XCOM 2
Faction Soliders Get Max XCOM Abilities
39 Comments
zin 26 Apr, 2023 @ 8:28am 
@Roomba King Remove the lines for the other classes in the mod’s config.
zin 9 Apr, 2023 @ 12:45pm 
Is it possible to achieve this for all soldiers, so all soldiers have an XCOM ability each rank, except at Squaddie?
CO-OP Connect 15 Nov, 2022 @ 12:28pm 
Anyone know if it works with Long war of the chosen
Roomba King 6 Jan, 2022 @ 3:19pm 
Is there a Templar only version?
XpanD 27 Aug, 2021 @ 7:19am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
yes_commander 30 Oct, 2019 @ 5:13pm 
Shame that this is prevented from working with other mods I'm using, but for others using RPGO, the custom command "RPGO_rebuildselectedsoldier" allows you to reroll for a chance at filling all the ability slots. Even though I prefer not to have to use console commands in a game just to get things working as I'd like, it's a functional workaround. Just putting this out in case others run into the same problem.
Cris 19 Oct, 2019 @ 3:48am 
Hi first thx for this cool mod! Only one thing the title is wrong is soldiers not Soliders.
Tim_ 8 Oct, 2019 @ 5:39pm 
I just completed a WOTC campaign with 104 mods including this one. It all went well and this mod worked perfectly.
Noob Train 24 Jul, 2019 @ 2:46am 
Is there a mod that does this for regular XCOM soldier classes so they can't roll an empty ability?
juicetin17 29 Jan, 2019 @ 9:04am 
Vanden there's a mod that lets you change the random XCOM abilities on a given soldier, but I don't remember the name.
Vanden 17 Mar, 2018 @ 10:13am 
Does anyone know how to remove abilities from the list of possible XCOM abilities? I want to remove 2 skills from Templars so they always get Bladestorm and Fortress. I'm thinking Quick Draw and Faceoff right now.
Tim_ 6 Mar, 2018 @ 7:14pm 
Just completed a WOTC campaign with 63 mods including this one. All ran perfectly. I like this mod, I will use it again.
花兔 10 Feb, 2018 @ 5:44pm 
@Jace the Ace
NormalizePsiOperatives
--
Why delete??
pauloel7 4 Feb, 2018 @ 7:03am 
Nice, this mods relieves such an unecessary pain! Thanks!
Type1Ninja 13 Nov, 2017 @ 5:38am 
Ah, alright. I was already using it, I guess I just didn't realize it had that functionality. Thanks!
John  [author] 12 Nov, 2017 @ 11:23pm 
Try to use the app called xcom 2 mod launcher. It should help you find relevant ini files easily.
Type1Ninja 12 Nov, 2017 @ 5:18pm 
Oh, neat. How do I find those, though? I've looked and I can't find any information on how to find the inis for a specific mod, just people talking about modifying them.
John  [author] 12 Nov, 2017 @ 4:59pm 
Yeah by default Skirmishers only have 5, but if you check the ini files of this mod, you can add a sixth possible ability for Skirmishers.
Type1Ninja 11 Nov, 2017 @ 7:36am 
I tested it, and Skirmishers only get five abilities, unfortunately. Ah, well.
Type1Ninja 7 Nov, 2017 @ 6:00am 
The mod I'm talking about is DerBK's A Better Barracks. I haven't had time to test it but I'll tell you if my skirmisher gets six abilities.
Cahos Rahne Veloza 7 Nov, 2017 @ 1:33am 
@Jace:

