XCOM 2
[WOTC] Reward Soldier Classes
28 Comments
Canthyse 10 Jun @ 6:33am 
never though of adding them in this mod, I'll try that, thanks
lordabizi  [author] 9 Jun @ 10:04pm 
ahhh the playable aliens stuff... well they all have different character template, no? or unique classes? Then you can add those cahracter templates or classes to the configs of this mod. (I even have a comment about this in the mod description here!)
Canthyse 9 Jun @ 7:29am 
I mean the follow up mission that you have to rescue the class soldier. But if theres no way to separate the templates, then sadly it is what it is.
I play with Playable Aliens for LWOTC, but theres no compatibility like the "Rescue Chain Mod" to exclude the classes I dont want in the rescue mission. I tried this with the Supersoldiers Mod, and they have the priority first, and after i got all of them, the Alien class rewards appears.
lordabizi  [author] 8 Jun @ 10:34pm 
since when can you get soldier rewards from covert actions?
But no, unfortunately anything that uses the same Reward Template is affected. I can't really track in the mod what generated the reward.
Canthyse 8 Jun @ 12:27pm 
its there a way for the soldiers to not be on CA Reward missions? Asking because I only want them to be either on market or POI only.
Dragonlord 1 Jan @ 4:08am 
Supersoldiers about to make a comeback baby... Time to make a NOT-so supersoldiers redux with them being unique. Thanks you @lordabizi
lordabizi  [author] 7 Jul, 2024 @ 9:35pm 
faction soldiers might be ok-ish, sparks will probably be less ok-ish, but might still work without the computer bursting into flames. Remember: for best results it's better to avoid doing silly things.
Haite 7 Jul, 2024 @ 11:18am 
Has anyone tried faction heroes or sparks?
Kawapatch 19 May, 2024 @ 5:41am 
Cheers for clearing those up lordabizi! :8bitheart:
lordabizi  [author] 18 May, 2024 @ 2:15am 
1) yes, if you only list a single class, then it would replace all reward soldiers to this class.
2) the way DontChangeThisClass works is that I check which class the reward was meant to be. If it's on the DontChangeThisClass list, I skip further logic.
Kawapatch 18 May, 2024 @ 12:43am 
Hey lordabizi, just wanted to clear a few things up if that's ok.

1. Would this mod completely replace any and all class soldier rewards with only those listed in the RewardClasses array by default? For example, would adding only Rangers to the array enforce all soldier rewards to be only Rangers unless the other classes are added to the DontChangeThoseClasses list?

2. If every other class was added to the DontChangeThoseClasses list, would that make it impossible for classes listed in the RewardClasses array to appear in rewards at all? Or, would it make those classes only appear if they were rolled as the base soldier class in the first place (i.e before the event listener triggers)?
lordabizi  [author] 10 May, 2024 @ 5:55am 
I don't see a reason it won't work with LWOTC, but I did not test.
Gerishnakov 10 May, 2024 @ 5:48am 
Probably should have asked this earlier, but should this work with LWOTC?
LeyShade 9 May, 2024 @ 10:02am 
Seems the easiest way. Thanks for the discussion regardless, was informative and fun, and this is a really cool mod providing a long requested feature, so thanks again for yet another contribution to the community.
lordabizi  [author] 9 May, 2024 @ 9:18am 
Well at the moment, if I will do it I will do it in the band-aidy manner of partial class name mechanism, as I don't see a clearly better solution...
LeyShade 9 May, 2024 @ 6:30am 
Perhaps, despite hate having to add ever more to the list now we know of the 1290 limit, perhaps one of the infamous 'plug in' mods that bridges this to Amalgamation, so that general users can just add the plugin if using both, and more dedicated pack managers can just lift it's config's straight into the base mod for their localised versions?

Note to selfs: Would be useful if someone posted a file with all the amalgamation class names in it that it 'could' generate so content creators could just copy & paste them as needed.
lordabizi  [author] 8 May, 2024 @ 9:26pm 
The way I remember is that amalgamation has those specs, yes, and then it dynamically creates classes the names of which are concatenations of the spec names used (like primary-secondary-teritary). So that's why I want to do a "partial class name search" feature, which might work but might have unexpected results. atm I can't think of anything smarter (without having to build my mod against amaglamation which will give it access to the full info of amalgamation, which will make things simpler...)
LeyShade 8 May, 2024 @ 3:26pm 
Would have to check at weekend, but from what we recall, it has what are essentially class files with their own configs typical of a class. They share their class names with their origin classes though, so they'd likely get picked up alongside those classes if users choose to not have them disabled.

Think that answers our own question 🤔
lordabizi  [author] 8 May, 2024 @ 8:16am 
yes, unfortunately right now it only works by class names. I could maybe try adding some experimental regex class, where you would enter a partial class name and the deck would get all classes that contain this string in their class names. Anything more complicated than that requires deeper understanding of how amalgamation works...
LeyShade 8 May, 2024 @ 3:58am 
How does this interact with the amalgamation classes?

Does it require each combination entering manually, or just each specialisation?
Gerishnakov 7 May, 2024 @ 6:55am 
Ah that was the issue. On the big console everything looks good, many thanks!
lordabizi  [author] 6 May, 2024 @ 9:29pm 
It prints the current status of the deck. If you don't see anything, it's because you must be using the small console instead of the big one. The small console screen is opened with the \ button, or some other button near enter and backspace. The big console screen is opened with the ~ button, or some other button near the number line and esc. If you open the big console, then you'll see the output of the command.
Gerishnakov 6 May, 2024 @ 3:16pm 
Forgive me, I'm inexperienced with console commands - what does RewardClassDecks_Print literally do? I've tried entering it a few times to check whether my config is working, but nothing seems to happen. Love the mod concept, cheers.
lordabizi  [author] 3 May, 2024 @ 9:52pm 
yes, soldier rewards from missions count. So this should affect the resistance ops missions of Gathering Survivors and Recover Expedition.
Naturally, you will have to specify the unique classes yourself, by itself this mod doesn't do anythin.
troyanows 3 May, 2024 @ 1:45pm 
Just curious are VIP escorts from council missions counts as reward soldiers?
Tend to leave unconscious one sometimes on horde mission, especially when playing with World War L. But if he will have unique class it might be more temping decision to save him, even with higher risk for other soldiers.
jat11241976 3 May, 2024 @ 6:38am 
Fantastic, thank you for the quick reply :steamthumbsup:
lordabizi  [author] 3 May, 2024 @ 6:07am 
a) that mod does in fact work.
b) the mod just edits a base game config variable, so one can edit it without a new mod being made.
c) the config is in XComGameData, it depends on the force level.
jat11241976 3 May, 2024 @ 6:05am 
This is probably beyond the scope of this mod, but is there a configuration to limit the rank of reward soldiers? I'm sure I've seen some mod that does it, but I don't think it's WOTC compatible. Either way, thumbs up :steamthumbsup: