XCOM 2
Escalation Classes
249 Comments
AdorableSparrow 30 Dec, 2018 @ 8:08pm 
is this useable with current vanilla.
Dragon32 24 Oct, 2017 @ 11:27am 
@I Darkstar X:
Two posts down. Assume mods that don't say they're WoTC-compatible aren't. That's safest.
I Darkstar X 23 Oct, 2017 @ 5:33pm 
WOTC compatible? I'm making a collection for when I get the DLC ^^
slovejoy1269 11 Oct, 2017 @ 5:57am 
Finally, someone comes up with a separation between the SAW and the M2! Although, I'd think the M2 (HMG) would deal more damage than what you've provided. Game balancing? I'm VERY MUCH considering adding this mod.
noahwhygodwhy 17 Sep, 2017 @ 10:25am 
Ahh man, crashes the shit out of WOTC. I'd love to see this updated <3
Badger 10 Sep, 2017 @ 11:42pm 
Even just scout and gunner, they were awesome variants to have in the roster.
JurisDocta 3 Sep, 2017 @ 12:22pm 
Please Update for WOTC.
Giant Hat 22 Jul, 2017 @ 12:08am 
Is there any way to get Fleche on the Scout? I'd like to have the sword option fully functional while using the LW perk pack.
warp.ligia.obscura 19 Jul, 2017 @ 9:48am 
Anyone know which of the new perks can be gained through AWC?
reinhartalvaro 8 Jul, 2017 @ 5:14am 
Is this updated for LW 2 devs?
Dragon32 17 Jun, 2017 @ 6:34am 
@devotedtogame:
Disable Any Class
KhoiBui 17 Jun, 2017 @ 4:00am 
is there anyway I can disable some of the classes included in this mod? Say, i just want the Scout and i want to disable the gunner and the rocketeet, how can i do that?
DAZ_ 22 Feb, 2017 @ 3:11am 
rocketeer is broken in lw because when you get advanced explosives they take away your mk1 rockets but dont give you the mk2s
Nasarog 30 Jan, 2017 @ 7:50am 
Will this custom classes get LW 2 compatibility?
Popo Bigles 25 Aug, 2016 @ 1:20pm 
im feeling TF2 vibes...
Willy "Big John" Helldiver 3 Aug, 2016 @ 1:10am 
Also, this is not updated for LW perk pack.
Dragon32 1 Aug, 2016 @ 11:18am 
@Nuke happy: No other mods needed.
The Void Boy 31 Jul, 2016 @ 6:44pm 
do i need another mod to use this or does this work fine with the vannilla game
Dragon32 16 Jul, 2016 @ 9:57am 
@devotedtogame: That must be from another mod, this just has the Scout, Gunner and Rocketeer classes.
marshmallow justice 9 Jul, 2016 @ 4:07am 
Are Rockets "Grenades", as in, do they get affected by Volatile Mix?
dmc32 5 Jul, 2016 @ 6:39am 
Are you on a Mac? That "missing Loc" will come up until the new dlc is added to Mac, that's if youre on a Mac.
Ser Lancelot 5 Jul, 2016 @ 6:23am 
Ah, has this been broken by the SLG DLC? The Rocketeer is wonky now. I had a "Missing Loc" symbol show up instead of Launch Rocket?
Drake 1 Jul, 2016 @ 8:54pm 
Status on working with Shen's Last DLC?
DabHand 19 Jun, 2016 @ 10:56am 
Rogue class is excellent. Grimy's Fury class, Bruiser, Seal all good.
Apollo 19 Jun, 2016 @ 8:54am 
I wish someone would create something Unique. I've seen a couple class overhauls and they're either just very similar to EU/EW classes, the LW EU/EW rehaul classes, or slight variations of the current X2 classes. I feel like the mod kit gives the opportunity to really create unique classes to add in addition to the 4 vanilla classes. I don't have the programming prowess to complete what I want, but the ideas are there.
DabHand 18 Jun, 2016 @ 3:27pm 
With reference to the Gunners' HMG. I am experiencing no damage spread.

Seems that LWT mod breaks the damage spread on weapons, regardless of damage roulette being used.

