XCOM 2
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Revamped Specialist
   
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16.474 MB
17 Feb, 2016 @ 5:44pm
26 Feb, 2016 @ 5:44pm
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Revamped Specialist

Description
DOES NOT REPLACE standart specialist!

UPDATE(02/22/2016): remodelt the trees. left side is now full support/heal, right side is hacker who can disable/destroy enemy mechs/weapons/grenades and armor. Class names now showing. New/alien skills implemented.

UPDATE(02/27/2016): Reworked both Trees. Right Tree simply switched Fuse and PsiBomb (found fuse weaker then psibomb so made sense) Left Tree i added Healing protocol and revival Protocol again and got rid of suppression and solace. Apothecarius is now full healer once again but with both shield skills remaining in tree =)

The Revamped Specialist:
You get hack and aid protocol as base as usual (changed that back to base since field medic required also hacker tree to always wear medkits to make use of that skill wich kinda sucked/wasnt fleixible. you wanna have a skulljack on a full hacker )

LEFT SKILL TREE(Apothecarius):
T1: Medical protocol (basic)
T2: Energy Shield: Buffs every ally in radius with +3 Hp absorb shield. lasts 3 turns got 1 charge.
T3: Field Medic (basic)
T4: Revival protocol (basic)
T5: EnergyShield(mk3): Buffs every ally in radius with +5 Hp absorb shield. lasts 3 turn got 1 charge.
T6: Restorative Mist (basic)

The Apothecarius is close to the basic healer variant of the specialist. The abosrb shields are super awsome: know the situation where you know you just cant prevent a soldier gets dmg/injured next Alien phase? Fear not you got a "Oh ♥♥♥♥" button now for such a situation, use it wisely!
(IMPORTANT: If you pick both energy shields they both will simply show as "energy shield" in skillbar. left one is always lower Tier and right one high Tier version) With my Paramedic and Commissar (from my Revamped Sniper and Gunslinger class mods) you now got 3 different healer types to choose from. enjoy !


RIGHT SKILL TREE(Tech Priest):
T1: Shredder (basic)
T2: Haywire Protocol (basic)
T3: Fuse (basic) IF i can i ll make the Gremlin fly to enemy and trigger explosive.
T4: PsiBomb (alien ability from codex) Will disable enemys weapons and with delay implode dealing moderate ammount of damage. Will be renamed to EMP Blast and executed via GREMLIN as soon i figure how to do that.
T5: Capacitor Discharge (basic) moved to T5. its nice but not good enough for an ulti skill.
T6: Wrath Cannon (alien skill from Sectopod) Will Fire AOE shot dealing weapon dmg after its charged = after next alien phase. Destroys cover. Will be renamed to Tarantula Cannon.

As you can see the Tech Priest can really cripple your enemys by destroying/disabling their mechs,weapons,grenades, armor and even their cover. Nice hopefully unique arsenal of skills. Enjoy this lil devil.

Im totally new to modding in x-com and still have some minor problems . But i spend a whole week of my holiday on getting into it and testing/balancing and i hope you enjoy the mods i made.
If anyone could give me advise how to customize skill names and buttons = help would be appreciated!

MOD including all my classes now working and can be found under:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634171069&searchtext=

Feel free to give feedback.
Also check my other class mods there are 6 revamped versions.
If you like the mod tell others! I need as many testers as possible!!!
If you LOVE the mod donations are welcome (i swear i spend a fortune on smokes and energy drinks while creating/testing this stuff... and on the restaurant dinner with my wife as apology for beeing "abscent" for a while xD)

===> https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=L437DHEY8K7H4
11 Comments
TVictorian 10 May, 2016 @ 4:27pm 
Do you know how to create custom abilities, or are the alien abilities used in this mod already custom abilities that will be changed later? If they are, then I think you could just replace the animation of PsiBomb with something else such as Capacitor Discharge, and maybe use the animation for Aid Protocol in place of the Fuse animation for that. I'm not a modder though, so I don't know if that would even work.
Daddyfatflab 16 Apr, 2016 @ 8:57am 
I dont think shredder fits this class, and I would like combat protocol to either take its place, or find itself a new spot. I also think The time you get to keep your energy sheild should be increased by one turn to make it worth the action points spent. Medic things also feel a litte like they could be replaced with overwatch abilities to match this class' offensive abilites.
Pestiferius  [author] 27 Feb, 2016 @ 5:36pm 
MOD including all my classes now working and can be found under:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634171069&searchtext=
Pestiferius  [author] 23 Feb, 2016 @ 11:46pm 
So Feedback time. Cmon guys any complains, found bugs, improvement ideas ?
Pestiferius  [author] 20 Feb, 2016 @ 7:29am 
Heya yeah i wantd to do that but couldnt figure out how yet. if i add all 6 mods to one project it will compile and debug fine but when uploading only the first mod in he project file uploads...
tell me how and i ll gladly upload a REVAMPED ALL CLASSES project ^^
hfok 20 Feb, 2016 @ 6:42am 
@Pestiferius you should make a collection of your mod so people can see it easily.

Example: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=628401700&searchtext=
Pestiferius  [author] 18 Feb, 2016 @ 11:57am 
jbendoski yeah i love suppression too and its pretty usefull all the time. but haywire can be pretty powerfull in certain secenarios aswell. thats why you cant have both ! ^^
Skyfall 18 Feb, 2016 @ 11:48am 
Oh your right. I didn't notice it. I was so excited about supression (one of my favorite support abilities).
Pestiferius  [author] 18 Feb, 2016 @ 10:59am 
it doesnt override standart specialist. 8added that to description) but in what way is he weak on hacking ?? i didnt push out the hacking skill and he can pick up haywire aswell ? what am i missing ??