XCOM 2
Richards Classes (LWPP) [Old, Unsupported]
439 Comments
11 Sep, 2020 @ 7:35am 
god I love the scout class so much. with all the detection range decrease abilities and the bonus from GTS a scout can stand in the open right next to an enemy. my scouts have a detection radius of 0 tiles.
Conefed 22 Feb, 2018 @ 8:17pm 
My mage has placeholder/error messages for her lvl1 ability on strategy layer, in tactical, she has no abilities at all.
Richard  [author] 22 Nov, 2017 @ 12:44pm 
No shadow shot has aim and crit bonus. Can only be used from stealth
starrynite120 21 Nov, 2017 @ 2:38pm 
Is Shadow Shot an instant kill?
Richard  [author] 31 Aug, 2017 @ 12:25pm 
Phelan Hood 31 Aug, 2017 @ 4:06am 
Any class pack you could add would be greatly appreciated
Richard  [author] 30 Aug, 2017 @ 3:08am 
Well it looks like I will have to make a seperate version of this for WotC, I'm not sure if the LWPP is going to be supported by Pavonis though.
I've got a rough version of my class pack working (with 2 class trees and no LWPP perks) which seems to work fine so far so what I might do is salvage some of the LWPP perks into that and focus on making the 2 trees as good as possible. Hopefully some integration will come along at some point to resupport 3 trees with WotC, even if its not the LW version (I know there was one for vanilla made).
Newt 29 Aug, 2017 @ 2:15pm 
true too :)
Richard  [author] 29 Aug, 2017 @ 2:13pm 
Personally I never liked any of the AWC mechanics, the way they handle it in WotC is a lot better.
Newt 29 Aug, 2017 @ 1:06pm 
true. a better awc or a better awc 2 are really good
macelharen 28 Aug, 2017 @ 3:06pm 
gods. people still use that obsolete hunk of junk? Try "A better AWC"
Richard  [author] 25 Aug, 2017 @ 2:39pm 
I don't use that mod; I imagine it would require some sort of compatibility on my end. I'll have a look at it.
Koen 25 Aug, 2017 @ 10:04am 
Congratulations on the mod, I finally have the psi agent I wanted, but I have a little "bug". I have the Chooseable AWC Perks mod and will not let me select the perk for the classes of your mod.

Sorry for my bad english, I wrote this with the google translator.
BMarsh2.0 25 Aug, 2017 @ 1:42am 
I might have to try that. I did a little research on GTS perks after posting the question and between that and just poking around in the files, I have a few ideas to try out. It will depend on if it will read the src files from another mod the same way as it does with config's. Idk how those files work at all yet. I still have to get a new game up to opening up the GTS first though so I can test it each time I make a change. Don't really want to screw with Debug mode. I just haven't had time to really do anything lately because I've been traveling. I should get around to it this weekend I think. I'll let you know if I find a way or not. It's good to know I can assign them as learnable skills though. I figured that might be possible but I wasn't sure. As always, thanks for all you're help.
Richard  [author] 23 Aug, 2017 @ 3:35am 
@BMarsh 2.0 GTS is not configured via the ini, its down in the src files. I dont think you can assign a class a GTS without building the mod solution (which would require the mod tools and some knowledge). You can assign GTS Perks for classes to learn in their skill tree however so if you want to apply any of my GTS perks just as a standard learned ability you can just use their calls;
ShadowFireRS, IronResolveRS, HiddenPotentialRS, FocusedFireRS, CombatVigilanceRS, LethalityRS, ShakeItOffRS, IncognitoRS, RapidResponseRS, OverclockRS.
What you could do if you wanted was make your own class mod (its not too hard to do a simple one) and then just assign it perks from other mods you like and then you could give it a custom GTS.
https://www.reddit.com/r/xcom2mods/comments/44jyzv/stepbystep_how_to_make_a_simple_class_mod_complete/
BMarsh2.0 22 Aug, 2017 @ 8:33pm 
@Richard, I've got a question for you that I was hoping you could help me with. Not really related to this mod in particular, though I may use parts of it if it is indeed possible.

I'm wondering if you know if it's possible to reassign GTS perks to a different class just through the ini's or is it part of the code writen into a mod that can't be messed with?

I've been having a lot of fun modifying classes since you enlightened me in how to swap out skills and I appreciate that greatly! The reason I'm asking is because I took a mod class that was pretty useless and mixed and matched abilities from about 7 or 8 different mods to come up with something I like. However, it has an equally useless GTS skill.