This is second hand info l'm just passing it on:

For anyone that has a weapon mod, the Author needs to add the following line to the end of their weapon template.

defaultproperties
{
bShouldCreateDifficultyVariants = true}
Knytesage 18 Jun, 2016 @ 10:44am 
Nice! I just realized my issue in the tests was that the Ranger I was using had been granted Executioner as their AWC Perk -- which was causing it to auto-assign no matter where I placed it in the trees. Changed it over to Harrier and now she has both and no issues.

Have fun playing and slaying!
marshmallow justice 18 Jun, 2016 @ 10:29am 
@Knytesage
Finally got it working.
I had a "," missing in the HitAndRun tree, and that previous post; i don't know why, but the Ranger needs the Sword skill to make the first rank work.

So the entire tree works now! :D if you want a Ranger based on the Assault class hit me up XD
marshmallow justice 18 Jun, 2016 @ 10:21am 
@Knytesage
Progress!
I put back the Sword slice skill and it let Corporal rank skills both work, now only HitAndRun doesn't work
Knytesage 18 Jun, 2016 @ 10:20am 
I think it's something w/ the Perks themselves, might be locked to a specific Rank or something else perhaps. Using only Infantry Perks I just did the following as a quick Assault Class mockup over the Ranger Template:

Corporal Perks: Left: Shake it Off Right: Shadowstep
Seargent Perks: Left: Executioner Right: Blademaster
Lieutenant Perks: Left: Stick and Move Right: Implacable
Captain Perks: Left: Established Defenses Right: Staggering Shot
Major Perks: Left: Deep Reserves Right: Untouchable
Colonel Perks: Left: Rapid Fire Right: Reaper

Executioner is unselectable at the SGT Rank location, even w/ a fresh AWC retrain.

Swapped Corp and SGT ranks and then it makes Blademaster unselectable and auto-assigns Executioner to the class. Stick and Move has no issues (unable to test deeper down the tree)
marshmallow justice 18 Jun, 2016 @ 9:59am 
@Knytesage
I found an issue -
I switched around Flush and ZoneOfControl, and now Flush works in the left tree, but now ZoneOfControl is the one that gets duplicated/nulled.
Something buggy with the right tree? lol :steamfacepalm:
Knytesage 18 Jun, 2016 @ 9:48am 
Gotcha -- not sure how to tackle that then. I have noticed some oddities w/ some of the data, as in replacing certain things doesn't work (Localization name/data changes, etc.), it's possible that's what is happening with the Perks too.

I'm just a tinkerer though, not a modder, but let me test it on a save I have and see if i can duplicate and then correct it.

More to come.
marshmallow justice 18 Jun, 2016 @ 9:47am 
@Knytesage
Woops, sorry, Flush is one of the ones that don't work.
Squaddie is Run&Gun, Corporal is ZoneOfControl and Beags_Escalation_Flush, Sergeant is Harrier and Shredder/BlastPadding, Lieutenant is LightningHands and Beags_Escalation_HitAndRun.

These are the only ranks that cause trouble, Corporal's Flush gets replaced by Squaddie skill Run and Gun, but the display text says "None (Icon) Missing template for ability 'None', and the same for HitAndRun, replaced with a duplicate Shredder saying the same thing.
marshmallow justice 18 Jun, 2016 @ 9:43am 
I kept the syntaxing from the original defaultclassdata.ini and just inserted/changed the text where necessary, copy & pasting Lucubrations code format into defaultclassdata.ini and then putting the skills in the right places broke it and just defaulted me to normal ranger skills.

The other Escalation abilities work (Flush, + Lucubrations Infantry Harrier and Zone of Control, Sniper VPT).
Knytesage 18 Jun, 2016 @ 9:37am 
@Marshmallow justice -- interesting, from my experience (albiet limited) that shouldn't be happening with just a simple perk swap/replace.

I've put the Executioner Perk on both a Vanilla class and on the Sniper Class w/out any issues, so it should be possible. I did have an issue w/ Flush when adding it to the Rocketeer -- but that was tied to the 'Apply to' string as I had it referencing the Secondary Weapon instead of the Primary Weapon.

