XCOM 2
Assassin [Old, Unsupported]
155 Comments
Revanite 20 Jul, 2018 @ 8:05am 
@「死の火」 Yamino Takamaru

Hey thanks for informing me! I just went to Richard's workshop items, didn't realize I could search through there! I'll take a look at how to disable the other ones and reenable the vanilla ones then hehe.
Kaldin 17 Jul, 2018 @ 1:07pm 
@Revanite: IIrc, it's possible to do that through simple .ini-edits on the class-pack-mod. I'm not sure anymore if they were mentioned in the description, but if not, well, there should've been something in the comments at least.

Just checked, so deleted the old comment(which was that above), as not to spam: It's in the description how to do that. Also need to reenable the vanilla classes if you still want to use them(as I will too XD), and the way to do that is in the description as well.
Revanite 17 Jul, 2018 @ 12:49pm 
@「死の火」 Yamino Takamaru Erhhh... that's not as handy... I mean, already got a quite a large amount of classes. Anyway to disable the others?
Kaldin 29 Apr, 2018 @ 10:32am 
@Revanite: Except he's updated his classes for WotC, but as a class-pack.
Revanite 28 Apr, 2018 @ 10:29pm 
I wish this class was available for WOTC! Too bad its no longer supported.
Myth 20 Jul, 2017 @ 4:48pm 
Please keep this class. Literally my gf and I scourred the mods to find a class that was a perfect fit for her and this is it! :D
Richard  [author] 13 Jul, 2017 @ 6:37pm 
Yeah your right.
Kaldin 13 Jul, 2017 @ 5:23pm 
Thanks. Also, just my opinion: Deleting mods is never nice. :X
I mean, it naturally might break stuff, and not everyone has subscribed to the comments of the mods they have subscribed to, like I have, so they couldn't even tell you if they're still using it or not.
Richard  [author] 13 Jul, 2017 @ 4:37pm 
Okay I'll leave them up then, I might change the names though so people know they are old.
Kaldin 13 Jul, 2017 @ 9:35am 
Still using this class and really liking it.
Richard  [author] 13 Jul, 2017 @ 6:16am 
Is anyone still using this? I am considering deleting it when War of the Chosen comes out. I will make a new version if there is enough request but it will be a class pack (its easier for me to maange and you can just unselect which ones you don't want)
Richard  [author] 31 Oct, 2016 @ 4:35am 
Some people have mentioned a certain voice pack (guard something) that usually conflicts with this. My best bet if it's an ability issue is a conflicting class or enemy that uses a similar ability name. For example when the Spark DLC was released for Xcom my Gunner had an ability called Overdrive which caused a conflict with the Spark. It's an easy fix if I you know what ability it could be.
As for "Hide" being powerful I use a mod that allows concealment when no enemies can see any of my units allowing them to go back into stealth; I suppose it depends on the users individual mod setup/list. It allows for a more risky assassin to perhaps retreat a little; its very easy to break concealment against the timers.
Another Crazy Helldiver 30 Oct, 2016 @ 9:59pm 
Spanish?
Illuminist 30 Oct, 2016 @ 5:38pm 
I'm having issues suddenly. I think another mod updated and broke this one, but I can't tell what it is. It isn't affecting any of my other custom classes. Basically I can't promote the assassin anymore. Says missing template for the abilities and even though it allows me to promote, the recruit still says it has a promotion available. Any thoughts? My mod list is pretty large, so troubleshooting is problematic.
orion winterfire 2 Oct, 2016 @ 11:08am 
They seem a bit odd in that they almost must be all one tree or the other. Definitely enjoying the class. I made the mistake of going sniper with my first 2, so haven't explored the sword abilities much. My only concern so far is Hide, which seems a bit over the top- maybe it should at least require an action?
Kaldin 22 Sep, 2016 @ 7:36pm 
@orion winterfire: Imho this class is pretty balanced in comparison to the vanilla classes if you only let them use Sniper Rifles. Because they'll then either won't be able to use their sword a lot or are not able to get proper shots in due to being too close, and only sometimes have the option of choosing which is better...they still have the up of versatility, but I still wouldn't say Assassins are clearly stronger. Just an opinion.
Richard  [author] 22 Sep, 2016 @ 1:30pm 
NP. Hope you like it.
orion winterfire 22 Sep, 2016 @ 1:02pm 
Nifty. I've been on legend with alien pack, aba, and better pods, with a toolnox add-on mod to get up to squad size 12 via gts. Went with vanilla classes this run because I wanted to use psi rookies rebalanced, which afaik has no lw perk pack equivalent.
Your classes look in theory to be better balanced and closer to vanilla than most, so I think they'll make for a good time. I'll let you know how it goes, when I get that far.
And thanks for sharing!
Richard  [author] 22 Sep, 2016 @ 11:30am 
You should use what you want to use. This class is like a mix of the Ranger and Sharpshooter though. In comparison to vanilla I think it does make the game slightly easier yes. I would recommend playing on a higher difficulty than usual or adding extra mods.
I'd recommned "Rapid Reinforcements", "A better Advent: All the enemies", "A better advent", "[IESS No Alien Hunter] Increased Enemy Squad Size", "Riftkeeper", "Sectoid Commander", "Elite Viper" & "Long War Alien Pack". I generally Play Normal with Custom Classes and a max squad size of 8 (via longwar toolbox) and sometimes it can get quite tough but I'd still say it's fair without being too punishing.
orion winterfire 22 Sep, 2016 @ 11:02am 
I'm curious - how do you think your classes compare to vanilla? I was considering using both for a campaign for variety. Do you expect I'd find a big power discrepancy?
Nook 9 Aug, 2016 @ 5:48am 
I like the class perfectly how it is. The only request (and it is a minor one) is if its possible to just add the brig tree with some generic things just so I quit promoting at the end of missions. It's only an annoyance but if its possible to fix that would be awesome.
Richard  [author] 17 Jul, 2016 @ 11:27am 
Yes the extra level is somewhat good but I'm not super keen on adopting the LW abilities and classes, I really like using my own in fact I do not use the 4 vanilla ones anymore. I don't want to do direct compatibility with the LW perk pack and I want this mod to retain its compatibility with the vanilla game and other mods.

