XCOM 2
[WOTC] TurboSkirmisher
46 Comments
T'erissk 24 Dec, 2024 @ 11:34pm 
Has anyone made a Skirmisher mod, where they jump off a ledge, and land on their feet like Advent troops do?
SupremeMorpheus 30 May, 2020 @ 9:27am 
Sorry I'm taking so long with this by the way. Am I doing something wrong? Do I need to replace the remainder of the else body or just add the new code at the start?
JimmyTheCannon 28 May, 2020 @ 8:57pm 
Okay, so this shouldn't actually remove any of the normal Skirmisher perks. Great! Given what you're saying ("I assume that...") I'm assuming myself that you've played with it and didn't have that behavior? That was what I was asking, essentially.
Lyrae  [author] 28 May, 2020 @ 8:53pm 
@JimmyTheCannon
Tiers must have different identifiers, then only base abilities (base identifiers) will affected. If they all a copypaste, then they all will be overwritten. Mod dislikes any touches to skirmisher's skill tree, this will lead to unpredictable results, I assume that brand new abilities do not appear after that
JimmyTheCannon 28 May, 2020 @ 7:35pm 
Yeah, I found Parkour later. It just wasn't on the actual Skirmisher page.

I understand the "Other Changes" section regarding standard abilities being modified. What I meant regarding 1 was, regarding the added abilities: this results in more than 3 abilities available at certain tiers. Are any default abilities replaced by new ones, or are the base abilities (modified where listed here) and all of these ones all available?

Or, are *just* the ones mentioned in this mod available and the other base abilities gone?
Lyrae  [author] 28 May, 2020 @ 7:22pm 
@JimmyTheCannon
1. Normal ones will be overwritten
2. You can modify any value from the list above, Interrupt cooldown to 0 is possible
3. Parkour is skill from Guerrilla Tactics School facility
JimmyTheCannon 28 May, 2020 @ 12:58pm 
Okay so I'm interested in this but I have some questions.

1) Are these abilities added in addition to the normal ones (Reckoning aside)?

2) Is it possible to modify things on these abilities in the ini instead of just disabling them? (Example: I'm planning to do a Marvel vs. Advent campaign and looking to use Skirmisher for Spider-Man, and since he'd have melee for his primary weapon Overatch obviously is useless but being able to Interrupt every turn would be good)

3) What's Parkour? You seem to indicate you're modifying it but I don't see it on the list of Skirmisher skills in the wiki.
Lyrae  [author] 18 May, 2020 @ 1:17am 
@SupremeMorpheus, technically it must shred 0 armor per hit and nothing more
Try to define local var (local X2Effect_GrantActionPoints GrantActionPoints;) at top of the function along with others locals and to apply changes launch a new mission
SupremeMorpheus 17 May, 2020 @ 10:11am 
Hey, so I tried adding the code and it didn't work. No grand crashes or anything, just impulse isn't giving the action point. I did change the shred value to 0, do you think that might be the cause?
Lyrae  [author] 23 Jan, 2020 @ 8:16pm 
Hi, it's been a long time since I last time launched x-com

@McGibblers, feel free on that

@SupremeMorpheus, haven't modded anything in an x-com for a long time and not sure how made weapon scale properly...
If you want bonus action you need find file in the mod folder ...\Src\TurboSkirmisher\Classes\X2Ability_SkirmisherAbilitySet_TS.uc, then open it via any text editor. Find Impulse function "static function X2AbilityTemplate Impulse_TS()", paste next text inside second conditional "else":

local X2Effect_GrantActionPoints GrantActionPoints;
GrantActionPoints = new class'X2Effect_GrantActionPoints';
GrantActionPoints.NumActionPoints = 1;
GrantActionPoints.PointType = class'X2CharacterTemplateManager'.default.MoveActionPoint;
Template.AddTargetEffect(GrantActionPoints);