Are you cut/paste from Lucubrations source text, or typing it in fresh?
marshmallow justice 18 Jun, 2016 @ 8:55am 
@Knytesage

I changed around the Ranger's skills with stuff from Lucubrations soldier classes, word for word, syntax for syntax, but in-game, two skills "Beags_Escalation_Flush" and "Beags_Escalation_HitAndRun" are replaced with unselectable non-descriptive copies of the skill above them on the tree (ie. Flush becomes unselectable copy of Run and Gun, and HitAndRun becomes Blast Padding.
Knytesage 18 Jun, 2016 @ 6:04am 
@Marshmallow justice -- you should be able to just replace the name of the ability in the Ranger Class Skills INI, but it has to match to source exactly and you will want to ensure the 'Apply to' string is set correctly (Primary Weapon, Secondary Weapon, Unknown, etc.).

As an example, I replaced Conceal on my Rangers w/ the follownig:

(AbilityName="Beags_Escalation_Executioner", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)


So my Rangers now have Executioner from the Escalation Perk set (Scout)
marshmallow justice 18 Jun, 2016 @ 1:43am 
If I wanted to give some of the Vanilla ranger class skills these as replacements, can I just copy the name of the skills given to the Scout and put them in the slots where Ranger's are in soldierskills.ini? Or do I need to do special things to make some skills work.

I like the Scout, but I tend to use it as an Assault, and not having R&G as Squaddie is weird, so I'd like to make my Ranger a pseudo-Assault by replacing some of their skills with ones from here.
DabHand 18 Jun, 2016 @ 1:42am 
Hey DL, would you consider incorporating the cone suppression mod into this one for the gunner as a seperate skill in place of the starting suppression perk?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=654431933

Mainly this is because l use Grimy's class rebalance which gives suppression as an ability to rifles / cannons already. But regardless the gunner's suppression perk should stand out more?
Thedeejnylv76 16 Jun, 2016 @ 11:51pm 
Oh also, thanks for the earlier response and thanks for your great work on these and the other classes. I look forward to anything you do in the future.
Thedeejnylv76 16 Jun, 2016 @ 11:19pm 
Lightning Reflexes seems to be broken. It never procs when I run my scout thru ow. I have tested it's efficacy over 20 times now and it hasn't procced once.
Drake 10 Jun, 2016 @ 4:34pm 
Can the gunners get greandiaer only gear?
Divine Lucubration  [author] 7 Jun, 2016 @ 11:28am 
Ser Lancelot - There shouldn't be any reason that hacking doesn't show up for Scouts or other Escalation classes. I haven't heard about this being an issue before; is it possible that it's just some weird positioning bug?

Thedeejnylv76 - I'm being kept pretty busy with RL stuff right now; work has picked up and I'm in the middle of moving cross country. Once things are more settled I might pick back up with Xcom 2 modding.

I kind of stopped working on the Escalation classes when Beagle took a break and reoriented on different content. I'm not planning on doing further work except for maintenance on the Escalation classes mod, specifically; I've got different projects and goals in mind for future mods.
Ser Lancelot 3 Jun, 2016 @ 4:52am 
Yep, just THE Scout from this mod is awesome. However, the Scout cannot hack Workstations or Chests? This wasn't happening to me before but now I don't even have the KEYHOLE ICON pop up whenever he's next to a hackable target. Did something change?
Thedeejnylv76 2 Jun, 2016 @ 10:40pm 
I love the Scout class as well. Lots of utility without being OP. I have come to really enjoy the Rocketeers too. Still hoping you are going to add more classes. Any chance of you letting us know if you are done making classes or not?
Tony 2 Jun, 2016 @ 3:10am 
I really like the Scout class, great work :) Are you planning on making these classes modular? Honestly, I'm not really into the Rocketeer or Gunner (and all the equipment that comes a long with them), sorry :(. Not that they are bad classes, I just prefer a different take on those roles. Love your Sniper and Infantry classes!
SShaker 23 May, 2016 @ 8:51am 
I have a quick question: In the long run, are you guys planning on giving a gremlin to one of the Long War classes, mainly for long distance objective hacks?
Divine Lucubration  [author] 21 May, 2016 @ 9:48am 
Hey, DabHand. I've got some time again this weekend so I'm seeing if I can fix a few outstanding issues with my mods, that one included.
DabHand 18 May, 2016 @ 3:12pm 
Nothing massive, but every time l have to do the loadout for any class, the rocket for this class takes the utility slot by default. If there are two slots available, l get a rocket and a shredder. Pain in the arse, nothing game breaking.