XCOM 2
[WOTC] Proficiency Class Plugin: Reaper
260 Comments
Singularity 16 Jun @ 8:01pm 
btw I think it's great what you've done with the Reaper, always kinda rubbed me the wrong way that the most stealthy unit was also an explosive nuker.
Singularity 16 Jun @ 7:49pm 
just started my first playthrough with the proficiency classes, not using any non-proficiency classes. I have a boatload of mods, 671 active. Everything works fine except for the Reaper and Templar. My Reaper somehow starts with face-off, banish, high caliber and deadeye at squaddie with all the squaddie abilities pushed up to corporal. Any idea whats going on here? The Templar issue is far less important, just can't seem to use the meditate ability on shard gauntlets i have from another mod
PanMops 28 Oct, 2024 @ 1:27am 
@DANGER NOODLE this is because that reaper mod you use makes a class that is clone of base reaper, it doesn't use reaper class, it makes a soldier class that mimics reapers
Martian Patriot 19 Oct, 2024 @ 1:02am 
I have noticed this overhaul doesn't work with a mod that let's one turn rookies into reapers through ranking up. Do you know of any class picking mod that works with this one?
Dood! 17 Apr, 2024 @ 8:41pm 
I have this mod with it's dependencies installed but Ambush, Hawkeye, and Steady Deadly are all missing their class icons. Instead, I'm getting the blank "IMG:" icon. Any idea how to fix that? I'm trying to use this with LWOTC.
DaViper 17 Mar, 2024 @ 8:42pm 
Absolutely not happy with this rework. Many others here in this thread have pointed out the issues, of which there are quite a few.
This isn't a "reaper"...it is a strange mashup of a specop class with interesting ideas. The execution, IMHO, is suboptimal. Sometimes 'god-tier' and other times weaksauce...all in the same turn.
I love your work, but this one is a complete 'miss' for me.
Snipe 16 Feb, 2024 @ 5:33pm 
So a gunslinger with really good stealth. Is that about right?
Cúchulainn 15 Jan, 2024 @ 5:38pm 
I think there may be a bug with Reaper-operative showing up on Missions, I think they may still be operating on original Vanilla Reaper mechs!
Soul 7 Dec, 2023 @ 2:14am 
So why can the reaper still equip claymores if the class can't use those now? Any way I can just disable it from its loadout options? Sometime I equip it by reflex and in mission I go "oh right,now I just lost a secondary for the whole mission"
pogoman 7 Nov, 2023 @ 9:30am 
the ability to guaranteed reposition and re-enter concealment after shooting with with fade and vanish makes this rework completely broken. You can solo every single mission and kill every single enemy without them ever being able to fight back. You can carry mission objective items and re-enter concealment which is disabled for a reason in the base game. Completely killed my ironman playthrough as once my reaper hit sergeant it felt like i enabled cheats
Dragon32 6 Sep, 2023 @ 7:18am 
@Agent-0007
Easiest to disable / unsub for that campaign, IMO.
Agent-0007 5 Sep, 2023 @ 6:47pm 
@Dragon32
With that information, should I try removing those lines of code or just unsub from those mods?
Dragon32 5 Sep, 2023 @ 6:11am 
@Agent-0007
Use a grep tool, like Textcrawler, to search your Workshop folder for XComClassData.ini files containing the string [Reaper X2SoldierClassTemplate]

That should enable you to find the mods you've got affecting the Reaper class
Agent-0007 4 Sep, 2023 @ 10:08pm 
This mod doesn't seem to be working for me. It was during my first campaign after using it,but now it doesn't. I did download other mods, but the only one I think that changes the reaper back to base reaper is the Musashi's Stealth Overhaul, maybe I'm wrong or it's another mod entirely. What can I do to restore the reaper to the Proficiency Class Plugin version, while also having this mod. I did look around in the code, knowing only basic HTML is was clearly very lost! I'll keep looking for any other mod that might override this one, but is there anyway to fix it? I'd love to keep playing with the mods i have, any advice is appreciated!
Rather Incoherent 2 Sep, 2023 @ 1:44am 
Not sure what could be causing this since I appear to be alone in this issue, but in my game, Annihilation isn't working properly. The skill says 4 turn cooldown in the promotion screen, 5 turn cooldown in the tactical layer, and it's all a moot point because far more importantly, it doesn't grant a 2nd charge of Banish.
pikey 29 Apr, 2023 @ 11:54pm 
How do I fix the Image missing from Ambush icon during tactical play?
zin 23 Apr, 2023 @ 1:01pm 
I guess we’ll never know what this comment was…

https://i.imgur.com/Oq8SS0o.png
vulgar_monkey 14 Apr, 2023 @ 11:12am 
Hi Shire, thanks for the reply.

I've only gotten 6-7 missions into a campaign so far during test-runs of this and various other mods, so can't yet say for sure what the situation is with later skills. What I can confirm is that the early skills seem to work as intended, and the full promotions tree seems to be intact with everything as they appear in your screenshots. So, -hopefully- that's a positive sign and any weirdness is limited to the opening text and nothing else (and tbh if it's just that that's a bit broken it's hardly a big deal, right?).

