XCOM 2
Void Specialist
35 Comments
kazuya0010 1 Jul, 2020 @ 1:50pm 
This looks like an interesting class indeed and it would be cool if there was a Biotic class with specialist abilities combined like this void class.for wotc.
Emperor Mollune Veilis Emouran 14 Dec, 2017 @ 4:06am 
wotc?
siggihar 10 Dec, 2017 @ 1:21pm 
a cool ability would be to give a psionic/void shield to an ally ( gives them ablative hit points)
Dęąth Viper 31 May, 2017 @ 2:24pm 
or give the lines to add so I can do it myself? Thanks in advance
Dęąth Viper 31 May, 2017 @ 1:21pm 
Will you please make this compatible with Tactical Rigging mod please?? THanks !
Raze  [author] 18 Mar, 2017 @ 9:28pm 
Maybe. That's all I can say.
Nico 9 Mar, 2017 @ 2:11pm 
Will this eventually be supported for LW 2?
Raze  [author] 10 Feb, 2017 @ 5:37pm 
Killing aliens? XD Just joking, I see where you are coming from. Yes, it is meant to be quite hard leveling them as they get quite OP in the future. If you think it is near impossible to get them to level, you can tweak the .ini files a bit like the guy below your comment to make it easier. Hope it helps!
Major Casse 10 Feb, 2017 @ 2:48pm 
I have a slight issue. How exactly are you intended to level up them?
Conefed 30 Dec, 2016 @ 7:30pm 
On the harder difficulties, this class was basically a dead draw.
However! with .ini boosts (thanks for having them), this class is actually quite interesting.

Void Return/Discharge: 67% stun chance
Void Udulation: Rupture 8
Enhancement/Enigma: 67
Alterd-Rushnano 26 Dec, 2016 @ 11:17pm 
All the mod you made impressed me.
If I combine this mode with the Corrupt Avatar mod, I would be able to switch to the new LWP-PSI class mode. Do me a favor, could you help My mod work?

What I want to know is how did you make this Psi amp-primary weapon.
(Because I've followed everything you've done, but ability damage always comes to zero)
Alterd-Rushnano 26 Dec, 2016 @ 11:06pm 
OMG It was you. It was really you.
I've already implemented most of the 'class modes' that I was trying to make.

I tried to see this mode again because I did not work well with the psi-amp Primary weapon. Yes. This class was the only one to use a psi-amp as Primary weapon.

In my mode, the ini file and the weapon related UC file do not work. I wrote NullLance Ability damage in [PsiSpecialist.X2Item_SpecialPsiAmp] but The game does not give any damage.

... How did you solve this problem? The Ability damage item of the primary weapon seems to not apply at all.
Raze  [author] 3 Dec, 2016 @ 11:46pm 
Hmmm from what I last remembered, they do count as dead. Not sure about now though. Haven't tested it in a long while. Spectre is definitely counted as dead because of the workaround.
Arkenor 3 Dec, 2016 @ 10:48am 
Do zombies/spectres that die count as fallen soldiers in the way that they do in the Necromancer mod, or did you find a way around that?
Friggin_Ponies 22 Nov, 2016 @ 11:09am 
Thank you for your response! I understand, we're all busy. I'll keep my fingers crossed.
Raze  [author] 22 Nov, 2016 @ 6:47am 
Given the huge amount of abilities here, i think it is possible. Question is when I'll have the time and interest to get back to modding.
Friggin_Ponies 17 Nov, 2016 @ 9:03pm 
Will there be a long war perk pack version?
Raze  [author] 4 Jul, 2016 @ 4:56am 
I will take a look :D
Julian Skies 3 Jul, 2016 @ 9:22am 
Little bug I found, but it seems like Fire Protocol does not seems to use up charges.
Raze  [author] 6 Jun, 2016 @ 11:47pm 
Yep. I purposely made Void Specialist an expensive class to fund to limit the numbers in your squad. Not to mention the cost of buying all the GTS abilities. (Unless you modify them of course) - Thanks for the comment!
Dantprime 6 Jun, 2016 @ 10:14pm 
I like this mod, it's good for a class that's like a classic caster type. They start out sort of weak, but at higher ranks they become pretty strong. I wish the psi-amps would be a squad upgrade, but with the power this class packs at the end, I suppose the current cost is worth it balance-wise.
Raze  [author] 25 May, 2016 @ 8:30am 
Thanks for the tip! I look forward to your mod as well :D
The BlackVision 25 May, 2016 @ 8:17am 
Cool :)

Hmm. Might not be the issue I keep getting, but will see if I find it. Oh, and if you ever did want them to level up at a similar speed to other classes, just look into Killassist exp - specialists already have it higher than the others due to their support nature, so its all there for the taking.

