XCOM 2
Spectre Class
55 Comments
kazuya0010 2 Apr, 2021 @ 6:28pm 
Can you please make the mod compatible with WOTC?
Zakzahn 16 Mar, 2018 @ 4:16pm 
If you ever get time to work on this again, a LW2 version would be fantastic. This is one of my favrourite Mod classes :)
Darkraimaster12 17 Sep, 2017 @ 5:02pm 
Can you update this with WotC?
reinhartalvaro 8 Jul, 2017 @ 5:36am 
Update this to LW 2 please
Gawesome  [author] 2 Jun, 2017 @ 12:03am 
@sharkiteuthis - thanks, glad you're enjoying it! In unfortunate news, I don't really have time to support this mod and am not sure if I'm going to return to it. Based on the description of your problem, it sounds like the lightning slash ability is simply not accounted for in my mod, being an outside ability. If I were actively working on this, I'd be happy to account for it. Sorry!
sharkiteuthis 1 Jun, 2017 @ 2:04pm 
@GawDamnit - when using the katana mods or the axe mod, the lightning slash ability on the wakazashi or hatchet reveals a concealed soldier with shadowstride. I haven't had a chance to dig into the source to start to diagnose the issue, but I wondered if you had any insights?


I *love* this class, thank you for the mod.
Jason 16 Mar, 2017 @ 10:00pm 
No Brigader class?
Mr_Basinga 20 Feb, 2017 @ 9:16am 
this mod is compatible with lw2 and/or make conflict with other class mod?
=[NK]= Col. Jack O'Neil 2 Dec, 2016 @ 6:35am 
Any chance of making the mobility bonus for stalker configurable?? I'm hoping to just have +1
Hammer 9 Oct, 2016 @ 1:23pm 
please make a LW perks version of this. Not getting Brig rank perks is dissapointing but the class is awesome for a covert approach. I find using the Marksman Rifle from the LW perks to be a great mix but am really wishing I could get one more perk.

Thanks
=[NK]= Col. Jack O'Neil 14 Sep, 2016 @ 5:48pm 
Thanks :)

Lol, I only just seen your reply ;)
Gawesome  [author] 11 Sep, 2016 @ 7:54pm 
@Col. Jack, it doesn't affect anything in the current version. Code was put in to have penalties kick in if players didn't use SMGs with the class, but that element has been disabled.
=[NK]= Col. Jack O'Neil 11 Sep, 2016 @ 2:58pm 
What does SMG_PENALTY_ACTIVE affect??
Gawesome  [author] 5 Sep, 2016 @ 1:55pm 
@Badmanbacon, that's in reference to the LWS's Leader mod, which gives new abilities. Focus Fire is one of them - effectively "marks" a target for a certain duration to grant bonuses against them.
Double_A 5 Sep, 2016 @ 5:36am 
You mention Focus Fire a few times here, what does that mean?
=[NK]= Col. Jack O'Neil 18 Aug, 2016 @ 9:02pm 
Hey mushashi, just a super quick question, with the detection modifiers for the smg, so LW says the detection radius is 0.2, is that 20% of the enemies range, or does it just reduce their detection radius by 20%?