Just wanted to do some due diligence really before getting too far into a campaign, and raise it for awareness, even if it's just to say 'this can happen but isn't a problem'. Happy to report back if/when I have a fully-levelled faction unit, assuming I don't get them all killed before then!
WarLLT1315 13 Apr, 2023 @ 7:20pm 
What he said should be, This MOD will overwrite some of the text of the Vanilla Reaper, But because this is a major overhaul, then it is acceptable.
For example, [Reaper Shadow] to [Reaper Shadow Meld], This will pop up a window when using the Reaper for the first time.
In addition, it will also overwrite several other parts of the Reaper. However, it does not overwrite places other any than the Reaper.
As long as it is disable when it is not needed, there is no overwriting problem at all.
shiremct  [author] 13 Apr, 2023 @ 3:29pm 
Hmm, honestly, I'm not sure what else could interfere with the tutorial popup text... does the rest of the mod work as expected?
vulgar_monkey 12 Apr, 2023 @ 7:13am 
Hm, ok - just to add to the below, the same seems to be true of your other faction hero prof mods too, so if there is a conflicting mod somewhere it is not faction-specific.

I should note; I tested this quickly via the selected faction starts under the advanced options.
Um, Integrated DLC was left enabled too if that matters at all? (seems unlikely but who knows...)
vulgar_monkey 12 Apr, 2023 @ 2:47am 
Hi Shire, really liking the concept for this rework, first impressions do seem to be that it would be more balanced for its intended role but just as satisfying (if not more so without the OP vanilla cheese, tbh).

One question - are there any likely mod compatibility issues that would overwrite the tutorial text with the vanilla version? I noticed in the comments that someone was having this issue with LWOTC, however I am not running that and, oddly, am not sure I have any other mods that would touch the reaper class. Am running this alongside UFE, and Veehementias HUD plugin.

Actual gameplay mechanics -seem- to work as intended, however as it is difficult to test all abilities without going a full campaign deep, I am trying to proactively identify any issues as soon as I find them in case it might indicate a further underlying issue I need to resolve.

Appreciate any thoughts! :)
Corbent 10 Apr, 2023 @ 4:15pm 
@shiremct It seems like Steam held your comment and has no intention of releasing it. haha
UsedCabbage 10 Apr, 2023 @ 12:33pm 
The Darkclaw doesnt seem to be working. I can equip it to my reaper and still fire it with the correct weapon sprite but it follows the stats and animation of my default pistol instead of using the Darkclaw stats. For example, at beam pistols when I use the Darkclaw it fires like a beam pistol and does 3-6 damage with no armor pierce. Any ideas on how to fix?
shiremct  [author] 8 Apr, 2023 @ 6:26am 
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RedDobe 23 Mar, 2023 @ 8:19am 
Same thing goes for the vektor rifle, not showing up as a buildable item after the reaper died. I did some digging around the item templates and cannot find anything that restricts building when the faction soldier is dead. It is got to be somewhere deeper in the code.
RedDobe 22 Mar, 2023 @ 8:59pm 
Hey Shiremct. When playing CI I have noticed that when you don't have an actual reaper soldier alive anymore, you cannot build reaper armor for the acolytes. Same thing thing goes for the Templar and Skirmisher classes. Not sure what makes that option go away, but I will look further into it.
BigHillsBigLegs 18 Dec, 2022 @ 5:54pm 
I have a bug where sometimes the detection distance doesn't change for the reaper.
Corbent 29 Aug, 2022 @ 12:33pm 
Also, I might not be seeing something, but about the High Caliber perk... I think it doesn't come from this mod, it merely uses it from elsewhere, but I'd like to read opinions. Is it ever worth it? I feel that +1 damage and 2 pierce is not worth lowering your mag size by 2 under pretty much any circumstances.
Corbent 29 Aug, 2022 @ 11:38am 
I really don't feel like "melee hacking" towers work at all with action economy. I barely even bother with them in normal play. At best it's just a roleplay gimmick.

I think the infiltration perk should give failsafe by default and probably even make it a special version of failsafe that is a free action.

The fact is that I'm not sure why bother taking three actions between moving to the tower, activating failsafe and hacking it (and all of it for a chance to succeed that isn't greater than a specialist) when I can just tell the specialist to get it done faster and more safely from wherever we are. (This later more convenient option being already a questionable investment of actions most of the time).
Jess 27 Jun, 2022 @ 5:17pm 
I did something similar i just copied the UILibrary_WOTC_APA_Class_Pack.upk from your mod and replaced the one in LWOTC content folder and that seemed to resolve the issue. The icons are now there but ive yet to test the abilities and classes themselves yet but the Reapers abilities seem to be working so far.
shiremct  [author] 27 Jun, 2022 @ 1:31pm 
Try deleting the UILibrary_WOTC_APA_Class_Pack.upk from LWOTC's Content folder. Looks like they may have an older version of my perk package in there that is missing these icons, and they game is getting stuck looking in that package instead of the newer version in my class pack.
Jess 27 Jun, 2022 @ 5:38am 
Still trying to get the ability icons to work with LWOTC, ive tried setting it up in WSR using this command