I also have that mod Type1Ninja mentions, if it is the "I'm the commander" mod and its extension and fun fact is that mod can't give my faction heroes six abilities unless I have your mod assisting it.
John  [author] 7 Nov, 2017 @ 1:18am 
@Type1Ninja such a mod would probably override this mod.
Type1Ninja 4 Nov, 2017 @ 7:58am 
Question: If I have a mod that adds more XCOM abilities to the pool for faction soldiers, will Skirmishers roll six abilities?
Shiroho 27 Sep, 2017 @ 7:03am 
Is there a way to give that same avantage to normal classes ? (ranger, sniper, etc.). I mean i love your mod, and since im getting very unlucky these past days in my legendary game with too much ranger and sniper getting only the 4 most useless ones... i would love to see this mod applied for them aswell so they can have 5 or 6 (instead of buying 30 soldiers with ressource so i can toss 25 of them and keep 5)
WildWhisper 22 Sep, 2017 @ 3:22pm 
Is it compatible with Enemy Within Training Roulette???
Vaeringjar 17 Sep, 2017 @ 11:11am 
@Jace the Ace
I edited the game ini, not a mod, and syntax is not an issue as all I did was removing a line for each XCom ability I wanted gone from the class...
I'll look into the configurations your mod has, maybe it'd work better...
Sykomyke 17 Sep, 2017 @ 10:22am 
Jace I made the following changes-- (link below)

https://jpst.it/14YIZ

Essentially all classes have 6 slots, Skirmisher gained Implacable. I figured that skirmisher is already the king of battlefield mobility, this just allows players who prefer a melee path, another mobility option.

Reaper I changed a bunch of stuff. Gave them death from above, Steady Hands, Shadowstrike. (I'm not 100% sure shadowstrike will work, but from what I've seen, they coded reaper's Shadow to just be an improved form of conceal, so by all accounts it should provide the buff. Testing will follow (I have to start a new campaign).

Templar I pretty much stayed the same, just removed 2 abilities that IMO are not part of the templar's strengths.
John  [author] 17 Sep, 2017 @ 9:47am 
@Vaeringjar, it's possible that you made an error in the syntax. I think the game uses the default value of an ini file if the one in the mod has an error.
Vaeringjar 17 Sep, 2017 @ 9:42am 
odd, I recruited a new templar and he only has 3 XCom abilities, bladestorm is nowhere to be found :(
Shiroho 17 Sep, 2017 @ 8:31am 
pfff thanks man !
John  [author] 17 Sep, 2017 @ 8:26am 
@Sykomyke find the file

...\Documents\My Games\XCOM2 War of the Chosen\Binaries\XcomClassData.ini

Search for the ability you want and you will find something like:

(AbilityName="DeathFromAbove", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)

That's the syntax for the ability you want. Just add it to the XcomClassData.ini on my mod for the class you want.

I'm thinking of making a version with expanded ability options, but I noticed some bugs (like Death From Above not working for Skirmishers) so I'll test the abilities first before adding them.
Sykomyke 17 Sep, 2017 @ 8:18am 
Jace, what is the syntax for abilities? I was looking at the ini file and noticed some have "apply to invisslot" syntaxes. For example, I think Death From Above or Shadow Strike would be better for reapers, is there a general formula on the abilities?
Vaeringjar 17 Sep, 2017 @ 8:12am 
yay, will give it a try, here's an ADVENT burger for you :arkburguer:, don't ask me what it's made of
John  [author] 17 Sep, 2017 @ 7:52am 
@Vaeringjar, yes it will still work even if you edit the ini file. (Assuming you don't have any errors in the syntax.) Feel free to add/remove any abilities you would like.
Vaeringjar 17 Sep, 2017 @ 6:52am 
I was wondering why my Templar only got 3 abilities, missing BLADESTORM ARLIAYGKJDSHFBKK<AJSHFDKKJAHSFGKJHDASD

I disabled the 2 useless ones in the ini lel, hoping to always get the 4 amazing ones lol

wait, will this work with my ini edit where I disabled some abilities from showing up?
ERROR404 17 Sep, 2017 @ 5:55am 
Got lucky enough to have Reaper/Bladestorm Templar from the get go. Was not so lucky with my Reapers (3-4 crappy abilities). Installing now. Thanks.
BigGRC 17 Sep, 2017 @ 4:00am 
After seeing both reaper and bladestorm possible on Templar, i had to add this mod. All i can say, nice~ :shen:
Bosmun 17 Sep, 2017 @ 1:22am 
all i can say is oooooooh