vital for making this mod. I had to eagerly await the updated release of said mod before I could even start porting TacFor over from the original modbuddy and it has been essential for many of the custom perks. I also borrowed a couple of perks from Shadow Ops.

Secondly I need to thank Shiremct, the guy is a coding genius and has always been willing to help me when my much more limited skills hit the buffers. Looking forwards to what he is cooking up for WotC also.

I'd also like to mention all the other custom class creators who have uploaded their own work. I've spent so much time looking at the code for so many different classes trying to figure out how to make things work I can barely remember where I started. Particular mention here is due for Richard and Divine Lucubration, seeing and comparing their original class mods to their WotC class mods helped me a lot in porting my own classes.

Bugs

There should not be many but the mod was only tested to any great duration before WotC arrived. Testing since porting has been limited so any feedback on bugs is welcome. Known bugs:

Corpsman doesn’t play a flyover when triggered, the overwatch symbol will appear on the Guardian though.

I’ve done quite a bit of work trying to limit the training centre skills but there could still be the odd weird one creeping in, any feedback on this and I can quickly sort it.

I hope people enjoy using these classes and I also welcome any feedback on balance.

Updated to fix clash with Evac All.
Popular Discussions View All (1)
2
11 Sep, 2017 @ 6:06pm
PINNED: Custom Perks
James
81 Comments
Tortus 17 Apr @ 9:56pm 
I thiiiink this might be able to be fixed with a single-line addition in the RemoveAllEffectsByDamageType() function:

RemoveEffectTypes.DamageTypesToRemove.AddItem('Bleeding');

I also noticed that these following lines were missing from RemoveAdditionalEffectsForRevivalProtocolAndRestorativeMist():

RemoveEffects.EffectNamesToRemove.AddItem(class'X2AbilityTemplateManager'.default.DazedName);
RemoveEffects.EffectNamesToRemove.AddItem(class'X2AbilityTemplateManager'.default.ObsessedName);
RemoveEffects.EffectNamesToRemove.AddItem(class'X2AbilityTemplateManager'.default.BerserkName);
RemoveEffects.EffectNamesToRemove.AddItem(class'X2AbilityTemplateManager'.default.ShatteredName);
Tortus 17 Apr @ 4:03pm 
Idk if you still play XCOM 2 at all, but I think there's a bug with this mod where the Guardian's GREMLIN heal doesn't remove the Chosen Hunter's bleed status effect!
MrBananaClipps 26 Jul, 2022 @ 1:45am 
Somehow i read @Duck's comment before i saw the paragraph before acknowledgements. Maybe you should put it more towards the top @James to avoid a wave of down votes (although slightly negative, thank you @Duck for enlightening us all)
KillerBanshee 12 Apr, 2021 @ 12:45pm 
@Frizzeldian12 Those are the same people who break their game with mods and blame the mods
Dęąth Viper 14 Mar, 2021 @ 7:12am 
@james people dont read descriptions lmfao and act like we are paid to do this shit.
James  [author] 14 Mar, 2021 @ 6:50am 
@Duck - It's right there in the paragraph before acknowledgements:

"XCOM’s original classes are disabled with this mod but can quickly and easily be re-added by visiting XcomClassData in the mod’s config folder and following the instructions at the top of the file borrowed from Richard (thank you)!"
vampvppy ૮。•︿•。ა 27 Feb, 2021 @ 3:24pm 
Since the mod author was humanly incapable of putting this in the description and has completely avoided answering the multiple different people who've asked this question, I'll do it myself: this mod REPLACES the original 4, vanilla XCOM 2 classes. I don't know why he refused to put that in the description or answer any of the people asking, but now you know. Shit's cancer.
LightenedDark 21 Jan, 2020 @ 10:37pm 
Btw the TFDemoGrenades has a UI problem identifying itself. I had to dig up the classdata.ini to locate its real name to disable its perk status in another mod.
the_moidart 11 Jan, 2019 @ 1:42am 
Having played a few campaigns and only ever ended up using rifle pathfinder, my summation: Havoc: Decent but its strength lies in melee, which is generally an overly reckless playstyle. Guardian: Similar enough to a Specialist that you're annoyed when they can't do *all* of a specialist's tricks. Sapper: NEARLY good but the low mobility untill you can cancel it with buffs means they're not used, and when they are, they aren't able to maneuver as the shotgun demands. Pathfinder: Actually quite good, especially with a rifle. They can function as your midrange marksman, since they're generally more accurate than other classes and more flexible than a Sharpshooter. *Flexible* marksman is a role missing from the vanilla classes, hence Pathfinder and that Sniper class someone else made being actually quite useful without being overpowered.
matthew86918 17 Dec, 2018 @ 2:25am 
can you do individual versions so i can pick and choose