Just because I'm using a spectre, with a LW smg, and the enemies detection radius is like, 4 tiles, and civis have no detection range..
Deeze32 20 Jul, 2016 @ 9:13am 
@GawDamnit It looks like that was exactly the problem. I leveled up a new spectre and was able to use the sword. Also, I was able to get the ability back on existing soldiers by using the dev console to change their class to something else and back, then leveling them back up with grimy's console commands. Thanks for the quick reply!
Gawesome  [author] 19 Jul, 2016 @ 10:55pm 
@FoxKnight32, hmmm, I wasn't quite able to reproduce the problem. It's possible that my last fix messed up existing characters. Can you try a brand new Spectre character and let me know if the problem is still happening for you?
Deeze32 19 Jul, 2016 @ 9:38pm 
This is a great class mod and I have been having a blast using it. However, after the latest update I am unable to use my spectres' swords. (I am not using the LW perk pack)
dmc32 18 Jul, 2016 @ 11:27pm 
Thanks, like this class not the SMG firearm pack though its weak. But looking forward to using this class in the Perk pack its been one of my favorites. Great job and thanx for the update.
Gawesome  [author] 18 Jul, 2016 @ 9:06pm 
@Conefed, I updated the mod to fix your issue. The "Marked" ability you saw is actually a behind-the-scenes hidden ability that was never meant to appear on your character sheet. Installing the Long War Perk Pack ended up causing the problem, but now it should work fine.
Conefed 17 Jul, 2016 @ 10:03am 
Really cool so far. Mine is only level 3, but I've liked every advancement option.
There seems to be a small bug though: The Squaddie ability is named "Marked" when at the tech tree screen.
Shepard 11 Jul, 2016 @ 3:01pm 
It's nice to finally see some more human spectres.
Gawesome  [author] 29 Jun, 2016 @ 1:00am 
The ones that come standard with the mod should look like what's below. If you aren't seeing it, you probably aren't editing the right file.

RangerSword_Conventional_BaseDamage=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Melee")
RangerSword_Magnetic_BaseDamage=(Damage=6, Spread=1, PlusOne=0, Crit=3, Pierce=1, Shred=0, Tag="", DamageType="Melee")
RangerSword_Beam_BaseDamage=(Damage=8, Spread=1, PlusOne=0, Crit=4, Pierce=2, Shred=0, Tag="", DamageType="Melee")
Gawesome  [author] 29 Jun, 2016 @ 12:59am 
Blaze, these are the values you should use:

RANGERSWORD_CONVENTIONAL_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Melee")
RANGERSWORD_MAGNETIC_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Melee")
RANGERSWORD_BEAM_BASEDAMAGE=(Damage=6, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Melee")
Be Anti-Speciesist 28 Jun, 2016 @ 10:43pm 
What edits do I need to make in the XComGameData_WeaponData.ini to revert the damage of the swords back to vanilla? The stats seems to read as though they are the vanilla ones (Pierce=0, etc), so I'm clueless.
dmc32 24 Jun, 2016 @ 2:55am 
Great update with the assault rifle restriction removal. The sword usage is great on this class as well.
Gawesome  [author] 24 Jun, 2016 @ 12:50am 
Version 1.4 has been uploaded. This fixes bugs with critical chance modifiers being incorrectly applied at times (either not being applied, or being applied inappropriately). It also now clearly labels the source of all ability bonuses when targeting enemies. Finally, it removes the SMG-specific restrictions to be inclusive of assault rifle fans. Mark Target's damage bonus has been changed into a critical chance bonus to help lessen the damage gap between SMGs and Assault Rifles when abilities are stacked.
Kyrion 23 Jun, 2016 @ 6:45pm 
Off to give this a try - sounds fun.
Be Anti-Speciesist 21 Jun, 2016 @ 3:16pm 
Thanks for the changes! Shadowstride seems to be fixed, and the new balance updates are great for getting this class closer to actually balanced.
LiberTea 21 Jun, 2016 @ 10:37am 
Thanks a lot for looking into it. Something like an ini file to edit would be amazing.
Gawesome  [author] 21 Jun, 2016 @ 9:07am 
@LiberTea, I'll look into making the penalties a configurable option. SMG usage is supposed to be part of the class' identity, but I respect the desire to play it the way you want.
LiberTea 21 Jun, 2016 @ 8:05am 
While I like that balance changes, I would love a verson that doesnt remove the bonus damage from assault rifles, since I don't use/like the smg pack.
Gawesome  [author] 21 Jun, 2016 @ 3:30am 
Version 1.3 has been uploaded. Barring any bugs, I will probably sit on this release for a while and see how it plays, both for myself and for others. This version adds penalties for non-SMG usage, modifies one ability, and has balance tweaks to various ability cooldowns and bonuses. Feedback is always welcome!
Gawesome  [author] 20 Jun, 2016 @ 10:09am 
@Musashi - thanks, sounds like good advice. :)
Musashi 20 Jun, 2016 @ 9:31am 
Just block this troll @GawDamnit
Gawesome  [author] 20 Jun, 2016 @ 9:29am 
@Fuzzyballs01, can't expect this class to be for everyone, though your hostility is pretty bizarre. Incidentally, Spectre is a simply a word that long pre-dates Mass Effect.
Musashi 20 Jun, 2016 @ 9:26am 
So how many well balanced classes do YOU have contributed so far Fuzzyballs01?
How many mods at all?
Fuzzyballs01 ꦙ 20 Jun, 2016 @ 8:38am 
so this is basically just another cheat mod that takes a class and makes it OP
thanks but no thanks
especially with a stupid Mass Effect title
Gawesome  [author] 20 Jun, 2016 @ 1:40am 
Version 1.2 is out, with a fix to Shadowstride. @Blaze, let me know if the bugis still happening for you.
Gawesome  [author] 19 Jun, 2016 @ 5:23pm 
@Blaze, thanks for the head's up. I believe I found the problem - I'm not calculating the enemy detection radius reduction for Shadowstride correctly when characters are using SMGs. For now, use an assault rifle to avoid the problem. I'll try to post a fix as soon as I can!
Be Anti-Speciesist 19 Jun, 2016 @ 5:00pm 
Shadowstride just failed to work for me. I activated it, ran up to a Sectoid with the Hunter's Axe, critted and killed him, but only after my Spectre was revealed. Help?
zacker1590 (Omega) 18 Jun, 2016 @ 1:54am 
It's need more pictures as example.
Gawesome  [author] 17 Jun, 2016 @ 4:16pm 
The main issue is figuring out how to detect that the player has a SMG equipped and then to grant/deny bonuses or abilities as a result. I'll continue to look into it.
Xeraphale 17 Jun, 2016 @ 10:46am 
Give them a passive accuracy bonus, maybe?
Gawesome  [author] 17 Jun, 2016 @ 10:23am 
@Xeraphale, I would definitely like to enforce SMG usage on this class, but I was bothered by the fact that I could only impose that requirement via a single ability. Before I bring something like that back, I'd like to figure out a way to make SMGs more pivotal to more abilities on both sides of the tree.
Xeraphale 17 Jun, 2016 @ 5:10am 
I would probably have kept the requirement of the smg for absolute detection radius removal. Its added incentive to use the less powerful but more in keeping weapon.
Gawesome  [author] 17 Jun, 2016 @ 3:51am 
Version 1.1 has been submitted, with some not-insignificant changes. Any feedback is welcome. :)
Xeraphale 16 Jun, 2016 @ 8:51am 
@ Musashi, it's never too late for extra classes, even if they are similar to existing ones. Make more mods and give us as much choice as possible is what I say!
Gawesome  [author] 15 Jun, 2016 @ 6:33pm 
@Musashi - Thanks! My approach to sword damage will likely evolve over time. I think swords should be a bit less damaging than shotguns, since they have the added versatility of being usable after a double-move. BUT, it makes sense to give them additional advantages beyond just damage (like the piercing or shredding properties we've played with).

My balancing task is a bit different from yours, since I'm attempting to balance swords with respect to my class, with some minor attempt at making them not outlandishly different from Vanilla. The Spectre has significant sword burst damage potential once every 3-4 rounds or so (Spring Into Action + Mark Target round 1, Swift Blade Sword Attack x3 round 2, ability cooldown recovery round 3), while a vanilla Ranger has consistent killing power via Shotguns + Rapid Fire + 100% Crits.

So I suspect that as your Katana stats may drift upwards in power, mine will probably hover around its current range.