XCOM 2
[WotC] Jammerware's Architect Class (BETA)
53 Comments
A tropical beverage 8 Jan, 2024 @ 9:55pm 
Is this mod still being worked on?
asdron 24 Nov, 2022 @ 3:55am 
Hello! Is there a bridge for the Jammerware device for the [WOTC] Proving Ground Overhaul?
Dęąth Viper 14 Jul, 2022 @ 11:49pm 
You, my friend, are a freaking GENIUS. I love this.
B1tter 13 Jul, 2022 @ 4:57am 
Hello, thank you for the great class!
Tell me, are there plans to adapt it to lwotc?
Haite 26 Apr, 2022 @ 5:06am 
One of the most unique classes in my opinion. It flavors stay in position instead of movement unlike most of custom classes. Shame it never got to its full potential, still amazing work
CaptainBragd 12 Oct, 2021 @ 12:08am 
A tropical beverage 27 Dec, 2020 @ 11:14pm 
Yo, is this mod still in development?
druppov27 19 Oct, 2020 @ 11:16am 
RPGO version ?
Jammer  [author] 1 Sep, 2020 @ 4:38pm 
@Dum4 I'm glad you're enjoying it! Good luck with the season. Link here if you want!
UmbraStar 1 Sep, 2020 @ 3:50pm 
So after much trying, I can say I do not understand Unreal like I used to. I'm gonna go try and mod some easier things. I may come back to this in the future but with IRL stuff in addition to my lackluster Experience its not something I can do at the moment.
DuMa 1 Sep, 2020 @ 3:47pm 
Man, what an amazing and unique class! Thanks a lot for the awesome idea!

I really want to include it on my Second WotC season for YT! I'll keep testing to see if I find anything big to report, but so far, it's running smoothly!
Jammer  [author] 4 Jun, 2020 @ 3:24pm 
@UmbraStar - Sure, go for it! You can see all of the source in the Github repo. You're welcome to fork it - just credit me if you do and decide to release it. I haven't modded in awhile, but I might be able to answer some questions. Good luck!
UmbraStar 3 Jun, 2020 @ 6:13pm 
Hello! I have been playing with you mod for quite a while now. I recently began to try my own hand at modding. After I get some experience under my belt, I would love to try and see if I can fix anything or work on some updates for your mod. With your permission of course. However I am still learning and that may be a ways away. Anyway, thank you for the unique and fun mod!
RoxeusRose 21 Nov, 2019 @ 2:17pm 
muy bueno esta lo único le faltaría seria animación cuando invoca la torretas por que que aparezcan de la nada hace creer es una falla del juego :steamhappy:
Daniel_USA 10 May, 2019 @ 3:44pm 
this mod is buggy as hell. if a spire gets destroyed it will glitch the game and you can't load that save file.

but then again it might work perfectly if it's solely this mod but since I have over 100 mods it's an issue with ever mod working all together.
I Darkstar X 10 May, 2019 @ 12:08pm 
I seem to have encountered a bug where, very much "sometimes" placing a Spire down will cause the game to crash.

It wasn't deployable turrets mod, could it be this one?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1149340683
Daniel_USA 28 Mar, 2019 @ 5:40pm 
[0150.14] PrimarySecondaries: X2DownloadableContentInfo_WotCBallisticShields WeaponInitialized Spawn XGWeapon_43 Jammerware_JSRC_Item_SpireGun_Conventional 1
[0150.23] Log: Crash Detected: Dumping C:\Users\

Have soldier with Spire Gun.

Place Spire on second floor of building.

Launch grenade at spire next turn.

Spire gets blown up and falls down along with crumpling roof.

Game becomes perma glitched afterwards and save file will fail to load every time when it tries to load game.

Loading an autosave from turn prior to this occurring. No Issue.
[BBG]OmegaX123 25 Dec, 2018 @ 11:35am 
"- Bradford sometimes gets a bit upset if you Reclaim too many spires during a single mission because he somehow thinks spires are people. I'm looking into calming him down."
Spires are people! Legit or quit!
neIVIesis 30 Nov, 2018 @ 8:18pm 
I'd recommend you use these sentry guns instead of the advent turrets. It looks more realistic to place a portable weapon via a tripod than somehow log a gigantic turret that weights 3 tons. With permission you could simply require this mod for your class.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1178479904&searchtext=sentry
Chicago 20 Nov, 2018 @ 10:12am 
El muerte :sad_creep:
Emperor Mollune Veilis Emouran 11 Nov, 2018 @ 12:58am 
This still being worked on?
ShotgunSoul 7 Nov, 2018 @ 1:48pm 
I installed this on my latest campaign and had a hell of a time with the Avenger defense mission; the guys Bradford sends out are unselectable.