The main drive for me behind creating mods is that i will actually use them. I will look into a compromise if possible when I have the time.
dmc32 16 Jul, 2016 @ 4:44pm 
Having used the LW perk pack its pretty good. Your class could actually just go up 1 rank from colonel to brigadier. You can flesh out or develop another perk tree if you like. But you can take your time developing another perk tree and I'm sure you could develop your own unique assasin style. 3 perk trees leaves room for a lot of unique style. But in the meantime, give it some thought, move up 1 rank to brigadier adding one extra perk, btw, great class!
Richard  [author] 11 Jul, 2016 @ 9:42am 
I've had a look at the LW perk pack, It already offers a revised sharpshooter with snapshot and the shinobi that works like a stealth smg/sword type. It seems a bit redundant trying to offer compatibility with it as players can create their own classes within the LW perk pack.

I think I'm just going to keep it as it is, it's vanilla friendly and friendly with most other mods bar a few exceptions. I would like the 3 perk system but it seems like too much compromise.
dmc32 11 Jul, 2016 @ 3:56am 
Good point Takamaru
Kaldin 10 Jul, 2016 @ 4:59pm 
Please, if you do that, don't force it into this class...LWS don't care about compatability to other mods at all, so I wouldn't really want to use that mod, but I like this class... (and personally don't like the idea of more then 2 perk-trees)
Richard  [author] 10 Jul, 2016 @ 4:27pm 
I will see what I can do.
kierin 10 Jul, 2016 @ 3:29pm 
Any idea if you'll be updating this for the new long war mod?
Richard  [author] 6 Jul, 2016 @ 5:23am 
I have spec-ops knives on myself (although I am not using the weapons in my current playthrough the mod still exists) I have not been able to get the kill without reveal bug. I do sometimes have an issue with shadowstrike though where it either doesn't appear in the info window or seems to apply when i am visible still. I am also using concealment mods so they may potentailly fix or prevent the bug. One is the True Concealment Mod that pauses timers when concealed and the other Conceals the squad when enemies can't see any of your units (forgot what it's called).
HeavyFermion 5 Jul, 2016 @ 8:53pm 
I have had the same bug as Deadyawn where I can attack with my gun without breaking concealment. I have had happen a couple times, and each time it was after I had used Spec ops knives to kill something. I was wondering if there could be a relation between the two. Both of them seem to alter concealment to some degree.

