XCOM 2
Psi Rookies Rebalanced
33 Comments
Malidictus  [author] 3 Jun, 2019 @ 11:46am 
Since worked off of Pegazul's mod, I use the same internal names he does. One mod would override the other. I'd recommend not using both mods, though. They do roughly the same thing.
Conefed 3 Jun, 2019 @ 9:38am 
Does this modify Psi Rookies if both mods were subbed, or does it add a separate class for effectively two psi classes with both mods subbed?
macelharen 31 Aug, 2017 @ 1:05pm 
cool. i'll bookmark this one just in case i too think Psi ops needs a rethink
Malidictus  [author] 30 Aug, 2017 @ 6:28am 
Right, this mod completely doesn't work with War of the Chosen and I don't know how to make it work in both. Instead, I created a duplicate mod for the expansion. You can find a link in the updated mod description. Bonus: Psi Rookies Rebalanced WotC now also can't get Shadow Step in the AWC (i.e. the new Training Centre), so you won't end up with duplicate abilities.
Malidictus  [author] 29 Aug, 2017 @ 9:28am 
Well, so far I've been able to test this with War of the Chosen. The mod doesn't crash the game, but I don't think it loads correctly. There are a few new settings for each soldier which Vanilla XCOM 2 didn't have. Soon as the new SDK downloads and installs, I'll see if adding them changes anything.
Rachel L 14 Feb, 2017 @ 3:29pm 
There is this mod, LW Psi Rookies ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=804756952 ), that you could import/adapt to LW2 but without the fully ramdom thing (that i think is full bulshit)
Malidictus  [author] 4 Feb, 2017 @ 5:24am 
I haven't actually tested it with Long War 2 simply because I'm not tough enough for that :) But yeah - it should give you the same class in LW2, I'm just not sure how well it fits in with their much more complex skills system.
The Man With A Bad Plan 3 Feb, 2017 @ 6:15pm 
About 5 months later, but this mod does work with LW2. I've had no issues with it.
Malidictus  [author] 24 Nov, 2016 @ 9:24am 
Integration with Long War is unlikely, as I don't know how that's set up, unfortunately. It's a fairly basic ini file tweak, though, since the game will read its classes from the inis. I'm not entirely sure how mod integration works in general. Sadly, I'm not that smart :)
Phrozehn 24 Nov, 2016 @ 8:10am 
Are there any plans to change this wonderful mod to work with LW PP? I'd love to see that :D Beenw aiting for a while and still holding out hope!
cbct 5 Oct, 2016 @ 9:53am 
"One time, at band camp, I stuck a flute in my pussy."
my favorite quote of all time
orion winterfire 17 Sep, 2016 @ 6:00pm 
Nope I'm an idiot. I forgot a did actually get the upgrade on one gifted. One of those days I guess.
orion winterfire 17 Sep, 2016 @ 5:41pm 
I tried it, and it worked on an ally. I have no idea why.
orion winterfire 17 Sep, 2016 @ 4:34pm 
Must be a bug then. I haven't tried to use it on a squadmaye, but it shows them as valid targets.
Malidictus  [author] 17 Sep, 2016 @ 11:26am 
The Squaddie skill shouldn't work on allies, and it didn't when I tried it last. It only affects enemies unless it's upgraded.
orion winterfire 17 Sep, 2016 @ 10:36am 
The squaddie ability Stasis works on either . . . So having one that works on just allies (at Sgt?) higher up the tree seems odd. I'm using and enjoying the class though. Thanks for the mod.
Malidictus  [author] 17 Sep, 2016 @ 9:10am 
One of them works on allies, the other works only on enemies. I don't remember which is which (my guess is Stasis Shield will also work on allies), but the allies version is an upgrade to the basic one.
orion winterfire 17 Sep, 2016 @ 8:14am 
So, is there a difference between stasis and stasis shield?
=[NK]= Col. Jack O'Neil 14 Sep, 2016 @ 3:55pm 
I use both, although I deleted all the classes in the class data file, so I get the perks but not the classes :)
orion winterfire 14 Sep, 2016 @ 2:55pm 
Fair enough. Thanks for the reply.
Malidictus  [author] 14 Sep, 2016 @ 2:15pm 
I don't know. Long War has a very different class structure to the original game, so the best you can hope for is a soldier with a lot fewer abilities, if it works at all. The Psi Rookie mod just adds a new class with two abilities per level. The Long War pack creates classes with three abilities per level, so I can't promise anything.
orion winterfire 14 Sep, 2016 @ 11:54am 
Would this class function alongside the lw perk pack?
Malidictus  [author] 29 Jul, 2016 @ 8:37am 
Sadly, the Long War stuff is far beyond my own skill. I do dabble in the Unreal Engine code a little bit, but nothing even remotely like that :)
Fenrisudo 29 Jul, 2016 @ 7:59am 
I really want someone to make a Psi Rookie in the molds of the Long War Perk Pack :(

