XCOM 2
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14 Mar, 2016 @ 3:28am
15 May, 2016 @ 2:32am
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HMSS_ClassPack

In 1 collection by Chilly
Chilly's Class Mods
4 items
Description
Replaces original XCOM 2 classes with 4 new classes: Heavy, Marksman, Sentinel, Scout. Adds the Sword as primary weapon (Machete). Adds some new abilities: Trick Shot (Pistol), Snapshot, Headshot (Sniper rifle), Flush (Cannon), Phantomstrike (Passive).

Heavy - A slightly improved Grenadier. New ability - Flush (Deals guaranteed reduced weapon damage and forces target to move.)
Marksman - Combines Sniper and Gremlin Medic/Support abilities. New ability - Snapshot (Firing your Sniper rifle costs only 1 action, but still ends your turn. Does not apply to other abilities. Also adds Snapshot Overwatch and works with Long Watch.) New ability - Headshot (Deadeye without Aim penalty, but with longer cooldown. Can be received via AWC.)
Sentinel - Combines Shotgun/AR Ranger with some Overwatch bonuses and Gremlin Hacker abilities. New ability - Phantomstrike (Phantom + lesser Shadowstrike. Can be received via AWC.)
Scout - Combines Gunslinger and Assault Ranger abilties. New ability - Trick Shot (Guaranteed shot that does no damage but disorients the target.)

Additionally, the GTS perks have been changed to accomodate the new classes:
Heavy - Biggest Booms (Same as before)
Marksman - Deadshot (+3 damage on shots against flanked or uncovered targets)
Sentinel - Opportunist (+25 Aim and Crit on Overwatch and reaction shots)
Scout - Killer Instinct (+30% crit on all attacks)

HMSS_ClassPack is somewhat balanced on Legend difficulty, but experienced players might want to increase either pod size by 1 or enemy health pools by 1-2, in order to offset the slightly increased squad power.

Updated for Alien Hunters DLC.

Notes:
The mod overrides the X2StrategyElement_AcademyUnlocks.uc (GTS perk changes) and X2Item_DefaultSchematics.uc (Replaces Sword with Machete).
Since I'm still balancing the mod and fixing any bugs, I haven't exposed the config variables for the new skills yet.
Feel free to re-use the code for any other mods, but please have a reference towards this mod.

Last but not least, I hope you enjoy and leave an impression (or bug reports) in the comments :)
16 Comments
Chilly  [author] 25 Jun, 2016 @ 11:41am 
@danlovejoy: Sorry to say, but not at the moment. However, you can try my other mod HMSS_ClassPack_MF, which along with a class selection mod (that allows you to select which classes to have activated for a playthrough) can provide what you asked for.
Primal_DLove 20 Jun, 2016 @ 5:28am 
would there be any possibility of you making some of these awesome classes available separately?
Chilly  [author] 30 Apr, 2016 @ 5:13am 
For general interest, removing all the original classes from the game, particularly the Ranger, will cause the PCS (personal combat sims) system and maybe other systems to not function. The game looks at the Ranger class progression to extract generic soldier progression information. Additionally, save games generally don't like missing "vanilla" content and neither does the game really :P
Chilly  [author] 30 Apr, 2016 @ 5:09am 
@tobiwd.97: Hey. Yea, it might be because the "replacement" only works if you start a new game. If you load a save with this mod, it keeps your current classes, but your rookies can no longer be promoted/trained into the original classes, only the new ones.
Static_117 30 Apr, 2016 @ 4:19am 
yo Chilly i got a question for you the mod says it replaces the base classes does but mine are still in the game any idea why?
Chilly  [author] 23 Mar, 2016 @ 2:12am 
Made some updates to the code, so no gameplay changes, but if any background problems were occuring, they won't anymore.
Chilly  [author] 16 Mar, 2016 @ 10:50am 
@m.neumann. 1980: Also, I haven't tried hacking with the guys while concealed, as in Haywire, to see if that activates pods, as in if you would want to take a look at your hacking chance vs a MEC. But performing the hack will break concealment as normal.
Chilly  [author] 16 Mar, 2016 @ 10:45am 
@m.neumann.1980: I have experienced that as well in the unmodded game, but I never got either Phantom or Conceal from the AWC during the testing I've done. However, the classes that have access to both abilities via their skill progression do not suffer from the problem you described, as per normal (Ranger). So, I'm guessing that the bug is related to some native code that nobody found & fixed yet.
m.neumann.1980 16 Mar, 2016 @ 8:56am 
I got conceal from the AWC in an unmodded game and found out that it only conceals the spechialist but not the gremlin. As a result the soldier is conceald but he still will activate everything as soon as he sees it.
Is that the case for the soldiers in your mod as well or is it fixed somehow?
Chilly  [author] 16 Mar, 2016 @ 1:39am 
Somebody found a bug with the functionality of the Flush ability which is now fixed for this version of the mod as well.