XCOM 2
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Quantum Supremacy - random perk injector (beta)
   
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31 Jul @ 5:19am
1 Aug @ 8:08am
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Quantum Supremacy - random perk injector (beta)

Description
Ever looked at the XCOM row and wanted... more? Found a class without any random perks and wanted to spice things up a bit, or maybe just wanted more ways to build up your soldiers?

Description
Inspired by Iridar's Quantum Mystic class, Quantum Supremacy injects a brand new row of random perks into each soldier class. Every perk from every mod you have installed can show up, as long as it passes our checks and filters.

The mod is extensively configurable, and comes with two large pre-filled block lists to catch out known bad (or duplicate) perks.

For those looking to design their own curated XCOM-like row, there's also an optional allow list mode that injects only allowed perks, instead!

New campaign?
The mod is safe to add (or remove) at any time, but will only apply to newly-obtained soldiers, or those promoted from rookie. Rebuilding a soldier via console also works.

Important info
A few things are worth noting:
  • All perks are assigned to the primary weapon. Secondary perk functionality varies.
  • You'll likely see a non-functional perk here and there. Use console for refunds/rerolls.
  • Our row may be above or below the XCOM row, and scrolling may be required.
  • Very rarely, some perks may use the wrong row. Let me know. (known: Skirmisher Heavy)

While rare, the random nature of this mod means that things may break. Save often, ideally to separate slots. Also, use a local config if you make any changes, updates may wipe them.

Recommended mods
Ability To Slot Reassignment is highly recommended, as it helps smooth over some issues with secondary weapon perks.

The Community Highlander may be required, but this needs more testing. (no HL-specific calls in the code)

Compatibility
Here's the "beta" part of the title: We need more info. The mod has been extensively tested with normal (and Proficiency) classes, custom faction stuff, and Amalgamation. I don't know what it'll do on RPGO, or with other mods that inject their own rows/perks.

Note that Amalgamation classes are handled separately to avoid extreme lag. See the config for more info. If you want to help, please run "QSCheckAmalgamationFilters" in the console (even on non-Amalgamation lists) and send over any odd results.

As always, let me know if anything breaks! (or if it works, also good to know)

Special thanks
  • Iridar for the original Quantum Mystic class, which we use some logic from.
  • Leo.Brunix for helping test the mod in its early stages, and giving feedback.
17 Comments
XpanD  [author] 5 Aug @ 11:00am 
Yup! Check the QuantumSupremacy.int file in the Localization folder.
EM7HydraFox 5 Aug @ 8:21am 
Is there an Option to rename the row from Random to something else? If there is (or would be in the possible future) how would one edit/change/tweak it?
XpanD  [author] 1 Aug @ 8:13am 
Pushed out a quick (unplanned) update to add the much-requested class block list. This update has new names for the allow/block filters, please check the changelog if you made any config tweaks!
XpanD  [author] 1 Aug @ 5:07am 
Thanks for reporting back, and glad to hear you're enjoying the mods. I'm actually working on an update for the main console mod right now, planning on porting over some of the stuff I learned while making this one. (like being able to match parts of either friendly *or* template names)

I need to check how AP costs work, but I /think/ they're determined by the class itself? Unsure.
Inksu 1 Aug @ 4:49am 
@XpanD Great to hear about the weapon checks! Totally understandable about the tier config. Now that I think about it, LWOTC even uses a sort of revamped ability cost system. I guess a config option to force a certain AP cost would accomplish the same balance without interacting with the tiers?

I rank the amalgamation check and it didn't find any unfiltered class name slices. That reminds me, your console command mod is really handy, findability has saved me a tonne of time crawling through inis.
Thanks for your work!
XpanD  [author] 1 Aug @ 1:19am 
@Inksu: There's a loooot of different ways that abilities can check for weapon type. I may still be able to do something like this, need to have a closer look there as well. As for being able to configure ability tiers, I don't think that's realistic -- there's just way too many of them for that to be practical, I think.

(also, thanks to you both for the extensive reports, that helps a lot! could I ask you two to run "QSCheckAmalgamationFilters" in the console as well? would be good to see if there's any other class filters I need to add for Amalgamation setups)
XpanD  [author] 1 Aug @ 1:15am 
@Dinellian: I've had a few requests for a class block list now, may need to look into that. Hiding existing random rows is tricky since there's a few different ways classes can get them, and it shifts around their perks. (which makes it way more likely for ours to end up in the wrong places... need to look into this more)

The SuperSoldiers thing is really weird, would you happen to have a log (Launch.log) for me? There should be some output if we fail to inject. Please find-and-replace your Windows username if you don't want to share that. You can send a link here (if Steam lets you), or add me on Discord. (XpanD)

Does I'm The Commander Here only work for classes without the XCOM tree if my mod is active? Not familiar with it, but that sounds like something may be broken if so.
Inksu 31 Jul @ 9:23pm 
Hi! This mod is really cool. I'm testing with "Vanilla" LWOTC (Beta) with a few random perk packs sprinkled in, disallowing non-functional abilities in a local config. I'm finding that it would be very helpful to globally disable abilities on soldiers without any applicable weapon if possible. In addition, the ability to disable all perks of a certain weapon type would be nice, there are many perks which use weapons that don't exist without compatible mods.

If possible, It would also be very cool for custom balance to be able to configure which tier the ability can appear in (setting powerful abilities to higher ranks to balance their cost). I think that could also potentially be used for workshop balance patches to smooth out balance concerns.

If you have any compatibility questions, let me know. I'll probably stick through this campaign so I'm sure I'll see a few quirks here and there.
Dinellian 31 Jul @ 7:25pm 
Another cool thing: I'm the Commander Here works with this mod, if the class does not have a XCom tree - so basially, classes not adapted to have the LWotC XCom row will still be able to choose perks from ItCH!
Dinellian 31 Jul @ 7:13pm 
I didn't test individually with every single class I have, just had a sample of one or two for each of the cases I mentioned above.

Will keep playing the thrugh the campaing and let you know if somethign else comes up!
Regardless if you plan to add compatibility for other mods, great mod and thanks for it!