Otherwise, great mod, comes in handy against the chosen or when you have to rush someone for a shot/sword attack/quest activation in desperation.
I Darkstar X 11 Oct, 2018 @ 7:51am 
I may have encountered a bug. I have experieced crahsing when placing Spires and Headstoens down in a Haven defense mission, causing teh game to freeze and crash. While unlikely, perhaps it is related to the TLP release?
[R] Iglix 3 Aug, 2018 @ 5:30am 
Mod worked well for me. No bugs. No crashes.
But generaly this class just does not make it for me.

It is strong and definitely usable. Shielding, adding actions, improving aim etc
Those are all awesome things. And fact that you ussualy can safely use only one or two sides makes sure that it is not overpowered.

But it is not that much fun for me to use it. All that fiddling just to make one thing works... First build spire, then move guy you want to boost to that spire, then you activate the spire and then use ability on your activated spire just so you can then use that boosted soldier...

I found out that I was soon always switching my architect for some psionic or mass destruction soldier.

As I said, issue for me is not power of abilities or their types but how much easier is to acomplish similiar thing with different class without having to activate 2-3 abilities in between.
Dorante 24 Jul, 2018 @ 6:54am 
Oof had to rewrite the comment below like 4/5 times cuz of the 1k characters limit ahahah
Dorante 24 Jul, 2018 @ 6:53am 
Well, that's funny indeed. Regarding the need to take a turn for each spire, there's a mod called wibbles in the workshop. It gives u a new mech. It's completely automated, which means you don't control it. It has some behevioural scripts which allows it to act on it's own without player input. I think u should check it out.

CONS
- Smart targeting? What's that?
Since you can't manually target the enemies, you can't really expect all the turrets to attack whichever target you wish all the time.

- 1100100011101-error.code.23895.need.coffee.break-1010011010
Might be difficult to code

PRO
- Leaving Bradford in the dust.
Won't have to manually target the attacks, removing the cumbersome feeling and speeding up turns a bit.

- Natural 20 on d20 save throws.
No use = you forget them, leading to unexpected saves from a turret hitting that 1hp berserker queen that was scratching your soldier's back. 10/10 satisfaction, relief, happiness.

Give it a shoot and good luck bro!
Jammer  [author] 24 Jul, 2018 @ 12:57am 
@Dorante Thanks for the kind words - that really means a lot. This was a fun project to do, and it makes me really happy that there's someone out there still playing it.

You know what's funny? I actually gave the spires guns early on in dev, but it ended up feeling a little weird because the cover aspect of the spires is intended to make them high defensive value, but the gun is obviously an offensive thing. It also felt kind of cumbersome to have to take a turn for each spire, but I think that was before I hit on the idea having the spires be activatable. I'll have to think about it, but I do like the idea. Thanks again for the kind words and feedback. Vigilo confido!
Dorante 23 Jul, 2018 @ 2:07am 
Just passing by to say that i love this mod, i pick an architect in my squad 1 out of 2/3 times (depends on wounds/tiredness/level-up priority)

And trust me, 1 out of 2/3 times for me is A LOT, especially since i have a mod to have 2 reapers/skirmishers/templars, i always bring spark and lots of other stuff xD

