XCOM 2
RPG Overhaul - Rising Tides Specializations
35 Comments
igor140 14 Jul, 2024 @ 3:48pm 
alright, for anyone interested, this mod is the epitome of OP cheat mod. I used only one RPGO spec for this (combined with a couple others that i've used for years).

as a SQUADDIE, this mod adds a 100% guaranteed Mind Control and an 100% instant death ability. No randomness, no Psi Amp requirement, just 100% success on mind control or instant death.

the next ability i got from the Operator tree gives an ability that deals 12-18 damage with a melee weapon... but it did NOT seem to take my equipped melee weapon into consideration, so I think it would "work" even if you didn't have one equipped. Regardless, that's enough damage to one-shot many endgame enemies... gained within the first 20 minutes.

The "become invisible with melee kill" (the main reason I downloaded this mod) only works with the abilities from this mod.

This seems like a "neat" gimmick mod if you want a single godlike character to solo the whole game... but this isn't what I was looking for.
igor140 13 Jul, 2024 @ 9:47pm 
Sorry for the double post, but more problematic is that I don't know what weapons each specialization is supposed to use.

Most of them seem to add a ranged weapon and melee weapons and psi-amps... does that mean that the "active sounding" abilities use the primary weapon slot, and use either ranged or melee weapons, depending on what is appropriate to the skill? Or is the melee weapon expected to be in the secondary slot? If so, where does the psi-amp go?
igor140 13 Jul, 2024 @ 9:44pm 
So I've downloaded this, and I'd really like to try it out... but I have no idea what this class does.

I guess I can spend the next 5 hours testing all of this stuff out... but it would be really helpful just to get a description I could read through in 5 minutes.
Kai 13 Jul, 2024 @ 11:17am 
im planning to switch from asarispectre to this one, because i have an issue with meld draining will. does meld work properly on this one?
小灰狼 6 Feb, 2024 @ 5:33am 
@LitShadow Just tested, if a person takes gift by tide, and then just randomly upgrades to a soldier, then retrains him, he can get the ghost abilities as usual. However, if a soldier does not take the gift before retraining, then taking the perk will not 'proc' the ghost abilities. I don't know anything about coding, but my guess is sth after retraining blocks the perk to 'proc' those abilities in the screen. As the gift by the tide works different than some similar stuff like super soldiers.

The super soldiers also require some perks to choose that ability, but everyone even without the perk is able to see those abilities, just not able to choose them because those abilities said 'require blahblah perk'. The gift is unable to see if the perk isn't taken, I guess this makes this issue.
小灰狼 6 Feb, 2024 @ 4:52am 
@LitShadow Hello your method totally works! I've found another issue but I'm not sure if it relates to your way of modifying the mod. When I retrain a soldier that does not have gift by the tide before, after retraining , I take the perk gift by the tide, but the abilities doesn't show up despite having the perk. Have you happened to have this as well?

I still haven't tried if taking gifted by the tide first, then retraining it, then retaking the perk again will work. Just an issue found accidentally when I retrain soldiers.
LitShadow 12 Jan, 2024 @ 7:11am 
@skyiver @小灰狼 I have the same problem with duplicate abilities and have found a temporary solution. First let me explain the problem, the problem isn't this mod it's the original mod that has made it so these 3 abilities (1.Scoped And Dropped 2. Bump In The Night or Berserker Knife Attack 3.Over The Shoulder) add the mind wrack, mind control, ect. I tried very hard to find the configuration for this and failed, and as I am not a mod author I cannot do anything but maybe the author of this mod @wNb can make it so we get the abilities via the perk "Gifted by the Tide" and remove them from the abilities mentioned above.

Now as to the temporary fix, what I did was go to THIS mod's configuration and change some things in the .ini which I will post in a discussion for this mod.
Minister of Rem Worship™ 2 Aug, 2023 @ 12:58pm 
@小灰狼 I've been having the same problem with duplicate abilities. I have the Rising Tides: The Program mod on as well so I think they might be overlapping somehow and showing two of the same? I've been trying to find a way to change it in the .ini's but I haven't managed to...
小灰狼 26 May, 2023 @ 6:34am 
@wNb I have found something, not exactly a bug? When I got teek from a tree, It counts as multiple trees, when in battle, the person has duplicate overlap abilities. For example, triple mind control, triple meld and leave meld, which does exactly the same thing. Also, in the bottom left corner, it has triple program ghost veteran and its description. Could this be a problem that could be fixed?
kuba123654 15 May, 2023 @ 1:04pm 
I can't figure out what caused this, but my sniper lost primary weapon shot ability
Emperor Mollune Veilis Emouran 13 May, 2023 @ 11:33pm 
Hello can you make this compatible with the "no psionic amps" mod for animations sake?
Archailect 17 Mar, 2023 @ 5:23am 
Hi! I don't know why, but when I select the Daybreak Flame perk for my soldier I'm unable to take any sniper shots, like the normal rifle shot option goes missing when I take the perk.

Also the Pyroclastic Flame perk doesn't have an animation, when my soldier attacks the model is all stiff.

Could these be mod conflicts?
The Wizard Gandy 17 Mar, 2023 @ 3:49am 
Soldiers with one of these specializations seems to override the animations from No More PsiAmps, i don't know if there's a way to fix this or a patch available.
Krakenous 30 Jun, 2022 @ 1:51pm 
Oh hey thanks for reply :). Absolutely I mean they are fun but yikes, I like the idea of "the program" mod where you just have special missions to use them in so yeah, I'll have a look and a tweak and play myself. Agreed as well I may find it impossible to configure them suitably, would almost be fairer if the enemy had that ability haha, oh wait...probably a bad idea!
wNb  [author] 30 Jun, 2022 @ 11:20am 
@Krakenous You can indeed tweak quite a few of values in the "XcomRisingTides.ini" of the base mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127934903) .
However you are very correct, these classes / specializations are very powerful / broken by design. If you want a balanced playthrough I would go so far as to say that some of the talents are unbalanceable.
Krakenous 30 Jun, 2022 @ 9:54am 
Can I configure abilities myself? Mind Wrack is absolutely ridiculous! It can one shot any chosen making them no threat at all and it can one shot rulers as well. It needs to be completely rebalanced somehow such as perhaps not being effective on chosen or rulers.