For standard action change "default.MoveActionPoint" to "default.StandardActionPoint"
SupremeMorpheus 22 Jan, 2020 @ 4:39am 
Any way to have impulse's shred scale with weapon tech level? Or change it so it adds an extra action point instead?
Dęąth Viper 11 Nov, 2019 @ 7:18am 
Hey can I use your custom perks for a class modd of my mine?
Veehementia 9 Aug, 2019 @ 4:45am 
@Lyrae Great mod you got there! Unfortunately, I can't seem to use it with New Promotion Screen by Default, as it causes the promotion screen to show up Brigadier rank and use Corporal skils at Squaddie level (so getting Full Combat and Reflex instead of Marauder, Grapple and Justice). Any idea as to why? Any help would be much appreciated!
Lyrae  [author] 24 Sep, 2018 @ 10:35pm 
@Professor Spank It
Maybe you used something earlier? Something that worked with skirmisher's class data, game balance mod maybe? Last thing what i would to try is rebuild class with this mod disabled, save game, rebuild with this mod enabled. If im not wrong when soldier created (recruited), all data from ClassData.ini for current soldier will be saved forever, even if mod was deleted.
PotatoAim2k1 24 Sep, 2018 @ 9:56pm 
Ah forget it. I can't figure out which mod is interfering with it.
Lyrae  [author] 24 Sep, 2018 @ 12:45pm 
@Professor Spank It
In your case, I guess yes.
PotatoAim2k1 24 Sep, 2018 @ 12:22pm 
@Lyrae,
So this mod should be loaded first, at the top of the order? (i.e. #5 out of 15)
Lyrae  [author] 24 Sep, 2018 @ 9:54am 
@Professor Spank It
I've heard Alternative Mod Launcher can do order loading, this is outside workshop project. On paper to make it work you need force load this at the first places, because mod removes whole skill tree first and then adds it again with new abilities, if skill tree not similar with what mod want to remove it skip further process after the first error, next step will be the filling whole skill tree on top of existing one. In that case you might see glitches like duplicate abilities, Rend on the end, etc.
PotatoAim2k1 23 Sep, 2018 @ 9:58pm 
@Lyrae
Is there anyway I can force this mod to run last? That way it overrides any changes to the ClassData for the Skirmisher? I have it in my local mods folder and at the bottom of the order inside the XCOM 2 Mod Launcher. I have no idea what else is messing with the classdata for Heroes.
Lyrae  [author] 23 Sep, 2018 @ 5:14pm 
@Professor Spank It
I tested rebuild command with RPGO right now and ability tree looks fine, except juggernaut... this skill not required wrath. To be honest, never interested in RPGO at all, right now i dont know what can screw up tree, except obvious mod that work with ClassData.ini.
PotatoAim2k1 23 Sep, 2018 @ 12:40pm 
I tried using this mod with a campaign in progress: after using the Rebuild command from the Additonal Commands mod, the Skirmisher's ability tree is all screwed up: Many abilities are out of order (i.e. Rend appears only in the final rank), some appear twice, and many are missing, like Battlelord.

This is the only Skirmisher-specific mod that I'm using, aside from anything from RPG overhaul, but this mod should have a better priority since it's in my local mods folder.
Flamingcheesepie 3 Sep, 2018 @ 4:08pm 
Forgot about critical skirmishing lol, makes sense what was going on there. Glad to hear development is going well!
Lyrae  [author] 3 Sep, 2018 @ 1:22am 
@Flamingcheesepie
I added "always active" option to ini file, so it will work as passive effect, it took 2 minutes, personally like the active option and not see anything bad in the passive, left to update just after some fixes
Lyrae  [author] 3 Sep, 2018 @ 12:01am 
@Flamingcheesepie
Ripjack does not have base crit chance, i guess it coming from critical skirmishing mod :), i like activation condition on impulse, passive effect looks decent too, it looks like i forgot include duration on ini :)
Flamingcheesepie 2 Sep, 2018 @ 3:59pm 
Double slash is kinda strong is true, but it is kind of balanced by the fact that you can randomly pull extra pods. Maybe reduce accuracy for it in general? I think it has base 20 acc, which is in line with sword slices, and also base 25% crit, but maybe nerfing those to 10/10 would be better? Damage reduction would also make sense - like -2? to stop overall sword spam. Something I do myself is I give shotguns to skirmishers so I can do slash/shotgun if I fail to kill, but the problem is that slashing is balanced for ohkoing, which is too strong with two free ammo-less kills.

