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I'm in the middle of unlocking all the bonus stuff from the last DLC, awesome to hear you are dropping an update for this soon.So ill hold off for a few to start a new campaign :).
@Mr Weenie was it Augmentations mod?
"Days Injured: --:--"
https://www.reddit.com/r/xcom2mods/comments/44jyzv/stepbystep_how_to_make_a_simple_class_mod_complete/?st=jbv679zf&sh=f32822ca
Would it be possible from your side to list the abilities per class? I could then dare gradually the translations of the classes into German. But since I have a time-consuming job and I'm a father that does not happen overnight, so I can not promise anything. But I would try.
How much time would it take if I ventured as a noob to creating a class? It would challenge me, but I shy away from the effort.
@Richard, I unsubbed from the 2 and subbed to the 3, it didn't cause any crashing but I don't think it took effect on my existing dudes. So I just resubbed to the 2. Thanks though. Great mod by the way, I appreciate this and the other work you've done.
ConcealandCarryRS
ShadowShotRS
MarkTargetRS
SidearmSpecialistRS
FortitudeRS
PotShotRS
ClutchShotRS
HideRS
SurpriseShotRS
WoundingShotRS
For translation: I have trouble understanding the scout's Shadow Shot ability: "While you will not be revealed, enemies may still scamper." What does that mean in detail? The enemy can run around the scout and the scout remains undetected?
(he litteraly can't see anything ..)
-General-
Clutch Shot default aim bonus increased from 100 to 200 so it should never miss
Removed Ever Vigilant as an AWC Perk for all classes as it doesnt proc when needed
Better Perk Descriptions which are more streamlined. I've made use of the "?" button to display extra info and put less text on the short description.
-Medic-
If you have the LW SMG mod installed for WotC Medics will equip this as their primary weapon. They can still equip assault rifles regardless of the mod installed or not.
Extra Supplies perk now REQUIRES Medical Darts perk.
Medic looses SharpshooterAim for Shadowstep
Medic looses Deep Cover for Ever Vigilant
-Mage-
Mage now starts with a random psi offesne rating between 40 and 60
Mage now gains 1 to 10 psi offense per level and the 100 cap has been removed
It’s ok tough, it’s not that big of an issue if mages stay with low psi stat. I will get the skills relying on psi amp instead
You play with your 3 tree version?
I am afraid soldiers would get too strong once they skill everything in the 3 trees.
I don't actually like the 2 for 1 perks that much its just a lack of space on the 2 tree version, I'm tempted to swap them out but it would mean I would have to miss out some perks. My 3 tree version has better spacing.
There is psi offense on mages (you see it in your "hit chance") but it cannot be displayed in the barracks screen by default (you need another mod). In addition the psi offense stat is wayyy lower than the psi operatives. This has been fixed in the 3 perk version plus lw weapons (as thats the one I personally play) so I will roll out updates down the line for these versions.
First of all, ty very much for this mod.
So far so good, been lots of fun.
2 things i noticed :
- Mage weaker than psi op.
Felt like the opposite was true begining and mid game due to possibilities to rank up much faster and some talents holding 2 abilities. Nothing too bad and i still love the class.
- is there no psi offense stat on mages?
Domination, insanity etc... those spells have very low hit chance and normally they would scale with psi offense stat. I don't remember this stat showing on my mage, it could be exclusive to psi op training i suppose. My question is are those skills going to have a 0% hit chance mid to late game with tougher ennemies, or do they scale differently now, for example with psi amps?
In any case, thx for your good work.
Maybe i will try some other legend run your 100% custom class mod if it's not too hard to set up. :)
The upside to this is that, when a mod author removes his mod, you are no longer dependant on the workshop content. The downside is that when the author updates his mod with new features or bugfixes, you will not benefit from them unless you manually update your content by re-subscribing and moving them again.
@mAhlasd I am not going to put this anywhere but steam, why would I hide the mod?