If possible, i suggest giving the spire something like a small defensive turret? Like, high aim but low dmg? or low aim but high dmg? No idea, your choice man.
Ghost 17 Mar, 2018 @ 11:47am 
awesome work Jammer, my favorite class mod. would be cool to be able to throw up wall of ice type LOS barriers as well.
Onji 11 Mar, 2018 @ 12:27pm 
So i'm still working on playing through a campaign so far with this class but one thing that stands out. When you build a spire i don't think the spire interacts with already existing structures that are cover as well. So for instance if I place a spire in between a one unit gap it doesn't close off that area effectively making a wall. I can shoot around the spire it and aliens can shoot around it. I feel i get hit very often from alien shots from behind a spire so i'm unsure how the spire affects the shot percentage of the alien or how AI interacts with the spire being built. I hope that was clear. Still really fun concept so far.
Onji 4 Mar, 2018 @ 7:54am 
I will work on consolidating feedback very soon :)
Jammer  [author] 3 Mar, 2018 @ 3:49pm 
I haven't lately - real life rears its ugly head. If you try it and have any suggestions or requests, open an issue on Github. I might be able to get it in sometime. https://github.com/jammerware/xcom2architectclass/issues/new
Onji 8 Feb, 2018 @ 7:44am 
This looks great. Are you still updating this?
Saisher 20 Dec, 2017 @ 4:02pm 
What's building?
Is it like, exploding in reverse?
tjvelcro 14 Dec, 2017 @ 11:00am 
I disabled my other modded classes and then on a new campaign I got Architect as a random class upgrade. I looked as the skills and they look really cool and different then any other classes. I love the idea of a class who summons something and uses it to support his team. I understand however its hard to make custom assets in your sparetime to make the Spires and effects look cool.
tjvelcro 12 Dec, 2017 @ 7:22pm 
What is the ini path for this mod? Also can you put a breakdown of all the custom skills in the mod description?
Jammer  [author] 11 Dec, 2017 @ 8:48am 
@bot/Ai MP hater awesome! I hope you enjoy it. Thanks for playing.
RagingBlizzard 11 Dec, 2017 @ 4:11am 
yeah thank goodnes just tried it no new campaign required
Jammer  [author] 9 Dec, 2017 @ 8:55pm 
@tjvelcro - Yes, the mod comes with its own set of ini files that you can use to tweak most of the numbers. If there's a value you want to configure that you don't see in the ini files, feel free to comment here or open an issue on Github (above), and I'll see what I can do. Enjoy!
tjvelcro 9 Dec, 2017 @ 8:52pm 
Ill try that method sometime soon. Is there a ini file so we can make some balancing tweaks if needed?
Jammer  [author] 9 Dec, 2017 @ 7:45pm 
@bot/Ai MP hater - I don't THINK you should have to start a new campaign, but I'm not sure. This is my first class mod, but I think if you launch a save with the mod installed, you'll be able to do things like train architects in the GTS and randomly acquire them as mission rewards.
Jammer  [author] 9 Dec, 2017 @ 7:44pm 
@tjvelcro - I've heard of this problem happening, and honestly, I'm not sure how to fix it :( The class should be equal to the core four classes in that it does get randomly assigned to squaddies, and you should get one architect before you get a duplicate of another class.

The only troubleshooting step I can advise is to delete your XCOM 2 config using the steps described here . If you've done any custom tweaks to the game balance yourself they'll get blown away, but the default configuration will regen automatically when you launch the game. It might help. Sorry about that!
tjvelcro 9 Dec, 2017 @ 7:37pm 
Does this class appear randomly assigned to squaddies? I have started a test campaign about 5 times and my 4 starting squaddies are never Arcitects.
RagingBlizzard 9 Dec, 2017 @ 7:35am 
u have 2 start a new campaign?
Jammer  [author] 7 Dec, 2017 @ 1:23pm 
@A Naughty Sailor I'm really glad you're having fun. Thanks for playing <3
A Naughty Sailor 7 Dec, 2017 @ 1:20pm 
Upvoted! Defo not a conventional idea, but the class adds an interesting new dynamic to battles they fight in. New to WotC, only got Architect to Sgt. before wiping, but really enjoying the class! Can see how some might think it's an OP, but the Shield Relay is helping me not get torn to ribbons by a Chosen Assassin :D Nice work Jammer and Pixalation!
Nor Dogroth 7 Dec, 2017 @ 7:57am 
Yeah, but at least it's a nice and funny idea ;)
Jammer  [author] 6 Dec, 2017 @ 7:05pm 
@Nor Dogroth I'd say that's generally true. I commented on it a little bit in this reddit post.

TL;DR - Classes that enable turtling behind cover are kind of unhealthy in modern XCOM. This results in the architect feeling really anemic in some parts of the game and brokenly good in others. Relayed Shot and Transmat Network are also probably just too good in general.
Nor Dogroth 6 Dec, 2017 @ 9:10am 
Yes, that's I was looking for. Very interesting class! But I think it's more fun then balanced, right?
Jammer  [author] 5 Dec, 2017 @ 6:02pm 
@Nor Dogroth, are you wanting more explanation about how the perks work here on the storage page, or are you saying they need more info in the game itself?

If you want to know more about what the perks do, you can see them on the Github page for the project here [github.com]. I decided not to cross-post complete descriptions here because of the limitations of formatting. Let me know what you think!