And on impulse - fair, 3 shred can be a lot, especially when you get two attacks. I will say, it could also be balanced as just being +1 shred at all times? A passive rather than an active. It allows skirmishers to scale better without being so amazing at killing one super-armored enemy.
Lyrae  [author] 2 Sep, 2018 @ 12:51am 
@Flamingcheesepie
Swapping things around skill tree triggers mini puzzle game - where then to put old ones, i can try, but i dont know what effect to expect, not like to touch xcom ability line.

And it seems tempting for me to add "damage reduction effect" on the second Ripjack Slash attack.
Lyrae  [author] 2 Sep, 2018 @ 12:51am 
@Flamingcheesepie
Thanks again :) my english not good, i fix descriptions
After some gameplay i want to nerf some things, especially Manual override this skill is a joke right now, 1 use per turn maybe better choice to prevent endless spam, it must be not weaker than standart and not strong that much.

Agreed with Rend, bleeding chance and permanent effect is too much, in my current state it has +1 damage, 35% chance for 3 turns.

When i tested Impulse with +3 on Gatekeeper, i killed that guy in one turn, lucky slash double crit +bleed +retribution, fact that skirmisher can do double offensive actions (even more with bondmate, psi, reflex) and him not need primary weapon directly for shredding, makes me scared to adding some bonuses in addition.
Flamingcheesepie 1 Sep, 2018 @ 12:14pm 
- Impulse should say, "All damage shreds 1 armor, stacking with base shred. 5 turn cooldown." Something that might be interesting (and maybe too strong?) would be to have shred scale with tier of weapon.
For example, as normal shredder shreds 1 armor at tier 1, 2 armor at tier 2 weapons, etc, this could do 1 shred with conventional weapons/grenades, 2 shred with mag tier/advanced grenades, and 3 shred with plasma tier. You could also integrate Tier 3 Grenades and have them do +3 shred when impulse is active, but that might just be extra work. Balancewise it should be fine? Because where normal shredder is active on every shot, this only shreds every 5 turns.
Flamingcheesepie 1 Sep, 2018 @ 12:14pm 
- Juggernaut should say, "Successful Justice or Wrath attacks stun organic targets, but have their cooldown increased by 2 turns. Requires Wrath."
Something else you might want to specify - is it that they have +2 cooldowns as soon as you take Juggernaut, or is it +2 cooldown if you hit, and misses are still just 4 turns?
If it's the first, the better wording would be "Increase the cooldown of Justice and Wrath by 2 turns. However, successful Justice or Wrath attacks stun organic targets. Requires Wrath." The second works with the first line in quotes. Probably fine strengthwise.

Flamingcheesepie 1 Sep, 2018 @ 12:13pm 
Love the skills! A few grammar things in the descriptions if you care to edit them, and also balance things:

- Rend should say, "Ripjack attacks grants an additional +2 bonus damage and have a 75% chance to inflict bleed on an organic target." Also, it might be a bit strong at corporal level and a 75% chance of bleed. I usually edit it to 30% bleed, and over 3 turns as opposed to infinite turns. Maybe making it Lt is better?

- Judge should say, "Removes cooldown from the Ripjack Slash attack, and grants Ripjack attacks an additional 25% chance to critically hit." Position wise it's fine.

