XCOM 2
[WOTC] Proficiency Class Plugin - Warden
56 Comments
BlackDog  [author] 25 Jul @ 6:04pm 
It's not trainable in the GTS - you have to get it from random promotions or soldier rewards :)
henrykhaung 25 Jan @ 11:33pm 
how do i train the class ?
Dragonhero 22 Jan @ 4:57am 
@BlackDog
Yo sup.
The priests do have guns. The issue here is not the animation itself, it is where their point of interest is. What I mean is, have you noticed that the animations from soldiers tend to ''aim'' to certain directions? Like they are facing to a specific point and with your warden they face either the ground or the ceiling. That is what causes janky animations. So for the animations to play correcty, they have to face straight ahead somewhere.
The animations you used from the enemies are fine imo so dw about that.

And I agree with making a big update rather than doing quick fixes for now. Hope you will be satisfied when it is done!
BlackDog  [author] 21 Jan @ 9:38pm 
Yeah you're right - those anims are priest not shieldbearer, sorry. I'm not sure what I can do to improve the way that looks to be honest because obv. the priests aren't holding a gun so it does look a bit janky. I'm not really a graphics/anims guy at the heart of it so I'll probably have to reach out to someone else to port and adjust the animsets for those as it's not my strong point at all. There are a couple of folks on the modding discord I can reach out to, so it may get done eventually but there's also quite a few changes I want to make to the class makeup generally as well so I'll probably roll it all up into a big update in a few months time or something like that.
Dragonhero 16 Jan @ 2:14pm 
@Blackdog
Nice to hear from you again. About the animations, perhaps I should have clarified it more what I exactly mean with kneeling because I know for a fact the shield bearer only has 2 unique animations and those two aren't present with the warden last time I checked. The shield bearer has one unique pod activation animation and his shield ability, where he does a big wind up and slams it into the ground.

What I mean with kneeling, the warden uses the animation from the advent priest whenever you activated one of their pods. The warden uses 2 pod activation animations from the advent priests.

Advent priest kneeling --> Switch stance animation

Advent hand on chest and then holding it up high --> Reflective Barrier.

Hope this helps!
BlackDog  [author] 16 Jan @ 1:57pm 
Hi, thanks for the comment - I'll take a look at the anims. The kneeling animation for the stance change is one of the shield bearer ones iirc, it was never quite perfect but I don't remember it being as broken as you describe. Brand should just be the pointing animation I think. It's been a while since I worked on the class and it's still probably only about 80% of where I want it to be, still needs a bit of finessing for sure. I'll try and find some time to revisit it and see if I can make some improvements :)
Dragonhero 13 Jan @ 7:35am 
(PS. Do others have animations issues aswell with the bullpup run? Idk where to ask it so I just try it here. Whenever the soldier who isnt a skirmisher moves somewhere, the legs kind of walk very strange. In a way that its just like a duck or something.)
Dragonhero 13 Jan @ 7:35am 
Got to try this mod finally after getting a soldier promoted to it and I gotta say its very fun to play this class. The flow point system makes this character very unique, specially with its own set of abilities.

On the side note, I have encountered the same glitch the ADVENT Testi talks about. For me it is both female and male warden, where the animations for the class are kind of glitched.
Basically what happens is:

Entering stance --> looks down/up(yes it happens either the warden looks way down or looks at the ceiling for some reason) and move their arms way behind their body

Brand --> Arm goes with the Bullpup and basically breaks their arm while performing it. I think it uses the Bolt animation for the templar right? Perhaps that creates the issue.

Reflective Barrier: Also the same with entering stances. The warden looks either directly up or directly down and performs the animation.

