XCOM 2
Richards Classes (LWPP) [Old, Unsupported]
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Update: 19 Aug, 2017 @ 1:21pm

Changes:
-Storm Position now has an ammo cost
-Survivalist Icon now reimported to fix weird blue on border
-Survivalist charge perks now have a configurable ammo cost (by default it is 0 for sword/pistol)
-Ability Tags added (Credit to shiremct for helping me with this) so you wont have to manually edit your changes from the config file into the localization, the game will now generate the new info.
-Following Skills can now be aquired via the AWC: First Aider, Hip Fire, Mark Target
-Storm Position works slightly differently now

Update: 10 Aug, 2017 @ 4:19am

Small Changes to Rifleman;
-Removed Pistol & Fire Pistol
+Added Grenade Launcher & Launch Grenade
Imagine its an under-barrel M203...

Update: 9 Aug, 2017 @ 7:33pm

Made some Major Changes;
-Overhauled all the class trees and tried to strike a better balance between my classes.
-Added and Removed Abilities, made extra custom ones
-Added 2 new classes, the Raider and the Mage.
-Cleaned up my script/code and sorted it nicely into less files although its still messy to navigate.

Update: 14 Jul, 2017 @ 5:18am

Fixes
-Changed Warning Shot slightly, now only has a -10 aim penalty (can customize in ini config yourself)
-Made my own icons for each class now (they are not perfect) and tried to color them all as close to the xcom blue as possible, they match a lot better now though.

Update: 10 Feb, 2017 @ 1:30pm

Added Config File Setup (see mod description)
-Changing the Config DOES NOT refresh the skill descriptions in game
-Changes will be reset everytime this mod is updated
Medic had Ever Vigilant Disabled for AWC, is now enabled
Technician Hack Stat redistributed, is now 40 starting then +15 each promotion
Snapshot, Warningshot, Hip Fire & Pot Shot all now use a -% aim penalty instead of a fractional%
SWAT looses Fortitude & Center Mass (SWAT can still gain Fortitude via AWC)
SWAT gains 3 new perks:
-"Strike", a Melee Attack that deals low damage but can be upgraded
-"Punisher", Increases Melee Attack Aim & DMG
-"Brutal Force", Gives Melee Attacks a Critical Chance
SWAT GTS ability now also improves the "Strike" ability allowing it to deal more damage and have a stun chance
Survivalist now uses Pistol & Sword as Secondary Weapons
Changed some of the Survivalists skills to reflect new loadout (see discussions)
-The Survivalist has lost Reaper Rounds in favor of Salvo
-Survivalist also looses Clutch Shot for "Sidearm Specialist" (+1 DMG with Sword/Pistol)

Update: 2 Feb, 2017 @ 5:29am

Survivalist now has improved hack, on par with Assassin & Scout (Maxes @ 75)
Medic now starts with Field Medic.
Where Field Medic was (Lieutenant) added new perk "Utility Kit" which grants +2 Medikit Charges.

Update: 30 Jan, 2017 @ 3:55pm

Issue with Mod Classes not appearing fixed.

Update: 30 Jan, 2017 @ 3:11pm

Issue with classes not appearing in game. Re-Uploaded Mod just to see if that does anything to fix it.

Update: 30 Jan, 2017 @ 6:16am

"Snapshot" to hide with standard shot from non-sniper weapon
"Conceal & Carry" should now apply phantom effect on missions that don't start in concealment (ie Retaliation Mission)
Gunner now has sword instead of pistol (like longwar) but cannot run and slash
The Scout should now equip an SMG by default (If you don't have the LW SMG Pack it should revert to the Assault Rifle)
The Demolitions class can no longer use Rifles
The Medic & Technician can no longer use Shotguns
Medic has a new Starting Perk "Vigilance" (+5 Defense, Will & Dodge)
New Class "SWAT" (See Discussions)
New Class "Survivalist" (See Discussions)

Update: 20 Jan, 2017 @ 6:43pm

Marksman, Some Abilities swapped in tree (see Discussions)
Marksman, GTS Perk "Focused Fire" (Standard Sniper Shots now get +10 Aim & Crit Chance)