XCOM 2
ChillysSentinel_ClassMod
34 Comments
Conefed 11 May, 2019 @ 10:08pm 
@CuddliCalf, the shield is a free action that can be done every turn, but it only lasts a turn or two. I wish it could be used when damaged. Like, if it had 2 out of 5 pips left, it can't be used currently to refresh back to 5. Also, soldier still gets wounded even when only the shields are damaged.

Overall I like this class. It needs more polish but every level there are interesting choices to be made regarding skills.
Bearalaika 2 Sep, 2017 @ 5:45pm 
So i'm not sure this is intentional but my Sentinel seems to be dropping her shield after every other turn. Nearly got her killed when I got her up close to and enemy and missed. I figured the shield would protect her if she missed, to my horror it dropped at the start of the enemy turn and she was hit whih knocked her down to 1 health.
Chilly  [author] 15 May, 2016 @ 2:05am 
So I updated the mod, credits for the solution to fellow modder GrimyBunnyIp. I highly recommend doing what he suggests in this post (i did the class part as mod update, but the engine INI part is useful for you): https://www.reddit.com/r/Xcom/comments/4j3rus/how_to_fix_your_class_mods/
darkzero 12 May, 2016 @ 12:55pm 
Thank you Chilly. Love your mods btw!
Chilly  [author] 12 May, 2016 @ 12:53pm 
@darkzero: Yea, I just got the update myself, but had no time to think about my mods recently. I'll look into what's changed and probably roll an update sometime in the weekend.
darkzero 12 May, 2016 @ 12:39pm 
Any plans to update for the rulerpatch/dlc? Right now all armors are unequippable. :(
Chilly  [author] 8 May, 2016 @ 2:30am 
@electronyxx: Hehe, yea, it's an actual ability. I considered making it a passive, but replacing the Standard Fire ability has some other complications, so I decided against it eventually.
DarkEvilSaint 7 May, 2016 @ 2:16pm 
Hi, sorry, have to try the Trigger Happy really :) I thought this was a passive skill and I just stumbled over the button. Dumb by me.
DarkEvilSaint 7 May, 2016 @ 12:50pm 
The 'Trigger Happy' skill just does not work for me - so firing with the weapon as the first action DOES end the turn. It does not matter whether I use shoutgun or the normal rifle.
I have some other workshop classes added as well though. Maybe that causing some trouble?
Mumm 18 Apr, 2016 @ 6:53am 
@Chilly: Thanks for the fix! Looking forward to use this class!
Chilly  [author] 16 Apr, 2016 @ 4:42am 
@SHINOB1: I appreciate the interest, mate, but with my current schedule, I barely have time to work on my own projects, so sadly, I can't afford to take you up on that awesome offer. Hope it doesn't stop you from making it tho :)
Chilly  [author] 16 Apr, 2016 @ 4:36am 
I found the problem with the Enable Shield ability not working and it was because of my mistake. Did not name something correctly in the config file I added via an earlier update. Anyway, it's fixed now. Sorry for the waiting. Enjoy!
RC-1138 Brother Boss 13 Apr, 2016 @ 5:42pm 
Hey, its damn good class and crashed my game yet, Chilly would you be willing to help me make a class?
Chilly  [author] 13 Apr, 2016 @ 1:56pm 
I'm currently looking into it, but it might be a few days until I update.
Hayyy 13 Apr, 2016 @ 11:13am 
Shield doesn't work here either
Mumm 13 Apr, 2016 @ 8:08am 
@m.neumann.1980, Chilly: I do have the exact same problem, even with resubbing/restarting. Hope we can find out what's the cause.
Chilly  [author] 13 Apr, 2016 @ 2:13am 
@m.neumann.1980: Yea, that's true. Hmm, I'm sorry, but I don't know what else it could be. I guess you could try unsubbing, launching the game, resubbing and relaunching the game, if you haven't done that yet. Maybe it helps :)
m.neumann.1980 13 Apr, 2016 @ 12:54am 
The only other mod I use that also does shild stuff is "XCom Energy Shields". I deactivated the mod and started a new Campain, no change.
Though I use ~50 mods so its hard to find out what overwrite what.
Chilly  [author] 12 Apr, 2016 @ 5:14pm 
@m.neumann.1980: It might be that another mod adds (overwrites) either the ability template (which is actually called "RegenerateShield") or, more likely, it replaces the effect (called "X2Effect_EnergyShield").
Off the top of my head I can think of another mod that brings the Energy Shield concept to XCOM 2, but as an item. It is likely that the effect added by something like that would overwrite the effect added by the Enable Shield ability.

If that turns out to be the problem, I'll update the description. Thanks ;)
m.neumann.1980 12 Apr, 2016 @ 3:04pm 
For me the Enable Shield ability does not do anthing. Any idea what could be the problem?
Arkan 9 Apr, 2016 @ 4:40pm 
Voted 'Yes' :orb:
kojak 8 Apr, 2016 @ 2:15pm 
Thanks for the OP, i like to run squads with a couple custom 'heroes'
Chilly  [author] 8 Apr, 2016 @ 12:14am 
@Ser Lancelot: Yes, the mod adds the Sentinel class and associated stuff.
iluzijawolf 7 Apr, 2016 @ 10:38am 
Thanks! You fixed it :)
Ser Lancelot 7 Apr, 2016 @ 10:03am 
This is in ADDITION to the existing classes, not a replacement, correct?
Chilly  [author] 7 Apr, 2016 @ 6:48am 
Made an adjustment to the Trigger Happy skill that may fix the issue with not being able to shoot. If that was not the source, I don't have any other ideas about where it could be from.
iluzijawolf 7 Apr, 2016 @ 1:19am 
Been noticing a bug that prevents the Sentinel unit to fire weapon command and can only overwatch to damage enemies.
Chilly  [author] 6 Apr, 2016 @ 11:54pm 
Added the XComClassModConfig.ini file, for anyone wanting to fiddle with the balance of the class skills. Grants access to PainAndGainBonusHackingScore, ShieldZoneInitialCharges, ShieldHPAmount, EnableShieldCD, ShieldReflexesBonusDodge, Energy Shield item armor bonuses and defense penalty.
Chilly  [author] 6 Apr, 2016 @ 11:19pm 
And tbh, if one feels that anything in this class is OP, one can always activate multiple pods and have fun trying to solve that encounter without the "insane" damage output. Just another "fun" way to play the game ;)
Chilly  [author] 6 Apr, 2016 @ 11:16pm 
@meyerik: Yes, Trigger Happy does allow this class to shoot up to 3 times (not moving + Rapid Fire) but that's at full progression. Also, you have to consider what happens if you choose to shoot 2 times withthis guy. Yes, he could kill a major unit by himself, but with increased enemy pod sizes, I think there's plenty left for the other soldiers :D Either way, Trigger Happy is at Sergeant, not Squaddie rank.
Chilly  [author] 6 Apr, 2016 @ 11:12pm 
@Zevvion: The shield grants *MedikitHP* energy shield health points for 2 turns. It is slightly OP early on, but overall, I think it's necesarry. I does depend on how you use the Sentinel - remember, the shield also imposes a -10 Defense penalty, which means enemies are more likely to shoot this guy. As such, I designed him to be able to tank a shot realiably from up to mid game enemies - the little bit of extra armor helps in this regard. Ofcourse, this is assuming an increased enemy pod size. The dodge might be OP, but ultimately serves the same purpose as the shield, to allow the Sentinel to absorb a few shots if played down the Shield Ranger route. Because by the time you can stack 100+ dodge, if one really wants to do that, some of the enemies encountered hit like a truck and this class needs to still be able to maybe tank a hit and not get one shot or even low health - since taking a bit of damage is kinda his thing.

I'll work on getting those INI files available asap ;)
meyerik 6 Apr, 2016 @ 5:04pm 
Looks good but like the other poster, might need some tweaks

Enable shield seems OP, maybe at least make it cost 1 action and/or have a 2 turn cooldown

Reduce dodge to 25?

Also, does trigger happy allow you to use your weapon on the second action? If so, you have the same issue as the infantry class mod: insane damage output as a squaddie, 6-10 damage a turn with an assault rifle, 8-12 with shotgun.
Kanan 6 Apr, 2016 @ 5:00pm 
Yeah 50 dodge is OP, if you add in dodge pcs and some items that can give dodge, it can go to 100+, which makes all shots miss, so you might want to tone that down to 20-30.
Bladesuun 6 Apr, 2016 @ 2:24pm 
This sounds pretty solid, but I'm concerned the shields might be overpowered since they can be used infinitely AND only have a one turn cooldown. Additionally, 50 bonus dodge as a passive all the time active is almost certainly OP. Especially on a class that has additional armor and shields.

Would appreciate if you made those ini files available. I would use this if I could balance some of that stuff a bit.

Are you planning on adding more custom abilities to this class?