Or at the very least, it can only ever do a maximum of 50% damage and disorientate enemy for 4-5 turns whilst also still panicking the soldier that uses it for about the same time. Maybe a way to scale the damage based on psi strength but never more than 75% damage on an organic unit and only usuable once per mission, maybe twice max and even then, not to make it a starting ability but a at least a rank 6 or 7 ability (that I could do myself I suppose).

I'll have to mod it myself I think as wowz talk about a cheese fest haha.
TerrorOfDeath 22 Jun, 2022 @ 10:27am 
Same as The Lost Prince. Sometimes if i bring the soldier with this rising abilities or custom their equipment, the game will crash.
The Lost Prince 24 May, 2022 @ 9:01pm 
My rising tides mod keeps crashing my game, is there any known conflicts with that mod?
Triel 10 Mar, 2022 @ 1:54pm 
I think the original mod got abandoned in favor of the 'program' so i dont really feel like bothering them about it.
wNb  [author] 10 Mar, 2022 @ 8:53am 
@Demonpan This is probably by design of the class mod by Aleosiss that is used for this RPGO plugin. My mod merely transforms the class mod into RPGO specializations. If you have questions how the class abilities function you should probably refer to the original class mod made by Aleosiss.
Triel 8 Mar, 2022 @ 1:48pm 
Also apparently berserker slash seems to ignore weapon accuracy stat?
wNb  [author] 8 Mar, 2022 @ 9:39am 
@Demonpan probably not really, sorry.
wNb  [author] 2 Mar, 2022 @ 9:47am 
Mod has been updated so that all specializations work with random classes and weapon restrictions. Soldiers with the required perk will now roll 2 random GHOST specialization and 1 complementary specialization. Have fun! :)
wNb  [author] 28 Feb, 2022 @ 10:14am 
@Horny Cat Just tested this with Random Classes. Some of the specializations show up at the moment (the 3 psionic specializations) if you have the needed perk on the soldier. They should not show up without the perk. I will update the other 6 specializations to also show up in Random Classes in the coming days. Thank you for making me aware of this :).
Horny Cat 28 Feb, 2022 @ 8:24am 
Do these appear in Random Classes? Do you still need the perk if that's the case?
UmbraStar 27 Feb, 2022 @ 5:31am 
@wNb No, thank you for actually making one of my long awaited class mods have a less buggy port to RPGO!
Gray 27 Feb, 2022 @ 1:38am 
Yep, that did it. Cheers dude, always wanted to try these out in RPGO. :D
wNb  [author] 27 Feb, 2022 @ 1:23am 
I just updated this mod to clear up the naming issue / compatibility with the SuperSoldier mod. The required trait is now called "Gifted by the Tide". Localization changed a bit as well. In my testing this is not savegame breaking per se, however it will create a buggy trait on your soldiers that have picked the perk with the old name (the actual abilities used in combat should be untouched by this).

@ktkisu161 The plugin mod by AsariSpectre has not been updated for a few years now. It was made at a time when the RPGO mod and its structure was different from todays version. Therefore it has the a few issues (mainly missing abilities that broke the specializations) that I wanted to resolve with my mod.

@Gray As mentioned above I just updated the mod. I hope an update will fix your issue, let me know.

@UmbraStar thanks again for making me aware of the naming issue and the feedback. Hopefully it is fixed now.
Gray 27 Feb, 2022 @ 12:59am 
Hey, I'm playing a run with the Origins Second Wave option and Ghost Program does not show up as a selectable origin when I promote a rookie. I also have the Supersoldier soldier installed, if that would happen to cause problems.
ktkisu161 26 Feb, 2022 @ 8:08pm 
Hi is this mod any different from the rising tide RPGO mod that @AsariSpectre made?
UmbraStar 26 Feb, 2022 @ 8:01pm 
TLDR: Your GhostProgram ability has the same name as the GhostProgram ability from Supersoldiers.
UmbraStar 26 Feb, 2022 @ 7:47pm 
@wNb So upon loading in I discovered the Ghost Program from Supersoldiers had been overwritten. After doing a cursory glance at the files I found that Supersoldiers uses a similar system, with the abilities locked behind a Squaddie perk named GhostProgram.
+AdditionalSquaddieAbilities = "GhostProgram"

Looking through the ini files of your mod I found the same thing listed as the prerequisite for the Rising Tide classes.

Since supersoldiers has not been updated in a long time, it may be a good idea to alter the internal name of your perk to prevent the conflict.

Once again, thanks so much for making this mod! Hopefully this helps a bit.
wNb  [author] 26 Feb, 2022 @ 12:32pm 
@UmbraStar Hey, thanks for your great feedback! Keep me updated if the specializations work. I'll take a look into the SuperSoldier mod and its naming. It should not conflict but I will think about renaming the Ghost Program ability of this mod for more clarity.
UmbraStar 26 Feb, 2022 @ 11:37am 
HOLY SHIT, IT ACTUALLY EXISTS! Been wanting to play with these classes in a RPGO campaign for so long, tried making a port of them but never could get it to work properly.

One suggestion though, the Ghost Program already exists in the SuperSoldier mod, not sure if it will conflict at all but I'm certainly gonna find out! Thank you so much for doing this!