On these the animations has been always glitched. I haven't tried the others yet.
Nero 27 Aug, 2024 @ 12:17am 
requesting for dedicated pistol slot support?
BlackDog  [author] 9 Aug, 2024 @ 1:22am 
Hi, thanks for the feedback - I tend to use the 'Extended Information' mod more often than not and this generally gives information on how many actions things cost & what ends the turn etc. so some of the localization may be a bit lacking because of that. In general, the class is still a bit of an open project - there are a few things I'm still not fully satisfied with. I have a few other projects on-the-go at the minute though but when I get back to revising this I'll see what I can do to improve the localization as well.
ADVENT Testiculator 6 Aug, 2024 @ 12:01pm 
Also, one more thing, the animation when entering stances on my female warden is glitched, her arm or arms glitch but the rest of it stays the same. This might be a problem on my end with conflicting mods, but just reporting it in case it's not.
ADVENT Testiculator 6 Aug, 2024 @ 11:22am 
I think this mod would benefit from more description. When you hover over the "?" button on the perks in the ability upgrade screen, almost all of the perks do not have any extra information there. For example, if you check the "?" from Blink skill, it should say if it ends the turn, how many action points it uses, or if it uses flow action points. There is also a lack of in-game information on what "flow action points" are used on, and where you get them from, I had to come back to the description. Stuff like that would help a lot. Thank you.
Wolkenritter 5 Aug, 2024 @ 11:17pm 
Since it doesn't seem to be mentioned anywhere. For anyone who wants to use this with Dedicated Pistol Slots, you'll need to add this line to XComPistolSlot.ini:
+ADD_SLOT=(SOLDIER_CLASS="WOTC_Prof_Warden_BD", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
BlackDog  [author] 5 Aug, 2024 @ 4:12pm 
Would love to hear it - I have some ideas for revisions that I'd like to make, which might happen in the next couple months. The class feels a little bit slow to get out of the blocks for the first few ranks but starts to shine a bit later on. I've got a few ideas to make the earlier ranks a bit more interesting but I'm very happy with how all the mechanics work :)
grammarsalad 5 Aug, 2024 @ 6:44am 
This looks like a lot of fun! I'm playing a setup using both amalgamation and proficiency classes (basically, all primary classes are proficiency classes). I'm also using multiple hero classes. This Warden feels like it would make an interesting alternate Templar class. It'll be a while before I have put everything together, but I'll give you feedback when I start playing
Dragonhero 22 Jul, 2024 @ 12:33am 
ahhh alright. Thanks for the quick response. Hope I can get the class soon on my current campaign to try it out.
BlackDog  [author] 22 Jul, 2024 @ 12:10am 
Chance on random rookie promotion or soldier reward basically - they're on the rarer side compared to 'standard' classes & not trainable from the GTS by default, although you can change that in the config if you want :)
Dragonhero 21 Jul, 2024 @ 11:07am 
Might have missed this but how do you get the warden class? Playing with covert Infiltration
BroncoXeno2035 3 Jul, 2024 @ 6:29pm 
Alright, will do, hopefully once I can figure out how to fix my game not loading
BlackDog  [author] 2 Jul, 2024 @ 4:49pm 
It's pretty different - It's still an open project for me, despite being fully functional. One thing I'm wondering about particularly is whether my version has sufficient tools / agency compared with other classes or if the stances are un-necesarily restrictive. I've just not really had enough feedback to help me develop it further in a particular direction. I'd say give it a shot, there are no conflicts using both together (the classes have different icons so you can tell them apart in game) & if you have any feedback I'd love to hear :)
BroncoXeno2035 1 Jul, 2024 @ 8:01pm 
How would you compare this to Knox's Port?
BlackDog  [author] 20 Jun, 2024 @ 2:35pm 
In the end I kept a couple of abilities which are stance-locked (soul-blade and imbue ammo, both of which may need a bit of adjustment at this point), mainly because I thought the idea was interesting. Anyway, there are a lot of potential approaches once you start messing around with the AP economy and I'm open to discussing options. My approach was to try and make it as clear as possible to the player what's going on & personally find it quite straightforward to use (+ you get a couple of charges of a free action stance switch ability as you rank up) but I've been testing the class for quite a while now so I might've conditioned myself a certain way. I've tried a lot of things under the hood already but I'm definitely open to improving the mechanics so if you have any suggestions, please get in touch on the modding discord and we can discuss a bit further.
BlackDog  [author] 20 Jun, 2024 @ 2:20pm 
@Drakten - Well, the short answer is that I tested giving the player complete control over the stances (i.e. by having one ability that switches the stance and one that retains the stance after attacking, or simply by having ebb & flow being able to activate from normal action points), but the alternative options both were less interesting to play and made the class feel too close to a mashup of proficiency ranger and templar and not sufficiently unique from either. I experimented a lot with having flow AP abilities only being accessible from a single stance, but this drastically cut down the size of the abilities available and made it so the warden had comparably less options than many vanilla classes and restrictions that affected the overall balance. I
Drakten 19 Jun, 2024 @ 9:46am 
Thanks for the answers! Can I ask why the changing of stances works that way? The design decision I mean, instead of leaving it in the hands of the player with a free action kinda thing.

