XCOM 2
Alpha's Class Pack
124 Comments
Lanford 3 Aug @ 11:17am 
There seems to be a few bugs lingering with some perks.

The one I catch right now is Ammo Conservation on Rifleman. It didn't refund the ammo like it said in the description. Another one is Commanding Shout from Commander, it didn't give aim bonus like its advertised.

Will report if I catch more.
Alpha115  [author] 25 Jul @ 9:03am 
@IconOfEvi you can just re-enable the class to use melee as a primary via a config change for your own personal use. Its not like the mod gets update every couple of days. The only time I update it now is for bug fixes.
IconOfEvi 25 Jul @ 4:32am 
Okay looked in Balance Feedback, in your last post you did state that you changed the Marauder. I don't get it, Guerrilla Tactics hasn't allowed melee attacks for like, over a year, maybe more. It literally won't let you, it tells melee weapons don't count for activating it. And I've NEVER had bugs with the Marauder, before this was even in a pack, I don't know where you're getting it was buggy from. People got mad for changing it/taking away dual wielding because it's fine how it was! Grrrr now I'm one of those angy peoples grrrrrrr.
IconOfEvi 25 Jul @ 4:28am 
Hey Alpha, just checking in again since I noticed something, after trying to get my XC2 save unfucked for a long while - Marauder doesn't want to allow a melee weapon on weapon slot 1, when it always used. Was this an intentional change or did some other mod about dual wielding break something? Changing the Marauder again is nowhere in the patch notes. If this was done on purpose, why???? That's part of what made the whole class fun and versatile, choosing between 2 or 1 and 1. I'm really hoping its just something else messing with the classes, or a mistake.
Alpha115  [author] 28 Jun @ 9:03am 
you might also be able to train them in the gts.
Alpha115  [author] 28 Jun @ 9:02am 
@Fenrir Hel Vetr when I made the mod I made it so only one character can be the class. Now I recall if you make it so a character in your character pool has the class set up for them you can select it with commander's choice mod.
Fenrir Hel Vetr 25 Jun @ 4:54pm 
I was looking to have a specific character run as my commander and have the commander's choice mod, but the class is not appearing when I go to set it. Is this intended or is it possible to set the character as commander?
Tommy 17 Jun @ 9:18am 
I hope these classes can have 8 ranks.
Now only have 7.
Mask 31 May @ 3:31am 
Oh, I guess I still miss that class.
Alpha115  [author] 30 May @ 3:06pm 
@Mask The fuze uses a grenade launcher.
Mask 30 May @ 3:02pm 
And I realized something. There is noone using grenade launcher. Shouldn't there be a guy who uses a grenade launcher? :)
Mask 30 May @ 7:41am 
Cool. Thank you! ^^
Alpha115  [author] 29 May @ 12:04pm 
@Mask I will look into it and try to get it fixed soon.
Soul 29 May @ 5:38am 
Same,not sure what quick scope actually do,I thought it meant I get a free shot or at least non end turning shot,but each time I use it,its just a normal shot that end my turn no matter what.
Desc make it sound chance based,but if so,I used that thing like 20 times and it always end my turn lmao
Mask 29 May @ 2:23am 
Could you check Demolisher's "Quick Scope" ability. I guess it is not working properly.
And this is the greatest class pack ever. Literally!
Alpha115  [author] 13 May @ 8:55pm 
@RedX Glad you are enjoying it.
RedX 13 May @ 8:48pm 
Alpha, I love your take one The Commander. It's balance feels just right, also everyone makes The Commander a mute, but it way funnier if you use the Freeman's Mind VP lmao.
Alpha115  [author] 13 May @ 7:16pm 
@Soul you can just delete the configs for the reworks. As for the sub/unsub thing it would work but you would still get the missing mod notification since the mod's ids are not the same.
Soul 13 May @ 6:16pm 
Just saw it also touch other mod classes,is there a way I can disable that? I already use an Akimbo and Keeper overhaul
Soul 13 May @ 6:03pm 
So if I already use your vanguard class,can I unsub to it,sub to this one and the units using this class in game won't have problems or anything?
Lanford 13 May @ 10:35am 
Thanks for clarifying. Guess I won't edit ini and don't start the new campaign until you done with this round of update.
Alpha115  [author] 13 May @ 9:39am 
@Lanford yes, the stalwart is not done just yet. Probably will be ready in the next few days as its squaddie load-out is not done. The tech operative and Demolisher are the main two experimental Classes.
Lanford 13 May @ 4:17am 
I see that in xcomclassdata, you have class Iron Stalwart that you didn't activate. Is it safe to assume that you will update with this class soon or just a just-in-case placeholder?

Raring to go with the new campaign but I saw you said update with two experiment classes. I assumed that I.Stalwart was one of them but what about the other one?

Or do I misunderstood and the two experiment classes were Tech Operative and Demolisher?

