XCOM 2
All The Classes!
20 Comments
Chonsu 19 May, 2017 @ 3:03pm 
Thanks! Will try to disable Commander's Choice and clean the ini. Have a little problem with Second Wave Plus, but hopefully it will be gone with the next update (if there will be one) :) Thanks again ;)
Experiments  [author] 19 May, 2017 @ 2:55pm 
Yeah, this mod for one won't work with LW2 but crashes are something other than the mods listed here. (Well, earlier LW mods are included in LW2 so would cause crashes). Clearing your ini files from your Documents\MyGames\XCOM 2 folder should fix install-crashes.

Aside from the class mods here which all have better versions available, the other mods mostly work. Though Commander's Choice doesn't really work well standalone, the mod Second Wave Plus just came out and appears to include a working version.
Chonsu 19 May, 2017 @ 12:03pm 
I had a break from XCom 2 for some months and when I returned LW2 was avaible, so I installed it right away etc. Before, I was able not just pick the class I wanted when a Rookie lvled up, but right after that and some additional button was visible above the normal menu on the left side. Inside the button I was able to pick from ALL classes I have installed, which (strangely) isn't possible if I use the Commander's Choice menu... I am not sure, if it was this mod, which made it possible, but I had some problems, so I kicked some mods out and dragged them in again and suddenly the function is gone and I have no idea, what happened... LW2 "might" ne great, but right now I can't play it very far (crashes, when I try to buy something at the market) and it really pisse3s me off, that I don't have access to certain classes anymore :( Any ideas? Thank you!
Experiments  [author] 19 May, 2017 @ 11:55am 
@darkdragon247, Long War 2 itself deconflicts most of these and if combined with the Shadow Ops LW2 classes supercedes all of the Escalation class roles. And the just-released Battle Rifle update brings the HMG back. What specific function or compatability fix on the list would need updating?
Chonsu 19 May, 2017 @ 8:20am 
Any info, if anybody is working on a LW2 version?
Experiments  [author] 30 Jan, 2017 @ 10:14am 
@Lord Commander Eidolon - Noted, and put to description. I think that most of our (somewhat differing) balance concerns and goals need LW2-specific implementation. And options menus. We'll be encouraging newbies to delve into some projects very soon so whatever aspect of game design is most interesting to you not only has existing reference material but would benefit from contributions.

I don't know why/if Disable Any Classes has LW2 issues but that mod has no recent updates.

More specific to the next steps for this, it'll probably get rolled into an AWC and Subclass overhaul and compatibility mod. Current recruit page is this link but after a release there will be new threads:

https://www.reddit.com/r/xcom2mods/comments/5otk9q/call_for_collaborators_newbies_ok_for_eweubureau/
Lord Commander Eidolon 28 Jan, 2017 @ 9:45pm 
@Natural Causes thanks,
the problem is that mod is not working in LW2 game. Option to disable some LW2 classes or enable vanilla ones is nowhere to be found (I was trying on the savegame after Gatecrasher).
IMHO allowing both old and new classess would be a stop-gap solution (i'd get rid of technical and enable old ranger).

It goes without saying that incorporating sidearm to old classes woudl be great, but option to have BOTH old and new classes in a game would do the trick.

Maybe, but just maybe sidearms could be incorporated if these could somehow be linked with relevant AWC perk. I don't know if its realistic. I'd love to contribute in some more meaningful way, but I'm completely lost where it comes to mod-making (If i'd have some eureka moment, i'd let you know)

Experiments  [author] 28 Jan, 2017 @ 3:04pm 
Lord Commander Eidolon, I'm thinking about some way to do that with a bit smoother compatibility and balance than this mod has. More for the sake of complimenting character pool uses than anything else. If I treated vanilla classes like Sparks in SPARK Custom Class Support that would just be giving a promotion to a 'near-vanilla' class. Either way, vanilla classes are substantially underpowered in LW2 or vs LWPP classes.

