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Reshi's RPG Overhaul Faction Heroes: Specializations Plugin
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15 Jul, 2023 @ 6:14pm
29 Mar, 2024 @ 9:07am
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Reshi's RPG Overhaul Faction Heroes: Specializations Plugin

Description
What Is This?

A mod that converts Resistance Faction Soldiers into RPGO's Universal Soldiers, still recruitable by covert action, and adds three new Faction Hero based Specializations, The Defector Specialization, The Assassin Specialization, and The Crusader Specialization.

Additionally, converts the basegame Faction Soldier Requirement for Covert Actions into a Universal Soldier requirement, so that Faction Soldiers are not required to crew significant Covert Actions, such as Hunting The Chosen.

Why Is This?

Because having noticed the woes of some people who dislike the fact that Resistance Heroes were handled differently than Universal Soldiers in RPGO, I decided to make a nice and friendly mod, for once.

Compatibility

Technicalities of Compatibility with Resistance Hero Class Overhauls is extreme quirky and will require significant configuration, and may or may not work entirely. Otherwise, compatible with most things. Do Not Install Mid Campaign.
Popular Discussions View All (1)
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16 Jul, 2023 @ 6:52am
PINNED: The Three Specializations
ReshiKillim
47 Comments
Firzen777 1 Jun @ 9:27pm 
Thank you for the mod! I like fighting the chosen but it always frustrates me when I have to deal with any hero that comes up. I like running with a standardised team composition but the heroes throw that right out the window. Different or unwanted skills I have no choice in taking and I have to bring them on certain missions when a normal solider would fit in better.

Sometimes the animation can be a touch jank, eg, a hero doesn't know how to hold a grenade launcher correctly, but simply having them be able to wield and train up similarly to my normal crew is well worth it!
洛阳花落 15 Apr @ 5:12am 
Can you please make other Standard Progressions for the three heroes?
Ostar29 12 Apr @ 10:46am 
oh, uh, ok then.
it would be nice to have a version where their gimmicks stayed because i do still like their gimmicks. reapers are my personal favorite and was surprised they lost their gimmick.
ReshiKillim  [author] 12 Apr @ 12:27am 
@Ostar29 This mod exists for the exact purpose of mostly removing that uniqueness if used.
Ostar29 8 Apr @ 7:38pm 
i feel like the faction heroes should still feel unique in that way
Ostar29 8 Apr @ 7:37pm 
can you give the faction heroes their gimmics back because i liked the reaper's stealth gimmick but its gone now
洛阳花落 5 Apr @ 6:33am 
Can you create skill trees for three hero classes?
thismudtasteslikechocolate 2 Apr @ 1:04am 
Just subscribed to this, but was wondering what, if anything, will happen for Chosen weaknesses. I assume if I no longer have any "Templar" soldiers, if a Chosen rolls weakness to Templars, nothing happens.

Or has this been taken in to account?
Cereal 28 Dec, 2024 @ 9:15pm 
I tried this mod a few times, but everytime the soldier animation is bugged and they keep using the standard weapon animation when the shard is equiped.

I tried with and without this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2405138536
Nero 20 Aug, 2024 @ 12:55am 
there seem to be a typo on the XComRPG.ini
+AbilitySlots=(AbilityType=(AbilityName="BloodTrail")), ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
there's an extra )) after the BloodTrail