XCOM 2
Proficiency Plugin: The MOCX Initiative Factions
34 Comments
exultiaa 15 Jul @ 6:40pm 
@FearTheBunnies Seems to be working well, thanks again for your help!!
FearTheBunnies  [author] 14 Jul @ 9:55pm 
Yeah, forgot about that small issue. In the XComClass.ini file for the Prof Class Pack at the top of the file will be lines adding the new classes to an array. Just delete those lines in the file and poof those classes no longer exist. In theory you could edit configs for Disable Any Class but I would need to dig deeper for that.
exultiaa 14 Jul @ 8:44pm 
@FearTheBunnies Thank you for the assistance! Also I do have Disable Any Class Redux, but since i have Amalgamation installed I'm unable to see the list in MCM.

Is there a way to use the config files to manually disable classes?
FearTheBunnies  [author] 14 Jul @ 5:20pm 
@exultiaa Yes, you can run Proficiency dark heroes with Amalgamation heroes. BUT! It may require touching configs a little too.

Based upon order of publication, you may get lucky and it "just work" assuming the Amal Hero pack resets the hero class trees and it is loaded after the Prof hero pack.

To guarantee you are using the right ones for the XCOM Heroes you can go into the class config files for Prof Hero classes and delete the configs for them which will make sure Amal Heroes are used instead.

Also, I would recommend something like Disable Any Class Redux to disable the Prof classes as well so they don't clog up your GTS buyables.
EvilBob22 14 Jul @ 11:03am 
Yeah, run the base MOCX hero class mods instead of this one.

The Amalgamation Faction Hero Classes mod changes the base game hero classes to new Amalgamation versions.

The MOCX mod includes Skirmishers, add MOCX Zealot and MOCX Phantom for Templars and Reapers. These all make captured hero MOCX into base game versions. With Amalgamation Faction Hero Classes also active, they will automatically be the Amal versions.

This mod makes the captured MOCX hero classes into the Proficiency versions instead of the base game ones. Just leave it out.
exultiaa 14 Jul @ 12:00am 
Would it be possible to prevent the base Proficiency Hero classes from showing up while also having the MOCX Hero classes show up? I wanted to see if you could run Amalgamation Reapers, Templars, and Skirmishers but the MOCX faction heroes you capture become Proficiency Dark Hero classes
FearTheBunnies  [author] 10 Jun, 2024 @ 2:41pm 
I am willing to review their trees again and see if I can find room for it
Tacoaloto 10 Jun, 2024 @ 11:45am 
I realize that Dark Reapers don't get Silent killer as an ability, which kind of makes it hard to use their shadow stacks properly. Any attack not done by an ABC protocol just breaks their concealment and lose all shadow stacks. Is this intended?
FearTheBunnies  [author] 24 Mar, 2024 @ 6:28pm 
Correct. The Proficiency MOCX mod adds normal classes to MOCX. This mod adds hero classes to MOCX hero units.
EvilBob22 24 Mar, 2024 @ 2:26pm 
@Mr.DIQGIGG 100% fine to run together. If you do, then all captured MOCX become proficiency classes
Mr.Nuke 24 Mar, 2024 @ 11:23am 
Is it ok for this mod to run alongside the one it's a continuation of? Or does this replace it?
Mask 13 Feb, 2024 @ 6:14am 
The thing is I could obviously change the values of anything you make yes but I want to keep it the way the modder do to appreciate the work and respect the decision they make, saying that everyone has a different mod composition so I only change some configs by the feeling as I progress through to keep the game balanced.
FearTheBunnies  [author] 13 Feb, 2024 @ 5:42am 
Also, my view of mods: Never be apologetic about seasoning to taste. We expose stuff to configs so that folks can tweak to their own liking. This is a single-player game. Enjoy it how you want to enjoy it, and everybody's mod list is balanced differently.
FearTheBunnies  [author] 13 Feb, 2024 @ 5:39am 
Those are valid feedback. I may add the magic sauce to the Reaper that will turn the ABC protocols non-turn ending (which I figured out while making the LAZOR Sparks), which would then make the feel-bad scenario of "I get a singular protocol OR shoot" less impactful. It also makes the fact you have to choose 1 or three more meaningful because they truly are bonus actions.

