XCOM 2
Mercenary Class - LWOTC
29 Comments
LightenedDark 25 Jun @ 3:27pm 
What abilities do the weapons-based abilities give? Can you tell us what they do so there's not sifting through half dozen perk mods? It took a lot of time to cross reference what abilities these things give (instead of just listing them for us...) by digging into the source. Googling IRI_Rider_Intercept was especially obtuse. "Improvise Grenades" required looking into configs of Mitzruti's. Uh Which perk pack has all the shield perks?

One I never figured out were This Ones Mine, Stalker, Nightmare Fuel, Perfected Guard, StayOnTarget, the F_ perks 'F_quickfeet, etc'. Anyways, Frantic fire has an extra c in the localization. This One's mine is listed twice (once as the ability Watchful Eye just says it grants watchful eye for a holotarger. Quickdraw is listed twice as high noon just grants quick draw.
Sk)o(W 20 Oct, 2024 @ 11:00am 
Sadly I have to remove this class, same problem as mcslave198 reported "multiple copies of class perks like Jack of All Trades, Wildcard etc" it happened on an ambush mission. Absolutely everything was duplicated (stats, perks, AP etc. turning him into a superhuman soldier)
ADVENT Testiculator 13 Aug, 2024 @ 2:05am 
I'm in the same position as Jestimac
Jestimac 3 Jun, 2024 @ 12:28am 
I already use many Pet Rock classes. I would like to add the LWOTC mercenary class but it is not clear whether the issues highlighted by mcslave198 have been fixed ?
mcslave198 28 Jul, 2023 @ 1:10pm 
Actually now I have an Agent that has 2 copies of the Surgical Precision skill on an ambush, so yea there definitely seems to be a similar issue for me with License to Kill.
mcslave198 26 Jul, 2023 @ 6:33pm 
My Agent w/ License to Kill seems fine: https://imgur.com/AWGOmwe
However, their mobility seems to be one less than it should be for some reason. Armory shows 16-4 mobility but in-game it shows only 11. No idea where that could be coming from.
mcslave198 25 Jul, 2023 @ 7:09pm 
I don't remember having any issues with Agents w/ that perk, but I'll try to remember to send them out on some ops and check.
Captain Pet Rock  [author] 25 Jul, 2023 @ 6:08pm 
Would prolly take me a bit to check an ambush with a mercenary on it, But im guessing it has something to do with how the abilities are written, and how ambushes work (If it is an issue on my end and not yours). This issue MIGHT appear on other classes that use a similarly coded ability (agent license to kill perhaps)
mcslave198 25 Jul, 2023 @ 1:11pm 
I'm really liking the class, but I'm encountering an issue with it. When I send my Merc on a Covert Op and an ambush occurs, the Merc gets their abilities get duplicated.

Here's the ability bar of the Merc: https://imgur.com/Y5x7Sqe
You can see that there are multiple copies of class perks like Jack of All Trades, Wildcard, etc., as a well as XCOM row perks like Combat Fitness.

And here's the Merc's stats: https://imgur.com/edRbEAx
I suspect that not only are skills replicated, but items are too. I had another Merc without Combat Fitness, and her mobility was atrocious (7), I'm guessing because an item mobility penalty was applied several times over. The shield and HP are probably coming from Formidable and copies of plating + vest equipped.

Both times this has happened, the Merc was being ambushed. I don't know if it's fine when they're "rescuing".

