XCOM 2
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[WOTC] Iridar's Vanilla Classes Redux
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3 May, 2024 @ 2:24pm
16 Dec, 2024 @ 1:09am
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[WOTC] Iridar's Vanilla Classes Redux

Description
This mod contains bugfixes and balancing improvements for the four base game classes, three WOTC faction hero classes and SPARKs.
  • Bugfixes and improvements to soldier abilities, some of them are taken from or inspired by existing mods.
  • Most classes had their ability trees rearranged for better flow.
  • Plugged holes in faction heroes' ability trees with cut content abilities or their most important XCOM row abilities.
  • The pool of available cross-class perks has been expanded, especially for faction heroes.
  • Many abilities had their (English) descriptions improved for clarity.
This mod is intended as the go-to for fixing everything wrong with vanilla classes, without the need to collect dozens of mods that individually fix small issues. In general, the purpose of this mod is to make vanilla classes more fun, very few things have been nerfed.

>>> NEW PERK LAYOUTS <<<[docs.google.com]

>>> DETAILED CHANGELOG <<<

REQUIREMENTS

COMPANION MODS

COMPATIBILITY

>>> COMPATIBILITY WITH OTHER MODS <<<

The mod is obviously incompatible with LWOTC and other mods that completely replace vanilla classes with new ones. Mods that tweak the same abilities as this mod may also be incompatible, though at worst some soldier abilities won't work right, you shouldn't experience crashes or other gamebreaking issues.

The Proficiency Class Pack and any other pack that disables vanilla classes and then adds new ones are incompatible out of the box, but most of these can be easily configured to not disable vanilla classes, so they can be made compatible. Though there could still be conflicts if the mod tries to make changes to same abilities the Vanilla Classes Redux does.

However, mods that replace the ability trees of the vanilla classes, such as Proficiency Faction Hero plugins, are incompatible, period.

CONFIGURATION

If necessary, changes to each class can be tweaked or disabled in the config. To completely remove any changes to a particular class, delete the respective class' folder from this mod's Config folder. If you do so, don't forget to remove the respective class' section from Localization\XComGame.int as well.
..\steamapps\workshop\content\268500\3238654455\Config\

CREDITS

Thanks to Shiremct for allowing me to copy a few ability icons from his Proficiency mods.
Some changes are inspired by other mods listed above, but unless I forgot something, no code was directly copied without permission.

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
Popular Discussions View All (4)
5
10 Nov, 2024 @ 5:49pm
Способность "Наводящаяся мина"
Bethrezen
2
10 Nov, 2024 @ 4:24pm
PINNED: COMPATIBILITY WITH OTHER MODS
Iridar
232 Comments
RakkoHug~<3 5 Jul @ 8:12pm 
Iridar, removing critical chance from the serial ability seems to work well for the Snipers, but it causes major performance issues for other crit dependent classes such as the reaper. One could always not invest points on serial for such classes, but given the superior quality of Iridar mods, wish there was some kind of mod mechanic that makes the serial ability work for both sniper and reapers.
Daddy Takeda 1 Jul @ 5:13pm 
I don't understand why, but my Whiplash attack doesn't do any damage, to any enemy, no matter if they only have 3 HP and no armour and I hit them successfully... I remember I used to be able to use this ability, but now I can't. I don't have any other mod, that I know of, that mod the Whiplash ability. And I've also already deleted everything in my config folder for a fresh campaign start.
PhilipFryJunior 14 May @ 3:04pm 
Specifically, I ambushed the general with concealment. I threw the hunter's axe to open, and the general returned fire. My overwaching soldiers shoot the general, general dies. And his lifeless body takes at least one return fire, then game softlock.
PhilipFryJunior 14 May @ 2:46pm 
Hi, Playing this mod alongside Advent General Revamp. General's return fire activates every time he is hit. Creates funky interaction and softlocks the game. Anyone having same issue?
Dragon32 10 May @ 2:21am 
@PhilipFryJunior
Turned MOCX units should become members of equivalent player classes, like Grenadiers etc. How those classes work will be determined by your mods, like this one.

Configure who becomes what in MOCX mod's XComDarkClassData.ini
PhilipFryJunior 9 May @ 10:42pm 
@Iridar
Hi, I'm trying to create a modlist that is more like an elevated vanilla game. I will use your "vanilla Classes Redux" and "Foxcom 2" with a bunch of revamped enemies. Nothing fancy, not even Covert Infiltration." I'm also trying to figure out a place for "MOCX."

Is it possible to make the captured and recruited units' classes exactly the same as your "vanilla classes Redux?"

Or even better, is it possible for these classes to uniquely represent their differences as in Proficiency Class Pack units?

Also, it could make capturing, recruiting, and using those soldiers on the field more appealing.

We are grateful to you all for all your hardwork, dedication, love, etc.
RakkoHug~<3 6 May @ 2:52pm 
Iridar, it seems that Dr. Lily Shen's combat protocol is still turn ending.
Dragon32 6 May @ 12:54am 
PhilipFryJunior 6 May @ 12:33am 
Mastercrafted work of art u got there sir. Is there any psi opperative class redux mod to use alongside with?
Iridar  [author] 12 Apr @ 11:38am 
Return Fire changes are part of the Sharpshooter changes. You can disable only all of them together.