Also, is it safe to activate I.Stalwart if I want to try it?
RedX 10 May @ 3:41pm 
Got it, thanks for the quick answer Alpha. Gonna check the changed stuff when I get some free time.
Alpha115  [author] 10 May @ 3:20pm 
@RedX Reworked the Fuze class to not have shield perks. Fixed some issues with RPGO when using this class pack (I still do not recommend using RPGO with this mod).
RedX 10 May @ 3:03pm 
Sorry Alpha, what is in the update?
歇斯底里 23 Apr @ 8:34pm 
Woah waiting for that update. Really like the psionic commander class you have in your psionics mod.
nrfb 21 Apr @ 1:27pm 
Thanks for all the info boss :)
Alpha115  [author] 21 Apr @ 1:14pm 
@nrfb if you are already using it then just roll with it, my update wont break any of the classes in my mod pack and their is a way to reroll a soldiers current perks if any get a serious change. Granted I am not updating the mod right now, but maybe next week or the week after.
nrfb 21 Apr @ 10:38am 
lol i just added it to my campaign and promoted a couple rookies to your classes, like an hour after you responded. Can it be updated mid-save or would that break the game?
Alpha115  [author] 20 Apr @ 7:46pm 
though honestly I am doing a rework of my class pack in the next week or two, so holding off on mine would not be a bad idea.
Alpha115  [author] 20 Apr @ 7:38pm 
@nrfb my class pack might be stronger then prof, I would say use both if you want.
nrfb 20 Apr @ 7:07pm 
Thanks for responding. Do you happen to know if your pack and proficiency pack are similar in balance? I got a couple other responses about mixing class packs on the Discord server and the subreddit, and people warn about mixing class packs due to imbalance.
Alpha115  [author] 20 Apr @ 5:43pm 
@nrfb you can use multiple though in some cases their may be a few conflicts. This class mod and proficiency can be used together with no major issues.
nrfb 19 Apr @ 6:45am 
New to modding this game, are you able to use multiple class packs or do they overwrite each other? I’m using Proficiency but I’d like it if I could add these in too.
歇斯底里 16 Apr @ 6:34am 
I'm fairly new to modding, any other gameplay recommendations?
Alpha115  [author] 15 Apr @ 8:15pm 
@歇斯底里 No idea, this mod does not mess with auto pistol models or code.
歇斯底里 15 Apr @ 7:35pm 
Thanks for the reply. I just find out that the mag autopistol has no model. What mod do I need for that to appear?
Alpha115  [author] 15 Apr @ 10:15am 
@blasterscope RPGO can cause some issues. MY newest update will mitigate some of them but a lot of RPGO's weapon balance stuff breaks things.
blasterscope 15 Apr @ 9:55am 
Question are there any mods that aren't compatible with this mod want to know in advance?
Alpha115  [author] 15 Apr @ 8:24am 
New update will be reworking the Fuze class to no longer use the shield, and instead I am making a new shield class. All the Fuze shield perks will be on the new class. Also will be fixing any perk issues with existing classes.
Alpha115  [author] 15 Apr @ 8:22am 
@歇斯底里 Next update will fix it. Not sure when that update will be out as I have been swamped with work IRL. Probably within the next month.
歇斯底里 15 Apr @ 4:28am 
I got a quick scope ability on one of my soldier's and I'm using an assault rifle. Can't pinpoint what's causing it and I know I just installed this mod.

Does it probably come from this mod?
Lagman 11 Mar @ 12:07pm 
@Alpha115, thats great to hear. We appreciate your hard work man.
@Vaultwulf same here. this mod is great
Vaultwulf 6 Mar @ 9:29am 
@GanjaMan It's my all-time favorite class pack. I't what I am using in my current campaign and my last several campaigns as well. :steamthumbsup: :steamthis:
Alpha115  [author] 6 Mar @ 12:20am 
@GanjaMan Its not abandoned, just been kind of burnt out for a few month in regards to mod making. Granted this mod adds a lot of classes.
Lagman 5 Mar @ 7:39pm 
Hey man, just found out about this mod. Looks pretty cool. I hope it isn't abandoned. Keep up the good work
Sköll Drachen 15 Feb @ 4:59pm 
I have really been enjoying these classes and this mod. i was curious though. would it be possible to make a drone support that buffs allies/debuffs enemies and acts a scout/spotter? marking enemies and stuff
Alpha115  [author] 23 Nov, 2024 @ 10:48am 
@LA MUERTE No, there is no way to change this via Configs at the moment.
sperm@zoid 23 Nov, 2024 @ 6:39am 
Question, for the Commander Class, I have several squads (from Squad Management) and I plan to have each squad have at least 1 Commander, problem is that Commander can only be trained ONCE from GTS, you can't have multiple Commanders unless you use the console. Is there a way to change this in config?