- Tribunal is fine grammatically. However, it is really late at major. In fact, you could even swap the position of it and Rend, though then maybe Rend comes too late? But just ignoring armor and having extra crit damage probably isn't strong enough to wait that late.
Lyrae  [author] 30 Aug, 2018 @ 4:09pm 
@Flamingcheesepie
You give good advices, thank you :) I refresh info later after update, almost done with shred ability and improving possibility to disable all just in one line.
Flamingcheesepie 30 Aug, 2018 @ 9:44am 
Also by the way, you could recommend the mod More Console Commands for WoTC. That way, people could use the command RebuildSelectedSoldiersClass and therefore be able to use this new ability set with their current soldier regardless of rank.
Redrumm 28 Aug, 2018 @ 9:03pm 
@Flamingcheesepie thank you so much sir
Lyrae  [author] 28 Aug, 2018 @ 12:36am 
I've added the possibility to disable all changes for vanilla skills
Lyrae  [author] 27 Aug, 2018 @ 7:23pm 
@Flamingcheesepie
That sounds interesting, i will try make something
Flamingcheesepie 27 Aug, 2018 @ 6:54pm 
I feel like it might just be overly complicated to have a special "reaper" for skirms that has an addition of shredding armor. On the other hand, a special ability that gave ALL damage dealt by skirms shred would be interesting, so slashes, shots, grenades, and maybe whiplash.
Lyrae  [author] 27 Aug, 2018 @ 4:24pm 
@Flamingcheesepie
Thank you :) the reaper idea it's actually cool, i'm even never thought about this. Initially Tribunal had ability to shred armor. Im just wanna ask you then what about like this:
Blind Fury: A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Blind Fury mode grants an extra action and can shred armor, but further melee attacks deal reduced damage. Just an example
Or just simple ability for armor shred will be better.
Flamingcheesepie 27 Aug, 2018 @ 2:24pm 
I must say though, I really love this mod. Melee skirmishers are relatively underpowerd compared to skirms that just never stop firing. One question though; would you be willing to add something that shreds armor on ripjack slashes? I know you can simply give ripjacks shred in .ini, but an ability locks it behind promotions which makes it more balanced. The other thing I wanted to mention; for people who don't do .ini edits themselves, you might want to think of adding Reaper as a Colonel level skill so you can make better use of the ripjack skills.
Flamingcheesepie 27 Aug, 2018 @ 2:21pm 
@Redrumm

If you only want to use the extra abilities and not the overall changes, you can use semicolons to comment out every line in this mod's XcomClassData, then add the extra abilities into the ClassData file you want to use manually. Save a copy of those changes somewhere else too in case more changes to the mod come out so you can simply replace your changes as needed.
Lyrae  [author] 27 Aug, 2018 @ 9:02am 
@Redrumm
Its possible to avoid rest of this changes but it took some time and this time might be wasted if mod will be updated.
Most likely I will add this opportunity for every skill, I'm just not sure how to do it right for some of them.
Redrumm 27 Aug, 2018 @ 3:19am 
Nice mod! I believe however maybe in conjunction with my other mods will make skirmisher so OP. However, I really like the new melee moves you added, I often use the lower tier blades to keep my skirmisher in check. Is there a way I can activate only the new melee abilities without the rest of the mod?
Lyrae  [author] 26 Aug, 2018 @ 1:19pm 
@n00bermensch
Thanks, i hope so :) sometimes i just think some of this changes is absurd, like +75 dodge from full throttle... What? Is this for real? :D This number is so big... I wanted give to that ability some sort of ranger's shadowstep parody by skirmisher edition in addition once per "number" turns, but as a result we see this :)
n00bermensch 26 Aug, 2018 @ 10:00am 
Hell yeah! This looks awesome!
Lyrae  [author] 26 Aug, 2018 @ 9:57am 
this mod should work with Critical Skirmishing without any issues and will conflict with Skirmisher Rebalance
Green Soul 26 Aug, 2018 @ 9:28am 
Is this mod work other skirmisher mod like [WOTC] Critical Skirmishing or Skirmisher Rebalance mod?
花兔 26 Aug, 2018 @ 9:14am 
Looks good:steamsalty: