XCOM 2
Grimy's Class Rebalance
108 Comments
Emcee Lucas 12 Aug, 2018 @ 5:15pm 
Looks like this doesn't launch with WotC, tried it as the only mod enabled.

Damn shame, I'll miss this one.
Drakyn Lóng 19 Jan, 2017 @ 11:10pm 
There seems to be an issue where my Attack ability with the Sniper class gets replaced by Flush for some reason. It got really infuriating as I try to use a normal shot to deal additional damage and the likes unless this was intended?

I am not sure but could use some understanding and insight as to what is possibly going on please! :o
GrimyBunyip  [author] 3 Nov, 2016 @ 11:31am 
@Insufferable Smartypants
no idea, maybe one of the psionics was created before you added this mod or something?

@I am a beautiful duwang
flush uses the AI movement trees.
An AI mod could change how panic movement works, ie change it so aliens can not move when panic moving.
Insufferable Smartypants 23 Sep, 2016 @ 12:02am 
Had a funny issue come up with a Psionic. I changed the Psi cap to 16 from 7. One psionic, after training for about nine months, now has all of the powers. My other has 10 and cannot train any longer. I have zero ideas on what might have caused this. I'm training a third and fourth psion now that have passed 10 powers.

Any theories?
Robot Autism 20 Sep, 2016 @ 11:22am 
Flush rarely (if ever) makes enemies move, is that normal?
Tyrant 18 Aug, 2016 @ 2:02am 
Hey Grimy, the Long War Team released an ability mod and I was curious what you thought of it.

In fact, I'm curious to know what mods that you didn't make that you use, as well as what mods you made that you no longer use (but keep maintained for the people that still use them).
Pencey 9 Aug, 2016 @ 6:44pm 
Have you considered spinning 'sneak' off as a standalone mod? I imagine you have much better things to do with your time, but it makes the pod activation mechanic SO MUCH BETTER, I think it would be pretty popular on its own.
harlequin565 23 Jul, 2016 @ 4:28am 
Hi there,
I wondered if I could pinch your Flush perk for a class rebalance I'm working on. Will provide accreditation.
GrimyBunyip  [author] 16 Jul, 2016 @ 7:04am 
@StormReavan
if you're using my hotkey mod, look at the xcominput and xcomhotkeys files in the workshop folder for that mod
StormReavan 16 Jul, 2016 @ 6:36am 
@GryimyBunyip
Just plugged it in. I can finally overwatch!
I'm a bit of a scrub when it comes to modding, where does the INI for Hotkeys reside so I can tinker if something comes up?
GrimyBunyip  [author] 14 Jul, 2016 @ 8:22pm 
@StormReavan
are you using my more hotkeys mod? That makes it so overwatch is only available via the Y hotkey.
StormReavan 14 Jul, 2016 @ 7:43pm 
When I enable the mod, I lose the ability to put my soldiers into overwatch. Any known compatibility issues with other mods?
GrimyBunyip  [author] 10 Jul, 2016 @ 6:43am 
@hambil
I'm not actively modding AI right now. Perhaps it'd be better to bring this up with Xylth or DerBK.
hambil 10 Jul, 2016 @ 6:23am 
So I found another bug/exploit whatever it is called. Since you did such a great job of fixing the scamper tile effects issue I thought I'd start here, but it may end up somewhere else if you feel it's not right for your mod(s). The issue:

Advent/Aliens climb latters one at a time, if they cannot see your team. Activate a pod, then sit in the middle of a roof and overwatch and watch then die.

There was a simular issue in EU/EW with EXALT but LW eventually fixed it. However, I have no idea how complicated a fix it was.
GrimyBunyip  [author] 8 Jul, 2016 @ 7:10pm 
@gudbrandur
that's just an ini edit, barely worth making a mod for.

add the following line to your gamecore.ini:

[DLC_2.X2AbilityTrigger_DLC_Day60OnAbilityActivated]
+RulerActionExclusions_AbilityNames="StandardMove"
gudbrandur 8 Jul, 2016 @ 6:49pm 
any chance that you'dd make a seperate mod for Alien Rulers not procing on movement? I really like rulers but hate how badly they wreck you in ironman
GrimyBunyip  [author] 8 Jul, 2016 @ 11:46am 
@Feezec
depending on load order, either my mod will override some of LWPP perks or vice versa.

Honestly don't plan on using LWPP. Unfortuantely there aren't any interesting perks in there. And 3 column trees are okay? but my class mods aren't set up for them so I'd rather not even bother.
Feezec 8 Jul, 2016 @ 11:35am 
How does this interact with the Long War Perk Pack?
marshmallow justice 8 Jul, 2016 @ 8:21am 
Is there a way I can nab that ability to try out for my vanilla Ranger skill changes? :steamhappy:

I've swapped in ZoC so far but the camera/reaction fire stage is really snappy/sometimes doesn't cinematic. With class mods I could disable them with Disable Any Class, but this is of course a big rework of them XD not sure how to put the skill in my game without loading the mod
GrimyBunyip  [author] 8 Jul, 2016 @ 5:29am 
@marshmallow justice
No idea, implementation is probably different.
marshmallow justice 8 Jul, 2016 @ 4:53am 
Is Close Combat Specialist the same as Lucubrations Infantry's Zone of Control, just with primary weapon instead?
GrimyBunyip  [author] 5 Jul, 2016 @ 8:45am 
@Behrg
I'm all for modularity, but eventually I need my own mod. And that's what I consider this to be. Which is why the ammo and mission time abilities are here.

Flush is on shotguns because they were back in EU. I think it's fine to just keep with the theme. The full auto weapons already have suppression anyways, so it's better to give flush to shotguns and sniper rifles so they have at least something.

Don't really have too much of an opinion on gunsmack. I just thought that 1-3 was too powerful in the original gunsmack mod. Is 1-2 better? it's not too clear. But I'd rather be on the safe side and make sure gunsmack is a weak skill.
Behrg 5 Jul, 2016 @ 8:35am 
Thanks for this GrimyBunyip. I'm getting a lot of enjoyment out of this my favorite class balance mod.

I'd like to give some feedback on what would make this mod better for me personally. Subjective suggestions, so no offense meant or taken in you tell me you don't like it.

Class abilities shouldn't have components that interact with your attrition or timer mods like situational awareness or supply protocol. What to replace them with? Not sure, but I trust you on that.

Flush is on too many weapons. I think the conceptual idea of what flush attempts to achieve is only appropriately applicable to weapons used with full auto, and therefore flush should not be available to sniper, marksman or shotgun weapons.

Add an extra point of damage to gun smack, or make it a 1-2 damage roll. Hitting unarmored targets like that can be quite devastating.

Thats it for now. Thanks again. Cheers!





GrimyBunyip  [author] 2 Jul, 2016 @ 7:17pm 
@Droned
sneak can't be used when you're being overwatched
hambil 1 Jul, 2016 @ 3:36pm 
Normally I'm okay with 'edit the ini' responses but in this case are you suggesting that in order to get rid of useless perks created by your mods the user must edit the class abilities in XComClassData.ini?
GrimyBunyip  [author] 1 Jul, 2016 @ 12:41pm 
@hambil
you can, you just remove the line from the config file
hambil 1 Jul, 2016 @ 10:05am 
A couple of questions about perks. I notice when looking at the ini files that if suppression is being added to weapons you change the suppresion loot mod to mayhem. I was wondering if something similar could be done for the Situational Awareness perk if you don't use turn timers, and overwatch can crit abilities with your highlander mod. Thanks once again for all the great work and fun mods.
buchanan.johnd 30 Jun, 2016 @ 12:46am 
Much obliged! Looks like this is it:

[XComGame.X2Effect_Suppression]
SoldierTargetAimPenalty=-50 ; penalty suffered when suppressed by an xcom unit
AlienTargetAimPenalty=-35 ; penalty suffered when suppressed by an alien unit
MultiplayerTargetAimPenalty=-35 ; penalty suffered when suppressed in a multiplayer game

So if I adjust that 50 to 35, I should be good. Then cannon suppression will still be a wasted pick on grenadier, but I can just skip it. And I guess I'll unsubscribe from the gunner mod which has suppression as a base ability.

Thanks!
GrimyBunyip  [author] 29 Jun, 2016 @ 11:31pm 
@buchanan
There should be a config for it somewhere.
Look for the targetaimpenalties under gamecore
buchanan.johnd 29 Jun, 2016 @ 8:57pm 
Hi Grimy,

I love your mods!

Is it possible and what would be the easiest way to adjust the amount of the Aim debuff imbued on the enemy by the basic suppression ability (granted to rifles etc by default by this mod)? It currently imbues -50 which feels a little OP in the early missions (playing with red fog too, so often you can reduce their chance to hit to close to zero). I think I'd like to try 35-40. That way the other abilities with -50 would still be good (like suppression on gunner, blindness protocol etc). I'm playing with >100 mods so I realize my balance scenarios may be a little out there...

I looked through the files but couldn't see it as a setting. I guess maybe you're hooking into the base ability somehow?

Thanks so much for all your great work!
Ser Lancelot 13 Jun, 2016 @ 8:24am 
Any chance you could do the "DoT effect after grenades/flamethrower scamper" mod as a standalone?
alh77 12 Jun, 2016 @ 5:22am 
Thanks Grimy. Your "after sales service" is as good as your mods.
GrimyBunyip  [author] 12 Jun, 2016 @ 4:33am 
Yeah you can use other mods without conflicts if you disable the relevant features from this one.
alh77 12 Jun, 2016 @ 1:23am 
Hello Grimy,
I look at the description and the ini and I understand if I subscribe to "class rebalance" that I have to unsubscribe to "Hunters Instinct for Swords" and "Gremlins Grab Loot" but I wonder about combatibility and necessity about the following mods:
AWC Squadsight Fix
AWC Cost & Other Fixes
And about the special case of "Suppressable targeting abilities" (that includes "tile snapping") Can I use it by disabling tile snapping ?
Sorry for all these questions. I can't play without your mods !
Skyfall 9 Jun, 2016 @ 6:27pm 
1 action point Long watch. I meant to type "1ap"
Ser Lancelot 9 Jun, 2016 @ 6:01pm 
@Skyfall, 1AC Long Watch? Do tell...
Lanius 9 Jun, 2016 @ 5:56pm 
can confirm flush and suppression is back
Ser Lancelot 9 Jun, 2016 @ 5:55pm 
@Grimy, yeah, I knew what MCM was. Yeah.

Thanks, seriously, though...that's one hell of a cool config menu. So aboard.
GrimyBunyip  [author] 9 Jun, 2016 @ 5:53pm 
okay, mcm should be fixed now.
GrimyBunyip  [author] 9 Jun, 2016 @ 5:46pm 
@Skyfall
well my game doesn't crash on a new campaign, so that's probably unrelated. I think I know what the rifle/flush/1ac long watch issue is though. It's just I haven't hooked in the MCM properly, since that controls those settings now.
GrimyBunyip  [author] 9 Jun, 2016 @ 5:43pm 
@Skyfall
probably related to the MCM menu update. I guess I need to work out some kinks.
Skyfall 9 Jun, 2016 @ 5:27pm 
So since the update, rifle suppression, flush, and 1ac long watch are gone. I tried an unsub-sub. didn't work. Then I tried a new game and it crashed. I'm a keep play with the mods to see if anything helps. Anyone else having this problem.

I use the mod manager it doens't flag any mod conflicts.
GrimyBunyip  [author] 9 Jun, 2016 @ 5:17pm 
MCM
Ser Lancelot 9 Jun, 2016 @ 5:11pm 
Okay, I have to ask...what is MCM?
GrimyBunyip  [author] 9 Jun, 2016 @ 3:12pm 
update: added MCM support and a tile snapping option
GrimyBunyip  [author] 9 Jun, 2016 @ 5:09am 
@Ser Lancelot
depends, my mod only edits certain rows of the skill trees.
either way you can apply your edits directly to this mod's INI files.
Ser Lancelot 8 Jun, 2016 @ 9:44pm 
Would this mod still work if I had changed my own classes' perks with my own .ini changes or do I need to have them at their vanilla layouts?
Skyfall 8 Jun, 2016 @ 4:01pm 
@hambil, yeah I didn't realize it was a single action point stun. I thought it was bug, similar to one that existed early on with the aid protocol clearing the sheild at the begining of the alien turn.
hambil 8 Jun, 2016 @ 12:07pm 
@Skyfall, it is not useless. Smack a sectoid with it and it will lose mind control off the top of my head.
GrimyBunyip  [author] 7 Jun, 2016 @ 2:53pm 
@Skyfall
it works the same as beatdown, it applies 1 action point of stun. Which is not enough to stun for a full turn.