Couldn't say if it'd be better that way or not - sadly not had a chance to properly playtest stuff as I'm trying to get my mod up and running and the damn thing is taking all my attention currently.
Raze  [author] 25 May, 2016 @ 7:46am 
@BlackVision Ah! Thanks for it alerting to me. An oversight by me. I'll fix it in the next update.

As for the animations: While the weapon animations work as intended (As you can see from the third screenshot), for some reason, the Projectile animation themselves don't work. Based on redscreens, the problem seem to be the Perk file that connects both 'Weapon animation' and 'projectile animation' together is broken. I've tried importing it both Weapon and projectile animations to my perk file and reconnected it, but it doesn't work either.

I'm currently making a unique custom ability that involves spawning a unit and the best part about this unit is that no animations will work XD

Would love to hear your findings if you have found a solution to the problem :D
The BlackVision 25 May, 2016 @ 6:58am 
Oh, and just a thought - for the psi-amp upgrades, would it be possible to either make it optional or just set them to be hidden until the required research is available? Having them show from the start is a bit inconsistant with other researches, specially as the description mentions other tech you wouldn't even have yet.
The BlackVision 25 May, 2016 @ 6:55am 
Hmm, I presume the issue is in the event linking with the animations? Damn event manager hiding away behind everything in Kismet is really difficult to deal with - it's what's been stopping me getting through my mods. If I ever find a solution, will let you know.
Raze  [author] 25 May, 2016 @ 2:50am 
@the Moidart Hmm... I like your suggestions. I'll add them in for the next update. For now though, you can already easily change most of them in the config. Thanks for the compliment! As for the character pose thing, I think that is beyond my ability. While it is certainly possible when I'm studying the Character template, I'm unsure in terms of how to make it unique to a class only and as of now given my school holiday is over, my time to work on XCOM is very limited.

As of now, I'm currently working on a special incomplete 'concept' ability that would more or less complete a Support Class. This concept ability will replace Medical Protocol. Look forward to it!
Raze  [author] 25 May, 2016 @ 2:40am 
@Joratox All spells use only 1 action point. But the moment you use them, regardless whether you've taken a blue move, it will end your turn EXCEPT for Void Enhancement and Enigma Protocol

@BlackVision Not really since most of this is a simple copy and paste from my previous class with small changes. The really hard part about creating a psi ops class is the animations. I can't seem to get the projectile animations to work which is kind of sad (Casting animation works) :( But thanks for the sub, hope you enjoy it!
the_moidart 24 May, 2016 @ 11:48am 
Also, balance suggestions: Void Abyss effects last a big long..perhaps 2 turns is better?

Anima Influence: Sounds rather broken. One turn is more than enough time to sweep a group if you have the group helping you. If you're going to make it guaranteed, why not make it AoE stasis for the rest of the turn, or otherwise make it a chance to MC but not guaranteed.
Or once per mission, like Domination, and have it last normal MC length.

Origin Protocol on the other hand I suggest you give 2-3 charges and a lengthy cooldown, like 6 turns. Single target mass debuffing is powerful but limited. Multiple charges won't hurt - people will still horde their uses for key enemies, gate keepers, avatars, the rulers..

Everything else is great though! Really original and promising, with the various debuffs and shutdowns adding a new element!
the_moidart 24 May, 2016 @ 11:27am 
Is there a way to use VIP animations for their standing pose (I suppose by the creation of a new attitude category?) and for in-game running and crouching? This class sounds really awesome but I'm rather hesitant to install due to the 'holding an invisible gun' thing.
The BlackVision 24 May, 2016 @ 6:52am 
Totally makes me want to create a full psi-ops set of soldiers :P
The BlackVision 24 May, 2016 @ 6:50am 
:D Awesome! That was fast! *immediately subs*
Joratox 24 May, 2016 @ 5:38am 
Hmmmm after reading the skills there seem to be some gaps in usefull abilitys and then theres the Anima spells.... That are totally op xD holy cow. Other then that, all the skills do they use two action points or one? Like can you use them and then do something else or do it end your turn on use?
Raze  [author] 24 May, 2016 @ 5:22am 
@sbaig2001 Hope you enjoy it!
Saisher 23 May, 2016 @ 1:13pm 
I'm impressed, and it seems like the best choice for my self insert soldier since Voidy boys are incapable of using a gun or fighting in any way. Just like me!