XCOM 2
Lone Wolf
48 Comments
Shadow-Fox 23 Apr, 2022 @ 4:20pm 
WotC?
117Jorn 14 Dec, 2019 @ 9:11am 
I really hope you can remake this mod for Wotc. Yes the Reaper is nice and all, but I miss being able to use ghost rounds without alerting the enemy to my possition.
RussLowm 2 Jun, 2018 @ 1:44am 
Long War please!
Слепой 5 Dec, 2017 @ 12:24pm 
Для xcom 2 Wotc этот мод работает?
xthetannermanx 2 Sep, 2017 @ 6:55am 
could you port this into LW2 please
Raze  [author] 8 Jul, 2017 @ 9:29pm 
I don't really have time for that at the moment unfortunately.
Also, it would seem like the Reapers from War of the Chosen would easily replace this class once it comes out.
Raze  [author] 8 Jul, 2017 @ 9:28pm 
I don't believe so if my memory serves me right.
After all, they aren't hackers by nature.
reinhartalvaro 8 Jul, 2017 @ 5:25am 
Update this for LW 2 please
42nfl19 6 Jul, 2017 @ 12:41pm 
Can you hack things with the gremlin? It seems like I am not able to do it for some reason at range.
Ikrani 25 Feb, 2017 @ 8:53am 
I'm digging the class, even if I'm not ready to send in my guy all by his lonesome.

Though I was wondering if you were ever thinking about creating a custom icon for this class. Not that you have to, it's just tough when I'm managing squads and have to remember which Sharpshooter icon is for the Sharpshooters and which one's for the Lone Wolf.
WolfWhiteFire 22 Feb, 2017 @ 2:02pm 
Some others do, some built specifically for lw2 and some say they are compatible in the description, but if they don't say that then they might not be compatible.
QrazyQuarian 22 Feb, 2017 @ 10:04am 
As far as I'm aware, only vanilla classes work in lw2. I could be wrong, though.
WolfWhiteFire 21 Feb, 2017 @ 7:45am 
Well I don't believe class mods ever conflict unless the class has the same name, not sure about lw2 compatibility though.
Mr_Basinga 21 Feb, 2017 @ 6:29am 
this mod work with lw2 mod and/or have conflict problem with other mod?
WolfWhiteFire 21 Jan, 2017 @ 3:24pm 
Well, to me few of the abilities really seem to need the gremlin with this class, that is what I was talking about. As for your question I believe that Long War 2 does have 3 abilities to choose from, but that is only because I have seem the long war perk pack mod, I don't use long war myself yet.
Raze  [author] 20 Jan, 2017 @ 8:49pm 
I guess that will depend on your playstyle since Gremlins are geared more towards 'Stealth'. Personally I think the gremlin abilities are pretty balanced.

Also an unrelated qns if you plan on replying. Since i probably will replay XCOM again sometime because long war 2, does my class work in long war 2 or is it similar to long war 1 where each rank has 3 abilities to choose from?
WolfWhiteFire 19 Jan, 2017 @ 5:49pm 
Huh, that is unfortunate, well thanks for responding. What do you think about what I said about the gremlin?
Raze  [author] 18 Jan, 2017 @ 7:57pm 
Yeah. It is the ghost round that doesn't work that well, but I've tried fixing it but I kind of failed. Unfortunately.
WolfWhiteFire 18 Jan, 2017 @ 4:16pm 
To clarify, it is the ghost round that doesn't seem to be working properly.
WolfWhiteFire 18 Jan, 2017 @ 4:13pm 
One also just ran into the center of the areas where I had a few lone wolves, and though they were all concealed, used lightning field, a trooper came over on the same turn.
WolfWhiteFire 18 Jan, 2017 @ 4:11pm 
Also, it doesn't seem to work very well with sectopods, I don't get revealed, but after a few turns they charge straight at my lone wolf, I noticed this on a few seperate occasions.
WolfWhiteFire 18 Jan, 2017 @ 1:31pm 
This is an enjoyable class, but some problems are the gremlin seems to not really be used at all by this class, and also, though this is mostly just personal choice whether this has an effect, setting up a team of 5 lone wolves and a specialist for any hacking makes any non-timed non-retaliation missions quite easy it seems. Mostly my issue is how little the gremlin is used, the other thing only has an effect if someone chooses to do that.
Raze  [author] 22 Nov, 2016 @ 6:50am 
ehh... most likely not. Don't really have time to mod these days. Sorry about that.
Shade11 11 Nov, 2016 @ 4:57am 
yeah, great mod :) (i didnt play it yet but i saw the config files and skills look awsome) but i have request. Could u create similar sniper class mod for sniper rife perks(especially killzone and serial), but using pistol as a secondary and with pistol perks?(pistol perk quickdraw,(and the second one that causes sniper fire back when got hit) , sniper rifle-especially killzone and serial(grands u 2 AP for one kill) ,and other your stealth perks, ghost protocol,shadow protocol to move in stealh.) ? :D
Ser Lancelot 5 Jul, 2016 @ 5:45am 
Gotcha.
Raze  [author] 5 Jul, 2016 @ 2:32am 
I'll see what I can do if I have some time to investigate. But killing a target and then retaining concealment is different from retaining concealment from normal attack.
Ser Lancelot 2 Jul, 2016 @ 5:33am 
You might want to ask Divine Lucubration how he does keep his Scout in Concealment and not triggering pods with this perk:

"Assassinate - Your attacks will not break concealment if they kill the target."

It works great: it shoots, kills a target from Concealment, stays in Concealment, and continues to scout ahead WITHOUT triggering pods.

If he can do it, so can you!
Raze  [author] 2 Jul, 2016 @ 12:48am 
The behavior triggered by this thing is pretty weird. Upon an offensive action even if there's a code that tells it to stay concealed, the AI will behave as if non-concealed.

But it will not target the concealed one. I can't seem to fix this problem because it isn't really a problem with this ability but rather the way concealment is handled in XCOM. I might change this ability to something else in the future. :D
Ser Lancelot 2 Jul, 2016 @ 12:14am 
Pretty sure that Ghost Rounds doesn't work:

I shot it, stayed in "Concealment"; next turn comes around, she's "Concealed" but as soon as I moved into sight of a pod but OUT OF THEIR sight, they were triggered...and she REMAINED in Concealment.

This nearly ended my L/I run if not for two of the pod members being close together enough for a Frost Bomb...

And I see that the problem has been mentioned before but not solved? ...eh.
Raze  [author] 21 Jun, 2016 @ 3:12am 
Okay, I'll take a look!
4/3 20 Jun, 2016 @ 11:16pm 
Hey, interesting mod, but I've come across an ability bug and one thing I'm not sure about.

Shadow Protocol, the detection radii shrink visually as expected, but when active the lone wolf is getting noticed from even further away than usual. Possibly also being detected through cover but
I haven't been able to test that thoroughly.

Also, regarding Disarm Protocol, the description on this page says it won't break concealment, but there's no mention of that in game, and in game it DOES break concealment. Which is meant to be correct?

Otherwise, really enjoying the mod so far, thanks!
Raze  [author] 17 Jun, 2016 @ 7:34pm 
Well, that's what the ini is there for. For you to balance as you deem fit.
To answer your second comment: Yep, definitely - as usual with all my classes.
QrazyQuarian 17 Jun, 2016 @ 3:07am 
Though I will say, this class will make getting that achievement where you have to have all of the same class a cinch!
QrazyQuarian 17 Jun, 2016 @ 3:06am 
From a perspective of balancing, I would actually nerf the Flash round from 3 uses to 2 (I would personally do 1, but that's just me). It's Flashbang to a lesser extent, but I kinda see it as overpowered because I would then just be disorienting enemies like Sectoids and preventing them from ever using their powers all day long. I generally only carry 1 flashbang with me on a mission, and I have to think strategically on how to use it. With more, I think less about "should I use it?" and more about, "Which one should I use?". It makes encounters way easier than they should be.
The BlackVision 12 Jun, 2016 @ 4:04am 
Fair enough.This stuff's not exactly- pleasant coding to start with, that's for sure :P

Will be experiementing with them myself - will drop a note if I manage to figure them out in any kind of useful detail.
Raze  [author] 12 Jun, 2016 @ 1:59am 
I'm not exactly familiar with the unreal script to make such changes though :(
The BlackVision 12 Jun, 2016 @ 1:52am 
If you add a couple of lines to SeqAct_GetXComTeamCenterpoint.uc, you can adjust the centrepoint of the team for scampers etc to not include the Lone Wolf operative.