It's (relatively) complex to remember how/why the Warden changes stances, especially when you're running a bunch of non-vanilla classes.
BlackDog  [author] 19 Jun, 2024 @ 2:20am 
Basically the rule is, if he's blue try to attack with the sword and if he's orange try to shoot at stuff! :D
BlackDog  [author] 19 Jun, 2024 @ 2:18am 
@Drakten - Yes, it's capped at one (currently), yes you have to use a turn ending attack with the correct stance combo to get it and basically you switch stances after using a flow action point ability (or manually ending the turn after doing a valid attack).If you just move, or use an off-stance ability (e.g. slash in ranged stance) you won't get it. The flow points are exhausted on turn end anyway so a visual indicator wouldn't be all that useful really IMO but a passive that allows you to carry over flow APs to subsequent turns or grants 2 flow APs per turn are both interesting ideas that can be explored :)
Drakten 18 Jun, 2024 @ 3:28pm 
one more question: when/why does the automatic stance switch happen?
Drakten 18 Jun, 2024 @ 11:50am 
Are the flow points capped at 1? Is the only way to get flow points to make a successful turn-ending attack using the correct stance? Is there a visual indicator for the number of flow points in the HUD or on the soldier?
KnoxAHHHHHHHHHH 17 Jun, 2024 @ 12:23pm 
Glad to see this finally released, excited to see what it has
BlackDog  [author] 17 Jun, 2024 @ 11:06am 
Yes, that's right it can be used independently of the original mod if you want to use both :)
Jackaljavi 17 Jun, 2024 @ 10:15am 
Interesting, so, since the original mod is not required, you can play wiith both class mods enabled?
Soul 17 Jun, 2024 @ 6:40am 
Ngl Crusader sound good for this one
BlackDog  [author] 17 Jun, 2024 @ 5:05am 
@Lanford - it's a fair argument. I would probably be more keen on adding some kind of descriptor to the class name, rather than renaming the entire class as that'd take a fair amount of internal adjustments (basically everything is labelled as 'warden' at this point). But I take your point that with the class name being the same, it's hard to distinguish between the vanilla warden, Knox's port and my class, save for the fact that I have a different class icon.
Lanford 17 Jun, 2024 @ 4:05am 
I think this class is unique enough to stand on it own without using the name Warden. As it stand, only stance is the same as Warden, the rest is it own things. The reason I bring this up is because I still using the old Warden class as the two classes differ from each other. So, having the same name, it kinda confusing when use together lol.

Anyway, just my nitpicking as I can edit the localization file to suit my need. So... do you think the name Crusader fits well? lol
Danny - druws 17 Jun, 2024 @ 3:03am 
lets try then
BlackDog  [author] 17 Jun, 2024 @ 2:54am 
@Danny - no the original mod is not required, this is an entirely new class :)
Danny - druws 17 Jun, 2024 @ 1:40am 
i need have og warden installed to use this ?
Nero 16 Jun, 2024 @ 10:55pm 
@Kinsect this wouldn't work with the psijack, the psijack is a templar gauntlet
BlackDog  [author] 16 Jun, 2024 @ 10:03pm 
@LordAbizi due to a controversial pre-release contract with Sid himself, I've been able to ensure this mods full compatibility with civ7 at launch ;)
lordabizi 16 Jun, 2024 @ 9:28pm 
Great mod, I have a quick question. Does this work with civ 7?
Drakten 16 Jun, 2024 @ 8:39pm 
small typo in classdata.ini, line 27 should read

+UnfavoredClasses = "WOTC_APA_Assault"

Other than that, about to start a playthrough with this class, so thanks for putting it up!
RustyDios 16 Jun, 2024 @ 7:03pm 
YES! Finally out for the general public ... amazing work on this! Loved watching the mods progress and finally seeing it go live.
Soul 16 Jun, 2024 @ 6:19pm 
Ok I used them one mission (so I didn't had a lot of stuff unlocked,can say the bonus range/melee make it nicely distinct in its roles and its really good) but I'll say godDAMN the tooltip in F1 to say what stance,the each start indicator,the colors around,just that make me already love this take.
Kinsect 16 Jun, 2024 @ 3:58pm 
Kinsect 16 Jun, 2024 @ 3:57pm 
Yeah I was talking about Cloista's One Handed PsiJacks since they act pretty similar to the Templar's gauntlets
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2830667161
BlackDog  [author] 16 Jun, 2024 @ 3:54pm 
@Jestimac - I do think I've managed to get over most of the clunkiness of the original mod's stance issues. My main concern at the minute is just getting some test campaigns in so I can start fixing and balancing things (there are situations that arise in the course of a campaign that it's just impossible to replicate in a testing / skirmish environment!) but once things start to stabilise I might start thinking about a LWOTC port,
BlackDog  [author] 16 Jun, 2024 @ 3:49pm 
@Kinsect - No to both at the moment. They have a couple of abilities @corporal rank (Kinetic Armor and Reflective Barrier) which are both fairly similar in spirit to the templar shield that it probably wouldn't be worth giving them access to that particular ability really. I don't know much about the psijack mod, if its weapon category is a sword, they will be able to use it. At the minute they can't use SMGs either, but strictly speaking I don't see a reason why it should be disallowed (other than the fact their mobility in melee stance is already very good so giving them a gun that further boots mobility might be bad for balance). If there's a strong demand, I might consider it.
Kinsect 16 Jun, 2024 @ 3:20pm 
oh yeah can they use Iridar's Templar Shield?
Kinsect 16 Jun, 2024 @ 2:35pm 
Thanks for making this Warden class
say can it use the Psijack and smg?
Jestimac 16 Jun, 2024 @ 2:29pm 
And I forgot to mention that the combo Bulpup / Sword is definitely interesting...