XCOM 2
[WOTC] Proficiency Class Pack
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Update: 16 Aug, 2019 @ 10:28pm

1.5.9:

  • Updated thumbnail that shows all 6 classes (finally... still no custom Sapper icon though :-\ ).
  • Move Sapper's bonus grenade exclusions to a config list instead of hardcode on the Frost Bomb. By default excludes the Frost Bomb and the unique grenades from Chosen Reward Variety.
  • Reduced Sapper's bonus Explosive Crit damage from 2 to 1.
  • Fixed issue with Reposition not allowing bonus actions from Hair Trigger or other post ability effects to trigger alongside it.
  • Raptor's Perch now requires the action to be turn-ending to trigger. By default, this will only ever apply to Lost headshots. This change makes it function more consistently with other abilities and prevents confusion when targeting a normal enemy after getting some Lost headshots and NOT getting the action returned (because you already got it from prior Lost kills).
  • Expose availability of Both Barrels for Marines to config (still disabled by default).
  • Several changes to the Marine - Traverse Fire has been replaced with Sustained Fire, which only allows reloading or taking reaction shots (overwatch or suppression).
  • Shredder has been replaced with Splinter Armor for the Marine, which gives a fixed 1 shred for Rifles and 2 shred for Cannons. This bonus does not scale up with tech levels.
  • Swapped positions for Sentinel / Ever Vigilant and Emplaced / No Man's Land in the Marine's tree to better pair up with the increased power Light'em Up now has from changes above.
  • Added additional benefit to Emplaced, reducing the action point cost of Zone Suppression with Cannons to 1 while emplaced.
  • Several other small tweaks to config values, AP costs, ability descriptions, etc.

Update: 14 Jul, 2019 @ 12:25am

1.5.8:

  • Fixed Marine's bonus ammo effects I broke in the last update.
  • Reshuffled Marksman's ability tree (rebuild with additional soldier console commands - see feedback discussion for reasoning and details).
  • Sapper's bonus charges to grenades in their grenade pocket no longer apply to Frost Bombs.

Update: 12 Jul, 2019 @ 9:27pm

1.5.7:

  • Assault Infantry's Breakthrough and Breaching Maneuver skills will have a lower mobility penalty on the bonus move action if triggered by a 'light' weapon (Bullpup/Knife).
  • Marine losses the Both Barrels skill.
  • Fixed incorrect AP cost of Ever Vigilant in the Marine's ability tree.
  • Fix for the CTD from Marksman's Concealing Smoke ability.
  • Ghost will now trigger on targets put into bleedout (instead of only on dead targets).
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Update: 6 Jul, 2019 @ 8:58am

1.5.6:

  • Change to Quick-Set Bipod: Remove Temporary Brace ability. Quick-Set Bipod will now make Brace no longer end the turn and provide an automatic, Ever-Vigilant style Brace at the end of your turn if you just moved.
  • Opportunist now correctly triggers on unactivated enemies that can use cover.
  • Opportunist no longer triggers on grenades launched from the Grenade Launcher (unintended result from previously opening it up to pistols).

Update: 4 Jul, 2019 @ 11:34am

Left debugging logs on... oops.

Update: 4 Jul, 2019 @ 11:13am

1.5.5:

  • No-Man's Land reaction shots can no longer Crit.
  • Bonus rounds of ammunition for the Marine's proficiency skill were reduced by 1 and redistributed. Both Cannons and Rifles now receive +1 round to start (Rifles maintain the +1 ammo advantage initially - before additional skills start coming into play, the Cannon was always the best choice early on), but Cannons receive +1 additional round at each rank, surpassing Rifles by 1 round at rank 3. The previous bonuses discouraged putting extended magazines on Marines. I don't like this.
  • Changed icons for Marksman skills that require being Braced to include the Brace/Emplaced icon element.
  • Exchanged the +10 Aim bonus on the Marksman's Brace ability with a +8 Tile vision/weapon range. This lets the Sniper Rifle Marksman spot for themselves to a degree and provides a significant bonus to the Vektor Rifle Marksman's flexibility. The previous stacking aim bonuses discouraged putting scopes on Marksmen. I don't like this. (NOTE: this still provides effective +AIM for long-range shots by reducing the penalties from squadsight, but the bonus is reduced and scales better with the Marksman's normal squadsight reduction effects and the range of the shot)
  • Improved interactions with Iridar's First Aid ability - the positions of abilities in the shot HUD on Field Medics are setup better and Advanced Trauma Kits now makes activating the First Aid ability no longer end the turn just like Revive.
  • Added initial support for Sappers to use Iridar's Secondary Rocket Launchers. Most Sapper effects apply to rockets the same as they would grenades, but the Sapper does not get bonus charges on rockets in their grenade pocket - instead, they get reduced rocket scatter as they rank up. Hopefully this is decently balanced... The interactions here actually open serious consideration for carrying a mix of rockets and throwable grenades (without the Grenade Launcher), depending on needs/equipment available.
  • Removed outdated French translation for the Field Medic.

Update: 11 Jun, 2019 @ 7:37pm

1.5.4:

  • Fixed issues with Muffled Shot cooldown and Smokescreen with Grenade Launchers.
  • Fixed issues with ammo-altering abilities on units after being revived.
  • Fixed incorrect Training Center cost for Salvo in the Sapper's ability tree.
  • Further reduced rank and cost requirements on the GTS unlocks.

Update: 27 May, 2019 @ 11:58am

1.5.3:

  • Corrected visualization issues with Weapons Hot and decreased %chance for Cannons.
  • Added a few additional Training Center options for some of the classes.
  • Initial flyovers for many of the Marine ability shots (No-Mans Land, Weapons Hot, Withering Barrage).

Update: 26 May, 2019 @ 6:31pm

1.5.2:

  • New Class Icon for the Marine.
  • Reduced cost of GTS unlocks on Legend difficulty a bit.
  • Fixed incorrect condition on bonus Revive charge from Adv. Trauma Kits.
  • Corrected some text issues.
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Update: 12 May, 2019 @ 4:32pm

1.5.1:

  • Several balance tweaks and value adjustments for the Marine:
  • Chances for Withering Barrage and Zeroed In were increased to 33%.
  • Chances for On-Target changed to -20% chance for enemies to dodge and 33% chance to convert a miss to a graze.
  • Bonuses from Danger Zone reduced from +3/+5 tiles to +2/+3 tiles (rifle/cannon).
  • Added 2 GTS-purchasable unlocks for each class. These GTS unlocks grant proficiency levels 2 and 3 to all soldiers of that class, regardless of their rank. The first unlock is available for purchase after gaining a rank 4 (Ltn.) soldier of that class and grants Lvl. 2 proficiency skill to low-level soldiers of that class. The second unlock is available for purchase after gaining a rank 7 (Col.) soldier of that class and grants Lvl. 3 proficiency, and also requires the first class unlock to be purchased first.
  • Bypassed a base-game bug with Bigger Booms so the Sapper can no longer deal critical damage with non-damaging grenades. Doesn't change/fix the issue with base-game Biggest Booms.
  • Fixed an incorrect config entry for the Sapper, causing Concussion Grenades to not have the correct Training Center cost (was default value of 12, corrected to intended value of 25).
  • Assault Infantry now gain +3 tiles to their CQB Dominance radius when equipping a bullpup, increasing the radius to 6-8 tiles with the bullpup.