Also, havn't tried messing with it yet myself, but found the details for alerting pods are in SeqAct_DropAlert.uc, SeqAct_ChangeBehaviour.uc and eqAct_Concealment.uc if you want to try modifying those.

Could potentially have conflicts with other mods, except nobody seems to have used those so far :P
Raze  [author] 11 Jun, 2016 @ 9:59pm 
Well, as much I would like to do something about that, I can't XD Thanks for trying!
van the man 11 Jun, 2016 @ 8:32pm 
Imaginitive stuff you've put together here. But, attacking from concealment has kind of screwy behavior, I noticed with the SpecOps combat knives mod too, you trigger the pod, but they won't scamper, so they'll stand there like dummies exposing themselves - the rest of the squad can run in and shoot them.
For some reason they do the reveal cinematic whenever they first gain LoS to the concealed Lone Wolf too (I think only after she's done a ghost shot), but instead of the normal scamper, they'll do a patrol motion, and then scamper, relative to the position of the other squad members (who are revealed).
(I'm not a modder but) This is likely some issue with how the game is tagging units as concealed or not, it's like the lone wolf is counting as an unoncealed unit that they just can't see.

While the abilities themselves in your class seem balanced, the screwy AI responses doesn't, really. Upvoted, because it was still a very fun mod to play with.
The BlackVision 9 Jun, 2016 @ 5:21am 
Fair enough :) Just a thought. Positional stuff is a nuisence - been trying to find where the code is that checks cover between one unit and another - nightmare.
Raze  [author] 9 Jun, 2016 @ 2:33am 
I see... It's okay. Thanks for the suggestion! But I don't think I can implement it.
The BlackVision 7 Jun, 2016 @ 10:04pm 
Sorry, didn't make it clear what I meant - the Assesment debuff to only apply when the Lone Wolf is aiming, and the buffs ony possible to activate when at a distance from the team. Really didn't make that clear at all. My bad :P
Raze  [author] 7 Jun, 2016 @ 8:57pm 
@kojak It felt more like a selfish class than a hero class to me XD
Raze  [author] 7 Jun, 2016 @ 8:56pm 
@BlackVision Every single buff can only be used on the Lone Wolf themselves. Ghost Protocol, Shadow Protocol, Lone Fury and Cover Exploit, making them a high powered solo class.

With that said, I'll love to see someone try and solo a mission with this class XD You'll need quite a bit of patience though. (Preferably on a non-timed mission)

As for your idea on checking number of XCOM operatives and proximity to squad members for buffs, unfortunately, I have not versed myself in unreal scripting enough to pull off something like that. XD But I'll admit that it's a pretty good idea.
kojak 7 Jun, 2016 @ 2:17pm 
cool concept, this is like a 'hero' class, only train one per campaign and disable them with the class disable mods
The BlackVision 7 Jun, 2016 @ 12:29pm 
*Or a mod that changes the vanilla skills.

Looks good fun :) Would be cool if some of the... high powered skills were required to be used when solo, but not sure how you'd do that. I guess put in a check to count number of Xcom team. Or stuff like the aim bonus only applying to the Lone Wolf in question.

Finickity coding, but would feel much more balanced to me. Then would be a tactical choice between a very powerful operative risking it solo or a good operative that gains benefits fighting in his corner, rather than part of the team. (or who allows a hell of a recovery if the rest of the team gets picked off!)
Raze  [author] 7 Jun, 2016 @ 1:58am 
Nope it does not :D Usually custom classes don't override any vanilla classes unless you install a mod that disables them.
9ineBz 7 Jun, 2016 @ 1:37am 
very cool class. i jst want to know if it'll override my vanilla sharpshooter