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Liberators Specialization System
   
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7 Oct, 2021 @ 8:42pm
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Liberators Specialization System

Description
THIS MOD IS NOT PLUG AND PLAY. It was not made to be played directly, instead it is a base that other mods use.

This is an experimental class system, similar to RPG Overhaul, which allows you to train each soldier in a certain amount of specializations.

The current specializations are just set as examples, and are not balanced or playtested in the slightest (seriously). Because of that LW2 Classes and Perks and LW2 secondary weapons are technically not requirements.

Current features:
- Soldiers are promoted to a universal class as soon as they are recruited. This means Gatecrasher doesn't really work, which is why Quicker Start is recommended.
- Support for multiple universal classes. These can be any preexisting classes, which enables support for heroes, sparks and other exotic units. You can set maximum specialization count and other rules for each one. These rules include the following:
- Classes can treat the first specialization picked as the soldier's primary specialization, which grants an additional row of perks and determines the soldier's class icon and title.
- Classes can have a unique starting specialization that can not be changed. This is configured by default for resistance heroes.
- Classes can be allowed to retrain specializations at any time. This is enabled by default for Sparks.

Planned features:
- A way to view and change soldier traits, similar to RPGO Origins.
- An event for mods to determine whether a specialization can be picked, and a category system.
- Stat progression based on the soldier's primary specialization, or on the combined stats of all specializations.
- Second wave options.
- A way to play gatecrasher?

Known issues:
- Class icon and title doesn't apply everywhere yet.
- Templars cant select abilities in the last rank. Might be an issue with CPS.
- Sometimes you can open the ability menu without having selected specializations first, which results in an empty tree.
- The game fails to patch soldiers given by debug start. There's a failsafe but it's not perfect.

Documentation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2630343786

I would recommend using Ability to Slot Reassignment and configuring it yourself to make abilities work with any loadout. RPGO had the same system built into it.

There should be little to no compatability issues. Classes can be excluded so that they remain as before if necessary, and the use of CPS should let this work with something like LWOTC as well.

Credits:
Musashi - for RPG Overhaul and all its glory, and the inspiration it gave me to make my own overhaul
Astral Descend, Mr. Nice, Robojumper - UI Support on the above, which probably made its way into this as well
Iridar, MoonWolf - For the community promotion screen
ArcaneData - Made an alpha version of this kind of system a while ago, which this is based on and inspired by
All the folks in the XCOM and modding discords for being an awesome community!
16 Comments
WorldBridger70 3 Mar, 2024 @ 7:40am 
I don't know much about modding, but I hope this gets fully realized and becomes popular. I can see modders taking lessons from RPGO and Proficiency to make some awesome primary specializations and porting over others as secondary ones. Thank you for your work on this.
VII 22 Jan, 2022 @ 5:40pm 
@chris, yea ive got through the skill lists ive got and created a firearm(auto rifles) pistol(the outlaw tree with a few changes) and sword tree on its own, so that blended really well.ive just had to close and reboot another playthrough due to a couple of cheeky conflicts, does buyable/trainable skills) get effected by this or is that what CanReplaceOwnedSpecs is for?
Chris The Thin Mint  [author] 22 Jan, 2022 @ 8:47am 
@VII Random/Pistol row is currently not possible. I will look into supporting it when i have the time. Though i feel like pistols would also work fine as a secondary specialization, they can be pretty strong.
VII 22 Jan, 2022 @ 1:55am 
Side note.your mod seems to have no issue porting in other mods perks from stuff like biotic redux.replacing most of the icons with mod folders in question seems to fix alot of the icon issues too.still doing a rough playthrough atm
VII 22 Jan, 2022 @ 1:51am 
@ chris.yeapnsure enough it's been my own doing.scrubbed it and started again.must of had a a mystery button press that broke some code.sorry to be a pain but final question is how would I add a pistol tree like lwotc has?
Chris The Thin Mint  [author] 21 Jan, 2022 @ 8:53am 
@VII I built the mod to be compatible with LWOTC, unlike RPGO, though i haven't tested it in detail. The default specializations also use the perk ids of LW2 Classes and Perks rather than those of LWOTC so one would have to rebuild them for full compatability (and actual balance).
VII 21 Jan, 2022 @ 5:26am 
so been toying with this mod trying to convert a biotic class over but seem to be having trouble getting the code in the right places.read the doco over and over but im not much of a modder in the first place,plan on making a few once i get the hang of it
VII 20 Jan, 2022 @ 8:22pm 
hate to be that guy but does this conflit with lwotc at all?
Chris The Thin Mint  [author] 19 Oct, 2021 @ 3:30pm 
@Zorbakaq No worries. Yes, thats an upcoming feature. I already have a basic version of it working, just want to add more things to it to flesh it out.

Also, i may balance the inbuilt specializations after all, as much as i can with the existing perks. Seems its kind of misleading for people to see full specs in the preview already.
Zorbakaq 19 Oct, 2021 @ 10:54am 
Sorry for the spam :fhattacker: but one last question, in the specialization screen The Assault Specialization has Stat progression, will there be a way to configure this with new specializations in the future?