But thanks for the mod :)
Malidictus  [author] 27 Jul, 2016 @ 6:14am 
The Gifted soldiers are just another base game class, so they level up the same as any other soldier. Frankly, with this rebalance and the Limited Psi Use mod, I don't think you need to mess with their progression speed. They're really not that overpowered.

The biggest problem Gifted had without the rebalance was Soulfire, which was both "free" and very very powerful (much more so than Conventional firearms). With that moved as a Sergeant skill with VASTLY lower damage in the early game, that shouldn't be an issue. They do still have pretty poweful abilities, but with limited use and only having to take one per rank, they're not that bad. Aguably on par with the rest of the classes, and certainly not any more overpowered than your basic SPARK.
nekojusan 27 Jul, 2016 @ 3:55am 
im going to give this a try when i next play, psi ops are my only pet peve with the vanilla game; set one guy/gal in a test tube for a few months and bam a ready baked super soldier right out of the oven, you dont see them grow and you dont become attached to them at all.

in tyhe end i do exactly the same as adam d0ggg does; play with regular soldiers while baking 2-4 psi ops ready for the final mission

i tried psi rookies and like you said found them op for early game, so promptly switched the mod off and restarted.

im not sure what psi rookies levelling thresholds are but i would suggest increasing them to slow the level gain a bit.
Adam d0ggg 26 Jul, 2016 @ 10:18pm 
I have not tried out this mod but I love the idea. I do not like that my psi troops do not level up on kills or mission. It makes me feel like I am wasting a soldier slot when I put one in instead of a regular soldier. Also I find that I usually play almost the entire the game using regular units until the very end where in the final mission I pull out 4 magus levels psi soldiers. I barely use their cool abilities its like a lost class.
Malidictus  [author] 26 Jul, 2016 @ 3:19pm 
Well, kind of. Vanilla Psi Ops are indeed balanced by their cost, but I still feel that a fully-upgraded Psi Ops is objectively superior to the rest of the classes. Besides, this was a change for the Psychic Rookies, which gives you a "Gifted" soldier right after the tutorial. I couldn't justify a psychic power which did Magnetic Rifle damage, ignoring cover and armour in the process this early in the game. That's why I moved the power to later in the game and weakened it with the low-level amps. It's still strong in the end game, but you have to work for it.
Pyro Fennec 26 Jul, 2016 @ 2:13pm 
I can't say I ever felt psionics were overpowered, but that could be because by the time I can spare the resources to unlock them, my squad's already teched out with tier 2 gear at least. They're powerful, yes, but rushing to get them without massively crippling your war effort in other fields is... difficult. For me, at least.
Malidictus  [author] 26 Jul, 2016 @ 1:16pm 
Well, they ARE Psychic rookies :)

And to be honest, I didn't do all that much besides play with the original Psychic Rookies and note where Firaxis' own design let them down. I asked myself "Why would you give a Squaddie a 4-6 damage auto-hit skill?" and realised that they probably didn't intend for that to be the case. Without messing with the UnrealScript code, the best I could do "on the cheap" was move a few skills around and tweak some weapon numbers. Thankfully, the damage levels of each individual psychic skill for each individual psi-amp were exposed in the ini files.
Dragon32 26 Jul, 2016 @ 10:42am 
Thanks, Malidictus. Bonus points for a Psychonauts reference.
Malidictus  [author] 26 Jul, 2016 @ 10:25am 
I just use the defaults, personally, though I haven't thought about it too closely. With the cooldowns on most of the skills and the game's fetish for turn limits, you won't end up using the low-level skills very often. However, what this does mean is you get all of ONE Rift/Psi Lance, which is my big concern. You need to watch your actually overpowered skills and save them for that one special occasion. It actually makes the final mission quite a bit harder, since you need to budget more than your grenades now :)

As to the rest of the mod, it's just the Psi Rookies mod with some tweaks to skills, mostly to remove the Squaddie rank 4-6 damage auto-hit psychic attack. THAT was way out of line.
Robot Autism 26 Jul, 2016 @ 8:48am 
YES I HAVE BEEN WAITING FOR THIS FOR SO LONG,
(what settings would you reccomend for limited psi usage?)