As to the Templar, I had always felt the autopistol was a "make you feel better" kind of weapon versus a real weapon you could rely on. The play pattern I generally found myself using was the Templar was the one who started the noise.

The "no-secondary" has caught people by surprise as well. I may give the Claymore to the Dark Templar to help with the explosive-focused theme. I know it doesn't help in the Overwatch crawl, but it does give a blue move that can help set up for the big opener.
Mask 13 Feb, 2024 @ 4:37am 
@FearTheBunnies Thanks for your precious thoughts and comments, and for the great work!

About Dark Reapers, I understand you want a mixed type unique to that class, but still there is a feeling I can't express verbally to full extend, I think it is something about having to choose of the protocols that makes me feel like that class is not that worth using on lower ranks especially. Also later on, he won't be able to use a protocol and still shoot since there is no protocol packages proficiency for him as the people probably using these mods also have bunch of heavy mods to alter the enemies so that class would be underpowered I guess.

Also I kinda changed your Dark Templar dude to be able to equip an autopistol (sorry about that xD), thinking having nothing to do for surprises while setting up like overwatching is a bit weird.
FearTheBunnies  [author] 12 Feb, 2024 @ 12:57pm 
@Mask I just released a mod that should patch in the ability for these classes to do bonus damage to Chosen now.
FearTheBunnies  [author] 12 Feb, 2024 @ 11:50am 
This led to me thinking about the GREMLIN skills. I decided to make the player make a choice. By default they could take one of the three skills that they felt they needed most in their campaign. If they wanted more, they can spend the AP to just unlock them, but it still puts a choice on the player to actively upgrade them in that fashion. This choice is intentional as it helps make this class distinct from the Tech Specialist.

Supplementing the stealth aspects with GREMLIN utility, it gave the Reaper the ability to act at range at all times, and with Silent Motors it allowed the unit to act within concealment too. This allowed for a more utility scout instead of just the sneaky sniper.

Yes, the GREMLIN can stretch suspension of disbelief, but nothing says that Reaper GREMLINs don't have some form of active camo on them (similar to the SPARK Arsenal gag for SPARKS), allowing them to stay concealed.
FearTheBunnies  [author] 12 Feb, 2024 @ 11:45am 
When looking at the Reaper, the one skill in the PCP Reaper tree that jumped out at me as unexplored was the Infiltration ability. It gave them blanket immunity to detection towers and +30 hack. Between that and the fact I feel GREMLINs are horribly unexplored territory, I set out to explore what a covert operative with a helper bot would look like.

My design goals was to have his stealth be first, and the hacking and bot skills second. He was never meant to out GREMLIN the Tech Specialist, but work as an auxiliary Tech Spec. He is also a Hero class, which means he doesn't need the training center to unlock other skills. He can spend AP whenever he wants.
FearTheBunnies  [author] 12 Feb, 2024 @ 11:42am 
My thought process going into creating the Dark Hero classes is that I wanted something that felt similar but played differently to the PCP Hero classes. For the base MOCX Dark classes, I was modeling them off the PCP Class + the base game class to create a hybrid class archetype. Since the PCP Hero classes were already kind of like that in spirit, I felt instead that I wanted to do something different with each of them.

That's why I focused on certain aspects you wouldn't normally see for the Hero unit. The Skirmisher focused more on the ripjack and the cable movement skills versus shooting to gain heat. The Templar I gave a heavy weapon as their "secondary" weapon and the ability to lob grenades in close quarters.
FearTheBunnies  [author] 12 Feb, 2024 @ 11:38am 
The favored classes, as EvilBob22 said, is purely to do with creating bonds between two units. The unfavored is exactly that, Dark Reapers do not prefer to bond with regular Reapers. Nothing more.
FearTheBunnies  [author] 12 Feb, 2024 @ 11:37am 
@Mask I love the questions. I enjoy discussing class composition and the choices that went into the design, so strap in for a few long reads as I overshare my thought process :)

But first, I am going to address your question about Adversaries:

The way it does it, is there is an effect that looks for a specific Soldier Class out of an array. I will need to add a patch to this mod which will add the Dark Reaper and the Prof Reaper Agent (and the same for Skirmisher/Templar) to the list of classes that will trigger the bonus damage.

