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It does, though you should be able to disable said changes through their own XComClassData.ini file.
First off, make a backup of the .ini file once you get to it. Worst case, it's something to fall back on. Go into;
(Assuming (C:) is the correct drive. Whichever drive Steam/XCOM 2 is installed onto.)
(C:)/Program Files (x86)/Steam/steamapps/workshop/content/268500/719109968/Config/XComClassData.ini
From there, it should be as simple as placing a semicolon ( ; ) in front of the line to "remove" the class, so to speak. Voiding out the LW versions of the base classes (LW_Sharpshooter, LW_Ranger, LW_Grenadier, LW_Specialist,) should make sure that the game doesn't use the altered versions. Assuming you wanted to keep the vanilla classes as they are. You should also be able to do this for the other classes the LW Perk Pack adds (Assault, Shinobi, Gunner,) if that's what you'd like to do.
Hopefully this helps.
The third photo on the mod shows a list of the perks used in the class, though I could add a section detailing what each perk does. Unfortunately, I may not be able to do that for the next few days. In the meantime, checking the Iong War Perk Pack should shed some light on which non-vanilla perks do what.
Sorry I couldn't get back to you sooner! Holidays and all that.
That was one of my bigger concerns, that it was a lot like the other classes. It is intended to be part of a pack, and as a result, fill out that niche amongst the ranks. I had a few reasons to release it alone, despite it being relatively bland outside of a set of classes. For one, this was my first modification, and I was eager to get something out there (especially before I had to leave temporarily.) It is also there to see how people would like the modifications I did create, and whether there was any interest in it before continuing with the other classes. I do plan on making sure other classes stand out in their own ways, without them being outlandish, solely to be different. I'd love to make my own items and abilities, but as it stands, my modding knowledge is a little too limited for such a thing. Perhaps in the future.
I use plenty of class mods, more than your average player of modded XCOM 2, because I love differentiating soldiers. And still, I wouldn't really use this - it gives me nothing particular that isn't on a Shinobi, or a LW Samurai, or an Assault.
If you are interested in class mods, I think you should design them cohesively as a pack, and have them use new abilities if you can make them, and new items if you can make them too. If you want the theme to be insurgency, then you're generally going to need classes that hit and run.
I'm afraid I can't quite go into detail on them, especially given that they're still works-in-progress. I do plan on giving each one a number of ways to be built (various perk trees, but obviously you can mix-and-match as needed or desired,) so that it's not--using this class as an example; "Oh, I see a Renegade, it's obviously built for swords." That won't always be the case. I try to avoid having perks that are must-haves, regardless of what kind of character is being built. If Lethal were in a different rank, it might be an auto-pick, but next to Reaper and Untouchable, there's some variety to be had there. They're all on a similar level, so you can go based on what suits the build, rather than which is the best. I plan on making sure my classes can fill out all of the usual roles (medic, tech, explosives,) while still making them unique in their own way.