Even if you can't figure out what causes it, it is the best kind of unlikly bug. One that makes things easier for the player.
Richard  [author] 5 Jul, 2016 @ 12:06pm 
Not a problem at all.
Conqueror 4 Jul, 2016 @ 2:50pm 
Yup, turns out it was just conflicting with the Imperial Guard voice pack. Sorry for bothering you instead of checking the comments.
Richard  [author] 4 Jul, 2016 @ 7:02am 
Reuploaded. Let me know if any change.
Richard  [author] 4 Jul, 2016 @ 6:57am 
Commissar Danny D99 had the same problem (scroll down the comments a little to see) He found that the issue was a conflict with a voice pack.
As the mod is working fine for me it's hard to know what the cause is. I will try reuploading the mod to see if that does anything other than that my best guess would be its a conflict with another mod.
Conqueror 4 Jul, 2016 @ 12:48am 
I'm having the same problem. None of the abilities have icons or descriptions and I can't take any of them. I tried all of the steps you mentioned below to no avail. Not sure what Firaxis did in Shen's Gift that would do this, as it's only your mod that seems to be affected; the rest of the ones I have installed are working fine.
make_eye 3 Jul, 2016 @ 3:15pm 
On a new game and I did #2 before coming here to post my initial comment. I will try a few more things to see if I can fix it.
Richard  [author] 3 Jul, 2016 @ 12:54pm 
It's working fine for me.
1) Is it on a new game or a loaded game?
2) Since the update did you delete the contents of: Documents\My Games\XCOM2\XComGame\Config ? (This will set options to default and sadly will mess with any saved character pool customization set by workshop content as these folder contains all the mod and game ini data, deleting it will allow the game to generate fresh/new ini data, thus refreshing installed mods)
3) If none of these work try to verify file integrity
4) Have you installed any new mods since shen/june update?
5) Are any of your other mods having problems? For one user a "voice pack" was causing the conflict oddly.
Hope this helps :)
make_eye 3 Jul, 2016 @ 12:45pm 
All of the abilities appear to have lost their descriptions as of the update for Shen's Last Gift.
Richard  [author] 1 Jul, 2016 @ 2:21pm 
No they shouldnt be able to fire their weapon without breaking concealment. There is an issue with Shadowstrike though sometimes.
Deadyawn 29 Jun, 2016 @ 6:26am 
Is the assassin supposed to be able to fire their primary weapon without breaking concealment? Because that's been happening to me and I'm really confused. It's probably being caused by something else but I figured it was worth asking if it's intentional.
RC-1138 Brother Boss 7 Jun, 2016 @ 7:48pm 
This is a pretty nice class man, good job. however I would very much like to see longwatch over the snapshot skill.
dmc32 5 Jun, 2016 @ 7:23am 
This is a really great class good work! Hunter mode with some Sniper mixed in is awesome!
Richard  [author] 26 May, 2016 @ 9:45am 
I have no idea lol.
In My Documents if you can find your xcom 2 folder there is a config subfolder in there. Usually mods leave over stuff in that, I cleared mine out the other day and it got rid of some issues for me. If you clear the whole folder though it can mess with game options settings and saved character pool settings (like capnbubs cosmetics etc)
Commissar Danny D99 26 May, 2016 @ 9:23am 
Found the issue... It was a Voice pack. The Imperial Guard voicepack. XP. How does a Voicepack break a class mod?

Well anyway, enjoying the class again.
Richard  [author] 26 May, 2016 @ 3:53am 
Hunters Axe is a sword so it will work fine.
Mars 25 May, 2016 @ 6:51pm 
I haven't read very much on this mod particularly due to lack of time but is the Assassin capable of using the Hunter's Axe from the DLC? If not, do you know what needs to be changed to make it so? I've disabled my vanilla mods but now I have nobody to use the Hunter's Axe.
darkzero 25 May, 2016 @ 3:16pm 
Don't thank me. Thank Mushi.
Richard  [author] 24 May, 2016 @ 4:47pm 
Thanks the Combat Knives are amazing!