If it had been character type (Soldier, ReaperSoldier, etc) then the Dark Class would have been inherited (but not the Agent class, since it is for normal Soldiers), but since it is Soldier Class (Reaper, LightReaper, ReaperAgent, etc) it did NOT auto-pick up the bonus damage.
Mask 12 Feb, 2024 @ 11:07am 
Still on first talent tree, I think there should be an option to be a hacker or shooter. All three skills are 1 of the protocols which doesn't make sense to me. I understand they are not complete hackers or specialists but still If they are built with gremlins as tech dudes do, they should have protocol packages integrated. So that you have a choice to build different as all other classes.

I thought since they are in the same soldier type category, the other dudes as agents or dark ones should be adversary to chosen as well. Cuz why not? You know.. :D
EvilBob22 12 Feb, 2024 @ 9:21am 
I can answer some of that...

Dark Reapers have gremlins because they are good hackers. Not quite as good as classes more designed for it, but better than most.

Unfavoring has nothing to do with the chosen adversary, it is only for soldier bonds. So, when the game picks out which soldiers will have high compatibility with each other, it avoids matching Dark Reapers with Reapers.

I haven't looked into the adversary system, but I've heard it only allows one class at a time to be adversary. So, even if you have two different types of Reapers (like Dark Reapers and Reaper Agents), only one can be listed as the adversary. This one I'm not positive about, but I think is what's going on.
Mask 12 Feb, 2024 @ 8:22am 
I'd like to ask a few questions. Hope you have time reply back.
First, what does a gremlin do on a reaper I don't get it (:D)? I was imagining to have a guy like reaper/marskman type of stuff.
And I saw lines with unfavoring the original class in config files so these dudes don't count as adversary to chosen. If I change that will I break something?
Also mentioning last question, the faction soldiers we train in GTS (Reaper Agent etc.) they don't have the same adversary thing too. I know its not related to this mod but can I somehow alter that?
(SORRY that was lots of questions)
FearTheBunnies  [author] 17 Jul, 2023 @ 5:11am 
@Mask The short answer is "Yes, unless you manually turn off PCP classes."

The long answer is that the classes this builds use a lot of the abilities provided by PCP. If you wanted just these classes and NO PCP classes, you would have to use a mod like Disable Any Class GTS Redux or manually edit the PCP configs to remove the classes from showing up. You will ALSO have to re-enable the vanilla classes since PCP disables them by default.
Mask 16 Jul, 2023 @ 11:58pm 
So do I have to play with proficiency classes to make this one work? What if I want to play with vanilla classes and also have this one? Will it work?
FearTheBunnies  [author] 29 Mar, 2023 @ 12:00pm 
@EvilBob22 I went through many iterations of class icons, and yeah, the exploded icon showing up in certain places is a known issue with the larger icon size. Definitely glad you are enjoying this mod, though, and happy you found icons you enjoy!
EvilBob22 28 Mar, 2023 @ 5:45pm 
The class icons are all 256x256, which looks great on the promotion/ability screen, but the normal class icons are all 64x64 (and stretched on the promotion screen). Not really a problem until Extended Personnel Info shows the (full sized) icon of a soldier's potential bond mates. So, I figured I'd pull out the icons from the .upk, shrink them, and use those for my own personal setup. And what do I find? A bunch of other icons already there that I actually like even better -- not to mention that they are 64x64 too. Nice little unexpected bonus.

If anyone is curious, I'm using:
LightReaper
+IconImage="img:///FTBProfDarkClassIcons.Stalker.SCS_Bandits"

LightTemplar
+IconImage="img:///FTBProfDarkClassIcons.Misc.Carnelian1"

LightSkirmisher
+IconImage="img:///FTBProfDarkClassIcons.mtm.mtmsquad30"
jat11241976 28 Sep, 2022 @ 3:16pm 
Oh very cool 😎 thanks for the reply 👍
FearTheBunnies  [author] 24 Sep, 2022 @ 9:02am 
@jat11241976 Yes, but it is not required. The screenshots I took was playing with that conversion active.
jat11241976 24 Sep, 2022 @ 6:35am 
curious, does this mod work with MOCX as EXALT?
aenitorma 1 Sep, 2022 @ 1:38pm 
This is insane... in a good way. Great job.
Nero 1 Sep, 2022 @ 1:19pm 
AYYOOOOOO
RustyDios 1 Sep, 2022 @ 12:52pm 
Those class icons look great !
Also, we appreciate the built-in Templar/PexM support :)