Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But, really, if an ability is missing, the game won't crash or anything. That ability will be just... well, not available. You can always edit the tree to remove the one or two abilities I used from Mitzruti's Perk Pack. One of them is a version of Fuse, so you'll probably want to add the vanilla XCOM2 ability back.
As for Psi MECs, from what I've gathered by the description, it uses particular soldier classes to determine whether they are eligible to be a Psi MEC. So, that's not really something I can support on my end without rewriting parts of the mod, sadly.
As for other classes, possibly? Right now the focus is more on making sure everything works and fixing what bugs are reported.
That said, the classes are created just through config files, similar to how RPGO works. If they require special equipment beyond just a psi-amp, though, it would be impossible to convert them currently. The Fury (that's the Grimy class, yes?) may be possible, but the other's I'd have to check out.
So, with all three plugins, a Psionic Skirmisher could end up being either a Psi Operative (with an expanded ability tree), a Chaplain, or a Biotic. They'd still be a Skirmisher, of course, these abilities are separate from a soldier's abilities. Like how XCOM1's Psionics worked.
That said, you can always edit the config for this plugin to remove them, though.
Similarly, check the config for More Psi Abilities to see what you can change/revert there.
The other two plugins add new classes Psions can be: when they are checked to see if they are psionic, the mod will randomly assign a tree they can pick their abilities from. Think of it like how rookies get assigned a new class randomly on promotion.
So i use RPGO. As I understand it, I put my Universal Soldier into the psi lab, he tests positive, and then can learn psi abilities.
This looks like it assigns the Psion Class, though it looks like a modified version. So will these plugins do anything in an RPGO campaign? Or is this if you are using other classes?
Just for your information: The ability code for the custom abilities in my RPGO mod is entirely inside the perk pack, so you can safely remove the dependency on the RPGO mod (unless you want this mod to be compatible with RPGO in which case you would need to add a few config lines that makes the starting abilities available).