+CHANGE_ABILITY_TEMPLATE = (TEMPLATE = "WOTC_APA_AmbushToggle", ICON_IMAGE = "img:///UILibrary_WOTC_APA_Class_Pack.perk_Ambush")

But it just doesnt seem to work no matter what i do it still just has the missing image icon appear.
Jess 26 Jun, 2022 @ 7:46pm 
@shiremct
Hey is the ambush ability and its icon from one of your own mods? Im trying to fix all of the icons individually but i cant find that one.
Jess 25 Jun, 2022 @ 8:16am 
Unfortunately didn't fix the issue :( Still no icons for those abilities.
Jess 25 Jun, 2022 @ 7:48am 
Thanks mate ill give that a go
shiremct  [author] 25 Jun, 2022 @ 7:23am 
The missing icons are all from the main pack - perhaps try to force a refresh of the main class pack mod by unsubbing, deleting the folder through AML, and resubbing. Ambush, Hawkeye, and Stunning Shot were all I believe originally in the Reaper plugin, then moved to the main pack to make it easier for other plugins to use them.
Jess 25 Jun, 2022 @ 12:04am 
Ok so the tutorial data for the LWOTC version of Reaper was overriding the info from this mod, deleting the entry from XComGame.int in the localization folder allows the tutorial pop up box from this mod to appear instead. Ive been doing this not just for the this mod but for the other faction classes as well, theres a few other things you need to delete to get the templar working properly but ill post that info on that mods page.

Still not sure how to fix the missing ability icons though.
Jess 24 Jun, 2022 @ 11:01pm 
So in addition to the ambush ability missing its icon the abilities Hawk-eye, Steady Deadly and Stunning Shot are also missing there icons, there is probably more but i havent tried the other faction classes yet. Despite this the class itself seems to be working now other than the other issues i mentioned earlier but if anyone can help with the icons and the tutorial message explaining the new mechanics when you start a new game please let me know.
Jess 24 Jun, 2022 @ 10:24pm 
Ok so deleting the template in class data.ini and deleting all reaper fields in xcomPromotionUIMod.ini and xcom_LWFactionBalance has seemed to work at least as far as i can tell. When you start a new game the pop up box that appears explaining the reapers mechanics still shows the LW mechanics and theres a missing icon for the ambush ability but im not too sure how to fix those issues as im not sure where that info is stored in the mod? Im going to finish the first mission to confirm if the skill tree is all there.
Jess 24 Jun, 2022 @ 8:00pm 
Yeah i did try that and it didnt seem to work properly, im still fiddling around with it but im pretty clueless with this sort of thing so dont think ill have much luck. Would copying your Reaper template and pasting it into the LWOTCH class data file work do you think?
shiremct  [author] 24 Jun, 2022 @ 4:53pm 
You could try editing the config files of LWOTC, commenting out or deleting what they have for the Reaper in the XComClassData.ini file.
Jess 21 Jun, 2022 @ 9:15am 
Does anyone know of a way to use this mod to replace the LWOTC Reaper? I much prefer this version.
shiremct  [author] 20 Apr, 2022 @ 6:23pm 
Delete the XComClassData.ini file and it will not overwrite the base-game reaper. The GTS unlock will still be removed, there is no easy way to disable that currently.
nerddroidcav 20 Apr, 2022 @ 4:15am 
i need this mod for requirement purposes but still want to use base game reapers is there any way to access the base game reaper?
Johrdan720 27 Mar, 2022 @ 7:45am 
my reaper break concealment after the deployed mine explode, and also any soldier that have phanton ability
ability description says that will not break individual concelament...
Sgtknispel23 25 Mar, 2022 @ 11:26am 
proficiency rework 2.0? they are great atm so noy you got me wondering whats in store for them(in a good way ) :)
shiremct  [author] 14 Mar, 2022 @ 3:07pm 
I'm pretty busy currently working on a potential 2.0 rework of Proficiency (no guarantees, sooooo far to go...), so I doubt I will be able to do anything like that anytime soon, but it does sound like a neat idea.

You could build a class for your Asari's, to include stuff from the Biotic by copying and editing a class in the XComClassData.ini config file in a mod (try this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1128707437) . Setting up a traditional growing proficiency ability requires some coding and the editor, but you could add in any abilities you have access to from whatever perk packs you want to use.
Dorante 14 Mar, 2022 @ 4:14am 
@shiremct
Hello, love your proficiency classes, i always use them!
Just a question, would it be possible for you to make a proficiency class request? I'm playing with Asari (from AlliesUnknown redux) and biotic class, i would like to ask you if it was possible to combine these 2 mods into a single proficiency class (meaning any Asari soldier will always be a biotic and normal soldiers cannot). If not possible (or you don't take requests) would it be possible for you to tell me what i should edit in the config of these 2 mods to make it possible?
Thanks for your time, love ya
silverleaf1 24 Feb, 2022 @ 9:29pm 
@Shiremct I was able to train a replacement. Your reapers are my favorite class! I like all your proficiency classes but the reapers are my clear favorite. Thanks for the proficiency classes!