Do you know if it's possible to reassign em through ini edits? Thanks for all your help!
Richard  [author] 20 Aug, 2017 @ 3:09pm 
early game is a little weak but late game can be very powerful.
Fischy 20 Aug, 2017 @ 12:14pm 
how strong are the classes?
can i use aba 2 without having too weak soilders?
BMarsh2.0 19 Aug, 2017 @ 8:30pm 
Pretty glad that I put all the mods in a seperate folder so they don't auto update. I just got done making a bunch of custom changes to a lot of stuff a few days ago! I'll wait till the dust settles from the expansion and I'm ready for a new campaign before I update. Glad you're continuing to work on the mod though Richard!
Richard  [author] 18 Aug, 2017 @ 4:08am 
@macelharen considering this is just a class mod I don't see why it wouldn't survive the DLC unless LWPP breaks xD
macelharen 18 Aug, 2017 @ 12:50am 
huh. damnit. i really need to finish a campaign for once instead of this constant modding of vanilla (full month now. lol)...hopefully this'll survive the DLC
Richard  [author] 17 Aug, 2017 @ 4:49pm 
Richard  [author] 17 Aug, 2017 @ 2:20pm 
Hello everyone, I will be updating this mod over the weekend which will fix some issues reported to me. This time it will not break your saves but note that any changes you made to the mod will be overwriten. I will also be launching the standalone Longwar 2 version of the mod too during the weekend but this may require some testing/feedback on your end.
Current Changes (to this version):
-Storm Position now has an ammo cost
-Survivalist Icon now reimported to fix weird blue on border
-Survivalist charge perks now have a configurable ammo cost (by default it is 0 for sword/pistol)
-Ability Tags added (Credit to shiremct for helping me with this) so you wont have to manually edit your changes from the config file into the localization, the game will now generate the new info.
-Following Skills can now be aquired via the AWC: First Aider, Hip Fire, Mark Target
Richard  [author] 17 Aug, 2017 @ 7:14am 
@Eschyles I think the DLC will break a lot of mods and from the preview footage I've been watching looks like some mods will be made redundant. I aim for day 1 compatibility whenever I get the mod (uk time).
Eschyles 17 Aug, 2017 @ 6:53am 
@This is what i was thinking about, i will wait this dlc so. Ty for the support.
Richard  [author] 17 Aug, 2017 @ 6:15am 
@Eschyles,Existing soldiers with certain classes will be broken, you will be able to get new soldiers with the classes but as it stands there isn't really a good fix. I had to make a change to some of the code to support compatibility with other mods. It would be better if you start a new game. War of the Chosen releases soon so I've been prepping for it.
Eschyles 17 Aug, 2017 @ 6:13am 
@Richard loading one, should i start a new ? :'(
Richard  [author] 17 Aug, 2017 @ 6:09am 
@Eschyles, the mod recently recieved a compatibility update. Are you starting a new game or loading a game?
Eschyles 16 Aug, 2017 @ 3:47pm 
I don't know why my main scout and Technicien looses their rank and the two classes just gone away of the game? but they still activaded in the game folder... :{
Richard  [author] 15 Aug, 2017 @ 10:43am 
Smells like Advent :S
InterventoR 15 Aug, 2017 @ 8:44am 
Thank you for pointing this error. Remember, only together we can build a better tomorrow :)
Error_404 15 Aug, 2017 @ 7:23am 
Nvm, that's interventoR's version. The zip one.
Richard  [author] 15 Aug, 2017 @ 7:11am 
which LW2 version?
Error_404 15 Aug, 2017 @ 7:10am 
Nvm found it. I found out that the survivalist's squaddie abilities in the file has a typo on the LW2 version.

You must have hit enter by mistake, which causes the game to unable to recognise any abilities under it.
Richard  [author] 15 Aug, 2017 @ 7:00am 
@Error_404 the mod was updated recently, are you playing from an existing save or a new save?
Error_404 15 Aug, 2017 @ 6:39am 
Apparently, Survivalist's skills are pretty much non-existant at squaddie.
Error_404 15 Aug, 2017 @ 6:38am 
I got an error with Survivalists. Don't know why
BMarsh2.0 14 Aug, 2017 @ 5:50pm 
HOHO HO!! Fu**ing sweet! lol