If you've got solutions for how to keep Vanilla classes balanced and viable next to the LW2 ones (which you can disable) I'm all ears. But LW2 sidearms are a big part of their classes that won't have comparable balance for a while. At minimum, I think Cadre having some stat bonus in LW2 to make up for less versatile skills is part of it.
Lord Commander Eidolon 28 Jan, 2017 @ 8:39am 
I wonder if it can be updated for LW2 so I can disable new classes and revert back to vanilla ones (LW2 seems fune but I genuienly hate these new tech trees, especially technical class with this ridiculosly looking wrist gun)
Experiments  [author] 18 Jan, 2017 @ 9:50am 
Other than attempting to set up the LW Alt Grenadier from their configs (not working for me ATM, will reconfigure after LW2 is out) I don't mess with their Localization text. But even so they aren't in the Commander's Choice menu. This has to do with scrolling I think. But they're still available in the GTS at least.

I wonder if using Disable Classes can shorten the list and let them pop up? It doesn't mess with already active members but instead just makes sure they don't spawn in the "Decks" the game uses to hand out random classes. Something to try.

I'll keep any of this feedback in mind for this mod's likely update (or new version) after Long War 2 comes out (soon).
Experiments  [author] 17 Jan, 2017 @ 5:17pm 
There's definitely something up with Commander's Choice sometimes, and Sparks (or Playable Aliens for that matter) get really messed up if chosen from that menu. Cadre shouldn't be missing any init values considering they're using the vanilla files which follow updates. This mod doesn't mess with UI or menus either.
Experiments  [author] 17 Jan, 2017 @ 12:16pm 
That's an interesting glitch. Does it happen only when the promotion is on the Avenger's flight deck after a mission or even in barracks? This mod and Commander's Choice shouldn't have any underlying code causing this but high values of Hidden Potential on a low-HP class can in theory deduct HP you need. Just in case it is something this mod can fix I need some details.
Emeyin 25 Jul, 2016 @ 2:09pm 
Nevermind I figured out why my Brigadier Perk Row wasn't showing. I use Commander's Choice and when you switch classes you have to leave the screen then come back so it refreshes.
Emeyin 25 Jul, 2016 @ 10:37am 
Anyone getting the issue where the LW Perk Pack classes and every other class doesn't get the Brigadier Rank Perk ? All my perks end at Colonel.
Darkstar 19 Jul, 2016 @ 3:23pm 
Yeah, just those two :)
Experiments  [author] 19 Jul, 2016 @ 11:46am 
Correction: Forgot Screenlisteners can't listen for UIPanel, just UIScreen. Which is why armory info mods conflict a bunch. Versus adding a separate slot for rockets (ruining their utility usage), I'll insert an ability that works like the included Rocketeer GTS perk to activate next to Rocketeers. GTS steadies the Rocketeer's shot, this will hand over the rocket.
Experiments  [author] 19 Jul, 2016 @ 11:24am 
Yeah, that's a standing Escalation issue. Forgot about that. If someone knows an easy way around it I'd be glad to incorporate a fix. I'm not sure I want to go as far as altering the inventory slots array to make it function properly though. Unless added by update, utility items can't be class-limited.

Maybe a screenlistener to hide it from non-Rocketeer equipment lists would work. Since Escalation's current version is two months old I'll see what I can whip up.

To be clear, you just mean the two utility-slot rocket types but not the Rocket Launcher secondary weapon, right?
Darkstar 19 Jul, 2016 @ 10:50am 
First thing I've noticed is that everyone is able to equip the Rocket Launcher and Shredder Rocket Launcher from Escalation, but they're not able to actually use them on a mission. I didn't have Escalation installed before though, so I don't know if that's something intrinsic to Escalation or not.

The renaming all seems to be working fine so far though :)
Experiments  [author] 18 Jul, 2016 @ 10:59pm 
Please do! Though I mainly use the ones in my collection, there's a lot I can do to support compatibility without the mod being required.
Darkstar 18 Jul, 2016 @ 10:40pm 
Awesome! Subbed and I'll try it out tomorrow. I also have a ton of other class mods installed too, so I can give feedback on any possible conflicts.