XCOM 2
[WOTC][Class Pack]LordAbizi's ANGUISH
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Update: 16 Mar @ 5:55am

Fixed "Super Succinct Mode" not working properly (?).
Nuked the proficieny Templar ability decks from my reworked Templar. This will fix things like the Templar getting abiltiies from these decks through Conditioning for example.

Update: 24 Dec, 2024 @ 2:33am

Fixed an issue that ATSR would block smg from getting rapid fire.
Rapid Fire's cooldown reduced to 3 turns.
Zelfana Assorted Fixes is now required.

Update: 1 Jun, 2024 @ 7:36am

Added Disabling Shot and Bullseye to be valid Double Tap abilities.

Update: 24 May, 2024 @ 2:10am

Added cooldown to Double Tap (the default LW2 configs set the cooldown to both 2 and 1... I restored it to 2, hopefully).

Update: 17 May, 2024 @ 1:16am

Added a new (disabled by default) "Super Succinct Class Mode" option in the config - this will remove all the fluff text from the class description, and just leave allowed weapons and the mutual exclusive ranks. I would like to thank RustyDios for the suggestion.

Update: 29 Mar, 2024 @ 2:51am

Added a new feature - configs that allow to "ANGUISH"-ize classes.
This allows one to make certain ranks of any class "mutually exclusive" without needing to manually edit all AP costs with configs.
Also all AP costs of ANGUISH classes will be automatically converted to the correct range, if they are outside this range.
This automation is based on code from LWOTC.
Ability Prerequisite Get Arounder is no longer needed.

In addition fixed some config files that may have disappeared before.

Also small change to Skirmisher - replaced "Ammo Conservation" with "Lucky Bullet", and Tactical Rigging with Mighty Critical.
Wanted to add "might" on some other classes too, but it requires too much thought for me...

Update: 6 Oct, 2023 @ 11:18pm

Fixed a config error.

Update: 30 Sep, 2023 @ 7:55am

BUGFIXES
Silent Motors is now necessary for protocols to not break concealment on IT Specialists, even if they have another source of concealment (like Phantom, Officer's battlefield survey, or the Refreaction Field item) (this bug is present in base Proficiency class pack).
Fixed an issue introduced with my Templar changes that allowed soldiers to use Empowered abilities even if they had less than the necessary focus.

IMPROVEMENTS
The special melee attack the Templar has, Flame Sabre and Haymaker now trigger momentum.
A config is added to allow certain abilities to be used with momentum actions, by default only Thaumatic Grapple is added.
Templar can now equip Empty in the secondary slot. This is in contrast to it not being able to equip anything in the secondary slot. The difference is that Empty secondary grants a mobility boost (from True Primary Secondaies).
Soul Shot now costs focus to fire, cooldown is reduced back to 2.
Templar's Exchange ability can now also target enemies (configurable).
The Adaptive Bone Murrow ability on the Templar is replaced with Thirst For Combat - the first attack that targets the Templar each turn grants one focus. I would like to thank Team LWOTC for allowing me to steal this ability.
On the three classes that had Burst Fire, it is replaced with Rapid Fire. The reason of that is mostly PR - the abilities are almost identical, but Burst Fire suffers from bad PR - it's not always obvious what was the result of the ability. For this reason, I switch to Rapid Fire.
The base game has the following logic: every time the "class" deck is created, 3 cards are randomly removed from it, to make class selection more random and exciting. This works well if each class adds 4 cards to the deck, but ANGUISH classes come with 1 card in deck, and then this doesn't quite work. Added configs to remove this base game behavior.
The word "BETA" is removed from the title of this mod!

NEW CLASS
After my own game finished, I realized I barely used Rockets or Knives. For this reason, I created a new class, the Urban Warrior (I would like to thank Cryptix for the name suggestion) that uses primary knife and secondary rocket launcher. To this end, I had to remove some config line from ATSR (included in this mod's configs). I hope this doesn't break anything, I didn't see any major issues, but I didn't play properly! Let me know if this breaks the game. This mod now requires True Primary Secondaries and Rocket Launchers 2.0. Old Primary secondaries MIGHT work, did not test. Appendix A is updated with the new class' abilities.

Update: 21 Jul, 2023 @ 6:48am

Fixed some elemental grenades and elemental protocols abilities not having proper Ability Point cost.

Update: 8 Jul, 2023 @ 12:07am

This mod has now script in it! [gasps]
Some Templar tweaks:
Brand now costs 0 base focus.
Fixed some noodlery in the original proficiency Templar code that would make abilities with 0 focus cost not cost properly. So now Harden and Brand cost for 0 base focus, and it works correctly.

I would like to thank BlackDog, Zelfana, and h4ilst0rm for investigating this noodlery and for discussions about the solution.