Sincerily, thank you for all your help!
Richard  [author] 14 Aug, 2017 @ 5:42pm 
@BMarsh2.0 My mod uses Longwar Perk Pack skills that do not exist anywhere in my mod scripts. As long as you reference the skill correctly in the class config its fine for you to use my perks in another mod and vice versa. Theres a chance mod load order may effect this but I doubt it will be an issue.
BMarsh2.0 14 Aug, 2017 @ 5:34pm 
Ok, sorry if I'm getting annoying but I have yet another question for you. If I want to change an ability is it possible to use a custom ability from another Mod? Like, can I use one of your custom abilities on a standard LW class (or another mods class)? For example, could I give a Ranger "Seek and Destroy"? Or will it not work because of the way the files are routed or something? If they are all interchangeable it will make things very interesting indeed!
BMarsh2.0 14 Aug, 2017 @ 2:30pm 
SWEET! Oh and I take the files out of the steamapps\workshop\content\268500 folder and drop them into steamapps\common\XCOM 2\XComGame\Mods so they don't get auto updated and I just check occasionally for any updates since I make custom changes to almost everything I use. That way I KNOW when I need to make adjustments again. I also make a copy of every Config and Localization folder before I make any changes at all and back up each after I make changes so I can always see what the original build was. Keeping copies of my changed ones was really only nessecary before I took them out of the workshop folder in case an update over-wrote my changes but still, not a bad habit I think.
Richard  [author] 14 Aug, 2017 @ 2:20pm 
@BMarsh 2.0 You can literally change anything in there and it'll be fine as long as its right.
BMarsh2.0 14 Aug, 2017 @ 2:17pm 
Thanks. The reason I prefer Rapid Fire to Chain Shot is C.S. only fires a 2nd time if the 1st shot hits. R.F. is guaranteed to fire twice. I usually use a stock with these types of builds so even a miss is valuable. Idk if I'll even use it or not, I'm using at least 20 classes so there's going to be a LOT to choose from. I'd just like to have the option. And I'm sure knowing how to do this will come in handy with other classes at some point so I appreciate that.

I'm curious if abilities can be swapped out for a different ability via the ini by changing the name of it in the, "(AbilityName="*****", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)? As long as applied to the proper InvSlot of course. Not sure if you'd know seeing as I'm sure you use something like SDK for making your classes, but it won't be hard to test. If so that'll make it super easy to make some custom classes or change up some that I feel could be just a hair different. Thanks though for all your help. You rock!
Richard  [author] 14 Aug, 2017 @ 5:04am 
@BMarsh2.0 You can remove the restrictions yourself anyway by either removing the line or adding ; to comment it out. You can even add your own restrictions there. However your changes will get overwriten whenever I need to update, which I will need to do so again at some point to fix a few things.
Richard  [author] 14 Aug, 2017 @ 5:02am 
@BMarsh2.0 The Demolitions has the "Chain Shot" Ability so why would you want Rapid Fire also? I've tried to exclude abilities that cause conflicts or are duplicates/similar to existing abilities.
BMarsh2.0 13 Aug, 2017 @ 7:49pm 
I've got another question. Is it possible to remove the restriction of certain skills from the AWC for a unit by deleting the +ExcludedAbilities=X line? I'd like Demolitions units to have the option to get Rapid Fire but it's excluded. Would probably be good to know for other situations down the road at some point too. I know I've seen some classes that the author excluded a couple of abilities on because they "didn't feel like it fit the class" but I didn't necessarily agree.
BMarsh2.0 13 Aug, 2017 @ 11:48am 
Yeah I think it'll encourage me to use them also. I haven't gotten around to actually using any of the classes yet but I'm looking forward to them. I just started using mods last weekend and I've downloaded about 65-70 of them so I've spent more than a few hours tweaking .ini's and editing .int's. Didn't help that I didn't know about the .int's until I was almost done with the .ini's. So I had to go back through them all to match everything up. Man it is unbelievable how many spelling and simple grammar errors people make. That's why I fully appreciate the effort you've put into yours. It's by FAR the cleanest and easiest to read that I've come across so far.

If anyone is new to editing .ini's & .int's these would be excellent for learning the ropes I think. High quality and very well done.
Richard  [author] 12 Aug, 2017 @ 5:53pm 
when ive used the xcom vanilla psi user ive seen varying psi offense stats. However during testing my psi classes had fixed psi stats but i assume this is because they are regular soldier classes now technically. I made the mage to encourage myself to use psionics more.
BMarsh2.0 12 Aug, 2017 @ 2:40pm 
I've got a question about the Mage's (and all Psi soldiers for that matter) eStat progression.

So, every rank a Psi soldier goes up there's the stat like;
StatType=eStat_PsiOffense,StatAmount=5,RandStatAmount=10,CapStatAmount=100

I'm just wondering if I understand this correctly. Psi offense goes up a guaranteed 5 + a random amount up to 10 and can't go over 100... Is that right? And if that's the case, can I set the CapStatAmount higher as long as I set it the same on every rank? Say, like 120?

I basically NEVER use Psi soldiers so I'm pretty Noobish in that department. Thanks in advance!
Richard  [author] 12 Aug, 2017 @ 1:07pm 
@shiremct thanks, I'll look into it