Is this something you can take a look at to see if it happens on your end as well, or is it just me?
tautology 13 Apr, 2023 @ 9:10am 
Still having fun playing around with (my version) of this :)
It seems like the Royal Flush ability for Holo-targeting (F_WatchfulEye) isn't working properly.
I believe it needs to be assigned to the Primary weapon?
HoloAbilityEffect = new class'X2Effect_WOTC_APA_Class_AddAbilitiesToTarget';
HoloAbilityEffect.AddAbilities.AddItem('F_WatchfulEye');
HoloAbilityEffect.ApplyToWeaponSlot = eInvSlot_SecondaryWeapon;
Unintuitive perhaps, but as it stands you "shoot" enemies with your Holo-targeter for 4 damage.
Captain Pet Rock  [author] 8 Apr, 2023 @ 4:38pm 
yeah thats 100% the intent of the class, i didnt want them to feel better at doing a role that they are able to cover. Intended to fill holes in the roster/support what you need at the time, but ultimately not take the role from a class that is specialize in that role
robin.gustafsson 7 Apr, 2023 @ 9:57am 
Must say that I love this class, very creative mechanic. I'd say it holds its own in combat but really shines in the strategy level. Hats off CPR!
tautology 28 Mar, 2023 @ 9:32pm 
I agree, my soldiers are quite strong, but I'm also running a campaign without MECs, Psi, Rockets, Cannons or Sniper rifles. If you think that's easy even with some strong close range soldiers, give it a try :D
But that's missing the point. I'm merely suggesting that they get two XCOM rows, in order to have a better chance at coherent XCOM row choices. They are still limited by Ability Point expenditure, obviously. Either way, it's just a suggestion. :)
Captain Pet Rock  [author] 28 Mar, 2023 @ 6:42pm 
their supposed to be a jack of all trades, master of none. They are not meant to outshine any other class in the role, but the ability to role swap is strong. With stronger perks in the non-wild card rows they run the risk of outshining existing classes in the role
tautology 28 Mar, 2023 @ 2:25pm 
So I built my own version of this class with considerably stronger perks in the non-wildcard rows. Bullpup+sword is amazing in March but falls off by late May. Vector + Holo is really strong. SMG + Gauntlet is likewise very strong. But the Rifle Perks are hard to use, the Sniper perks don't do much and Shotgun perks are pretty weak (imo). The Pistol perks are excellent. Nevertheless, I have found this a somewhat difficult class to play unless you have a coherent set of XCOM perks. I would love to see this class with a double row of XCOM perks so that you have a better chance at making something that functions throughout the entire arc of the game rather than being good at certain stages of development? jmho, I still love the concept :)
Captain Pet Rock  [author] 20 Mar, 2023 @ 3:20pm 
They gain the same hack score/hack gain as specialists/dragoons/other gremlin users so the hack score isnt a problem.
tautology 20 Mar, 2023 @ 2:25pm 
I'm intrigued by this concept. I'm wondering if the Gremlin line should include Aid Protocol instead of Haywire? Haywire demands a high hack skill, whereas Aid forms the basis for several other perks (Threat Assessment etc) that might be interesting in the XCOM row. I'm just thinking in terms of added versatility, there's a lot that a Gremlin can do that doesn't require a high hacking score.
Captain Pet Rock  [author] 11 Mar, 2023 @ 8:33pm 
Ight tossed that fix into the pet rock perk pack, so it should update once you update it
Captain Pet Rock  [author] 10 Mar, 2023 @ 6:07pm 
yeah ended up noticing that while playing, will most likely add that in when i have time. really did not think about them requiring suppression to make that ability work
MrMister 10 Mar, 2023 @ 6:30am 
Suppressing Shot (F_SuppressingFire), given by Jack of All Trades if a Cannon is equipped, doesn't work properly unless the unit also has Suppression, which the Mercenary doesn't.
Captain Pet Rock  [author] 12 Feb, 2023 @ 9:01pm 
@traul, try to make sure the pet rock perk pack is updated, steam sometimes doesnt update things right away
Jviole 12 Feb, 2023 @ 5:17pm 
Really like this class would love a version for covert infiltration this and your roboticist class so far are my favs
Traul 12 Feb, 2023 @ 10:35am 
The grenade launcher squaddie rank does not work for me: I do see the extra munitions skill in the bottom left corner but no actual grenade in my action menu. To be fair, I am not sure I have ever tested the Extra munitions skill on its own, it could be that skill that is bugged rather than Wild Card.
Captain Pet Rock  [author] 8 Feb, 2023 @ 12:24pm 
LCPL, SSGT, and MSGT are intended to have missing perks, as for localization errors, try unsubbing and resubbing to the Pet Rock Perk Pack, as most of the mercenaries abilities are from that pack
Tarballs 8 Feb, 2023 @ 11:39am 
Hey, I get a loc error and first and second row abilities (and possibly more, but at a glance I see that they are at least) are missing. Any dependancy I might be lacking? I got all listed on the mod.
Captain Pet Rock  [author] 7 Feb, 2023 @ 9:37am 
Holotargeter seems to be broken right now, don't know why cus the code looks fine, will prolly be some dumb typo that takes me a few hours to find
Captain Pet Rock  [author] 6 Feb, 2023 @ 4:59pm 
Seems i forgot to put in the vektor rifle perk, will put that in a localization update in the future, They are Jack of All Trades Gives Squadsight and Lead the Target, High Card gives This ones mine. Joker gives watchful eye, and Royal Flush gives recharge.
MrMister 3 Feb, 2023 @ 3:04pm 
Pretty interesting design overall; I specially like the choices on corporal.

The only one I’m not feeling is Scout. Maybe a mob-boosting perk instead?
MrMister 3 Feb, 2023 @ 2:00pm 
Mercenary sounds like a pretty arbitrary name unrelated to the class’ mechanic.

How about Decker? Wildjack? Joker?