XCOM 2
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Alpha's Psionic Classes
   
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10.879 MB
8 Apr, 2021 @ 12:27pm
26 Jan, 2024 @ 3:04pm
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Alpha's Psionic Classes

In 1 collection by Alpha115
Alpha's Mod Collection
24 items
Description
--Overview--

This mod is my personal take on Psionic classes. Each Class has three ability trees and a GTS perk. The Psionic Classes here can be trained in the GTS. It does not disable the Psi operative and the Psi lab to keep it from breaking anything in the base game. My main goal was to make something fun for me to play and I like the results so far. These two new psionic classes are a bit more focused and I think more interesting to play then the psi-operative.

-- Summary --
Although we've seen them wielding Psionic powers before, our recent encounters with the aliens have truly shown us how they are able to deftly manipulate the flow of Psionic energy and use it to their advantage. If we were to master it as well as they have, the potential applications in the field would be limitless. To see more info on the three classes check of the discussions tab which show all the classes abilities.

Psionic Sentinel
This Psionic Class focuses on Crowd controlling enemies and Supporting their Allies.

Psionic Ravager
This Psionic Class focuses on Offensive psionics such as Pyrokinesis, Psychokinesis, and other damage dealing psionic abilities.

Psionic Commander
This is my attempt at making a commander class. This one focuses on Psionics/gunplay. Its really rare and you are meant to only have 1 a playthrough.

--Credits--
RustyDios for helping me set up the Config Files for this mod.
Iridar and Mitzruti for making their perk packs, which this mod uses.
RM for the biotic class which inspired this mod.
Tzarnal - MoonWolf for the class icons.
23 Comments
Alpha115  [author] 17 Sep, 2024 @ 3:46pm 
@Draugar it does damage, but it can miss. Also it does fire damage, and sets the target on fire. So if the target has fire immunity it does nothing. Though the ability does very little damage, being only 1-3 at base psi amp.
Draugar 17 Sep, 2024 @ 12:04pm 
Hello. I have question. Psi-flame does not cause damage. Is that the plan, or is something broken?
melon101 11 Jul, 2024 @ 4:35am 
Ah ok.Shame, thanks for the quick answer, though. The Mod is very cool as it is. Was just playing with the idea starting of quit weak and progressing to a strong Psi. But than I would have needed to slow down the progression too, as it is to fast imo.
Alpha115  [author] 10 Jul, 2024 @ 3:46pm 
@melon101 sadly you cannot change such things with simple config edits. Also trying to code all the psionic abilities to scale off of psi offense is extremely complicated and I cannot make such changes to this mod.
melon101 10 Jul, 2024 @ 6:11am 
Hi, Thanks for the MOD. Enjoying it !
1 question. If I would like to have the Psi Dmg scaled with Psi Offense. Do you know what line I have to alter?
Thank you :)
Alpha115  [author] 23 Feb, 2024 @ 6:37pm 
@Mask, I will not add a feature to remove it from the game. Honestly its rather easy to just not build it.
Mask 23 Feb, 2024 @ 12:10pm 
If I may, is it possible, rather easy work to add an option to trash psi lab? Since it does literally nothing at the end game while you have these beautiful psi operatives. :)
Mask 14 Feb, 2024 @ 2:26am 
I'm not a fan of PEXM, don't like a soldier having psi abilities while retaining his class. I think psionic dudes must be seperate and unique like your mod very well did. I see your point suggesting it but still, this is nice with Cut Content Psionics.
Alpha115  [author] 13 Feb, 2024 @ 8:56am 
@Mask this mod does not mess with the Psi Lab in any way. You can still build it to make the psi operatives from the base game. I'd recommend getting PEXM mod and using it since it works well with this one.
Mask 13 Feb, 2024 @ 6:06am 
So what do I do with Psi Lab now? Does it do anything rather than training rookies to regular Psi Operatives?