XCOM 2

XCOM 2

[WOTC] Proficiency Class Pack
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shiremct  [vývojář] 22. čvn. 2019 v 10.38
Change History and Update Info
Below you will find the full revision history and information on upcoming changes planned for the next version as well as some notes on future to-do tasks.

Upcoming Changes (Next Version)
2.2.x: (Unreleased WIP)
  • ...


Future Plans (To-Do List)
  • Custom icon for the Sapper.
  • Better visualizations for the Zone Suppression ability.
  • Medic's Sedate ability also gives arcthrower shots against mind-controlled units a bonus chance to hit.


Full Revision History
2.2.5:
  • Cleaning up several things for compatibility with future releases. Removed MCO override and screen listener for GTS unlocks.
2.2.4:
  • Fixed issue with Zone of Control increasing the CQB radius multiple times.
  • Anti-Venom Stims Adrenaline Shot can no longer be used on robotic allies.
  • Changed some effect names on arcthrower utility effects for future compatibility.
2.2.3:
  • The Mobility effect from Pin 'em Down no longer counts the same as Disoriented for other ability conditions, preventing units that should have been immune (like Avatars) from using abilities.
  • Added additional trigger to Zone of Control to pickup reinforcements/spawns/etc. Thanks to discussion from LWOTC team for highlighting the issue/fix.
  • Sapper's Charge! ability categorized to offensive instead of neutral.
  • Fixed mixed up genders for Field Medic photobooth quotes.
  • Fixed issue with Advanced Trauma Kits bleedout chance bonus.
  • Assault Infantry Breaching Maneuver movement actions can now be triggered from flank shots.
2.2.2:
  • Assault's Zone of Control ability now also increases their CQB Dominance radius by 1 additional tile.
  • Flipped all Assault abilities between Captain (+damage) and Colonel (multi-attacks) and adjusted AP costs slightly. Assault's now get the ability to attack more than once before Colonel, which was much later than all other classes.
  • Removed weapons restrictions on Suppression - Sappers may now suppress with a shotgun.
  • Changed the Demolition ability to be guaranteed to hit.
  • Sappers have bonus Aim when using Rocket Launchers from Lvl 1 to improve rocket accuracy in the early-game. Note: This is not communicated in their Explosive Ordinance skill description - there is no room left to put it!
  • Increased range that Defensive Mine can be placed by 1 tile. Fixed localization on stand-alone Defensive Mine ability, removing the reference to disorienting the enemy.
  • Marksman's Lead the Target ability now bypasses overwatch immunity abilities like Lightning Reflexes and Shadowstep, but can no longer Crit, has had the Aim bonus reduced to 20%, and cooldown increased by 1 turn.
  • Reworked Combat Stims - they now grant movement only actions instead of standard actions, but no longer damage the target and Will loss is reduced from -30 to -10.
  • Fix for issue with previous CanAddItemToInventory function changes preventing equipping unlocked weapons.
  • Added config support for several mods' enemies, items, and abilities: A Better Weaponry, Muton Harriers, Muton Destroyer, EU Berserkers, Advent Assault Troopers.
2.2.1:
  • Fixed a few ability localization tags (produced wrong values in descriptions if you changed the defaults - showed 75% instead of 25%, etc.)
  • Changed CanAddItemToInventory functions to fix potential to equip multiple items in the same slot.
2.2.0:
  • Fixed incorrect calc for Crit damage affecting Blindside/Muffled Shot.
  • Text stating Defensive Mines disorient enemies was removed - it wasn't working and mines minimum damage was increased +1 to compensate.
  • Marines' Pin'em Down ability changed to always Disorient suppression targets as the ability's main focus, and apply the Mobility penalty to targets immune to Disorient.
  • Moved many abilities into the main class pack from the various plugins to reduce mod inter-dependencies. Config value locations for these abilities are spread over the config files for the closest matching main class.
  • Added some additional abilities to XCOM random decks.
2.1.3:
  • Added config support for Muton Destroyer Concussion Grenades and extra charges from the Concussion Grenades ability.
  • Some minor ability changes to support the Templar plugin.
2.1.2:
  • Assault Infantry now never roll a graze against an enemy within CQB Radius and CQB Radius has increased by +1 Tile to 4/5/6 Tiles.
  • Changed Sapper's Charge! skill to be guaranteed to hit (was calculating hit chance from start location instead of end location, even though chance preview was correctly using end location) - Point blank hit chances should always be near 100% anyway.
  • Fixed issue with negative crit chance bonus on Precision Shot
  • Added support for the Tech Specialist to use Sniper Rifles - this is somewhat experimental. Extended Signal Range gives squadsight to the sniper rifle. Marauder technically works with the Sniper Rifle as well, but doesn't change it's action cost, so only has an effect when the Tech Specialist has more than 2 actions available (or using the OP 1AP Darklance).
  • Changed the incremental and maximum threshold values for the Marine's Col. skills. Tactical Sense and Aggression scale faster, but with a lower cap - 3% per enemy up to 15% (5 enemies max it out). Zeroed In scales faster, and actually has a slightly higher cap - 4% per enemy up to 40%.
  • Added default config support for Superior Explosives.
  • Updated XMOD Base to version 2.0.2.
2.1.1:
  • Fix for Sapper's Hold Position where it was unintentionally limited to only one reaction shot.
  • Swapped ranks for Medic's Burst Fire and Applied Knowledge abilities. Cooldown for Burst Fire was increased.
  • Muffled Shot replaced with new ability Blindside. Does the same thing as Muffled Shot, but Disorients the target and can be used even when revealed to apply disorient at the cost of damage.
  • Muffled Shot itself was returned to it's original functionality with no disorient and only usable while concealed for compatibility with other projects.
  • Muffled Shot, Blindside, and Remote Start now use silenced shot sound effects modified from Musashi's Tactical Suppressors. Credit for original code and assets all go to him.
  • Stalker returned to Sgt. rank and Crit Chance bonus reduced to +10%, but can now apply to flanked targets, even if concealment has been lost.
  • Ghost moved to Ltn. rank and grants its +2 Mobility unconditionally (even if concealment has been lost)
  • Quickset Bipod has been renamed to Quick Hands and has replaced Advanced Weapon Handling in the tree. In addition to the ever-vigilant style brace effect, it also now grants Snapshot.
  • Concealing Smoke has returned to the Marksman's tree proper at Maj. rank now.
2.1.0:
  • Fix for interaction with Samurai class GTS unlock causing level 3 proficiency bonuses to be lost. This fix will resolve the issue in ongoing campaigns - no need to restart.
  • Some abilities moved between plugins. Fair warning - there will likely be more restructuring in the near future of where abilities are housed in code to reduce the need for plugins to rely on other plugins. This will impact where config values for abilities are accessed.
  • Clarity or typo improvements to text for several abilities.
  • Stalker and Ghost swapped places on the Marksman ability tree, giving Scout Marksmen a way to preserve concealment much earlier.
  • Stalker's toggleable Stalk ability had its' mobility penalty reduced to -20% and Detection penalty reduced to -30%.
  • Ghost now applies an effect to targets that temporarily removes their ability to detect concealed units. This allows using melee attacks on isolated single targets and not losing concealment on the run-up.
  • Muffled Shot now Disorients targets.
  • Precision Shot had its' aim penalty reduced to -25% and gained +25% to Crit to better synergize with crit builds and Apex Predator.
  • Apex Predator's weapon modifiers to Disorient/Panic were switched. Now Vektor Rifles gain the extra chance to Panic and Sniper Rifles are more likely to Disorient. This makes Vektor Rifles a little more appealing and is more consistent with behavior of other class/weapon roles.
  • Concealing Smoke was moved to the 2nd Training Center deck and replaced by a new ability at the end of the Scout tree, Harrier's Talon: While concealed, gain +3 Armor Pierce on attacks with primary and secondary weapons.
  • Chance to trigger Marines' Weapons Hot shots was slightly reduced down to 20%/25% for Cannons/Rifles respectively.
  • Several additions and minor changes to support upcoming plugins.
2.0.5:
  • Fixed text issue with Reconnaissance (text said +200% instead of intended +2 Tiles).
  • Fixed issue with Marines losing bonus ammo at level 3.
  • Fixed DLC Identifier not being in the right config file.
  • Added Spare Shells as Training Center ability for Marine's (allows reloading the Sawed Off Shotgun once for 2 additional shots).
  • Added new visualizations provided by Lago for Aid and Blinding Protocol - Thanks!
2.0.4:
  • Some basic support for Ballistic Shields on Assault Infantry.
  • Exposed Suppression invalid weapons to config and added a few more exclusions to this list.
2.0.3:
    General Changes:
    • Failsafe's bonus was increased to +15 Hacking while active.
    • Remote Repair now clears stuns/shutdowns from allied mechanical targets.
    • Skirmisher's Mobility bonus was reduced to +1.
    • Marksman's Recon ability vision increase changed to flat +3 tile increase (instead of % modifier) and no longer stacks with the vision bonus from Brace. This vision bonus is no longer tied to concealment and will always be active when not braced.
    • Added the 6 human agents from Chimera Squad to the class nickname pools for fun (one per class).

      Changes supporting my Weapon and Item Overhaul:
      • CQB Dominance Radius will no longer be increased when a Bullpup is equipped. Most offensive abilities no longer interact with this radius and changes to Bullpups in my Weapon/Item Overhaul no longer need this extra bonus.
      • The Cannon Upgun Mobility Penalty will be removed from Marines - Cannons have a built-in Mobility penalty in my Weapon/Item Overhaul.
      • The Marine's bonus ammo with proficiency was changed to only provide +1 ammo at level 2. Cannons have increased ammo capacity by default in my Weapon/Item Overhaul, so the end result is the same, thought the timing is slightly different.
      • Splinter Armor will now only grant a flat +1 Shred - Cannons will come with 1 built-in shred in my Weapon/Item Overhaul, so will still end up with 2 Shred with this ability, but the ability itself is simplified.
      • Marksmen had their Squadsight Penalty reduction values reduced for Precision Targeting. A weapon upgrade will be available in my Weapon/Item Overhaul to further reduce this penalty and I want to limit the upper value you can stack to.
      • Tech Specialists will lose the ability to upgun to a rifle. With changes to Bullpups, this will no longer really be worthwhile to keep around.
      2.0.2:
      • Flush'em Out can no longer roll a Graze on top of it's already reduced damage.
      • Failsafe now grants a bonus of +10 to hacking when active.
      • Added some exclusion entries for abilities in this pack for interactions with my Multiple Attacks Increase Chance to Graze mod.
      • Fixed issue with some damage previews.
      2.0.1:
      • Defensive Mine now links up to the config value for #charges.
      • Debug logging turned off by default. Optimized code for Zeroed In to improve performance.
      • Some text changes and small bug fixes.
      2.0.0:
        Assault:
        • AP cost of Unbreakable increased from 15 to 20.
        • Expanded immunity types of Unbreakable to include non-mental Stuns (almost no sources of Stun are actually classified as mental damage).
        Medic:
        • Increased damage penalty applied from Adrenaline Rush from 25% to 33%.
        • Bonus charges on equipped medkits at proficiency levels 2 and 3 removed (now 1/3 medkits at level 1, 2/4 medkits at level 3).
        • Bonus Revive charge given at proficiency level 3 removed.
        • Bonus HP healed at proficiency levels 2 & 3 reduced to +1 HP.
        • Base-game Ever Vigilant was replaced with a version that will prioritize triggering Overwatch with the primary weapon first, then falling back to a pistol overwatch second.
        Marksman:
        • Brace no longer ends the turn if you have more than one action remaining. You can now Brace at the beginning of a turn and reload, fire the Vektor Rifle, Holotarget, etc. by default.
        • Swapped positions of Lightweight Optics (moved down to the Cpl. spot on the Spotter tree) and Advanced Weapon Handling (moved up to Ltn.).
        • Ready for Anything will no longer activate Overwatch with a Sniper Rifle, but will now activate Pistol Overwatch when primary weapon conditions fail (sniper rifle equipped or out of ammo with vektor rifle). The Pistol Overwatch can still be triggered from Sniper Rifle shots and the AP cost reduction for entering Overwatch with a Sniper Rifle is retained.
        • Added Defensive Mine to the Training Center pool for Marksmen (works well with stealth builds).
        Marine:
        • Bonus HP healed with certified CMT reduced to +1 HP.
        • Equipping the Marine with a Cannon/Machinegun will now apply a -2 Mobility penalty similar to the up-gun penalty the Tech Specialist gets. This is communicated through a new squaddie ability on the XCOM row.
        • Switched the Marine abilities available at Ltn. and Cpt. ranks to delay access to multi-shot abilities a bit.
        • Changed Bring'em On to give +10% chance to Crit on Suppression Reaction shots, but reduced the extra damage on Suppression Crits from +2 down to +1.
        • Added chance to disorient suppressed targets to Pin'em Down. Disorient replaces, rather than stacks with, the mobility penalty. Default chance to disorient is 33% and guaranteed mobility penalty was reduced slightly to a 33% penalty.
        • Changed implementation for reaction fire abilities (Suppression, etc.) and Covering Fire back to the older clunky, but more reliable setup with two different shot abilities flipping with different triggers. Should fix some of the crashes on retaliation missions that people are having.
        Sapper:
        • Concentrated Corrosives' rupture changed to only affect Mechanical enemies. This will make it a more situational choice like the other options at this rank.
        • Charge! no longer counts as a melee attack for the purposes of melee vuln/invuln-erability.
        • Environmental damage of Defensive Mine increased to more reliably destroy light cover objects.
        • Base damage of Defensive Mine slightly increased from 3-4 to 3-5.
        • Cooldown of Hold Position was reduced from 5 to 4 turns.
        • AP cost of Unbreakable increased from 15 to 20.
        Tech Specialist:
        • Remote Repair was replaced with Failsafe as a squaddie skill and the Agent/Technician branch positions flipped around. Hacking attempts can now be made more safely (if you can spare the extra action to activate Failsafe) right from the start.
        • Remote Repair is now granted at proficiency level 2 (alongside Haywire Protocol) when it can actually be useful.
        • ABC Protocols no longer ending the turn is now granted at proficiency level 2 (this is a huge increase to their versatility early/mid game).
        • Bonus initial charges moved from proficiency level 2 to level 3.
        • Base ABC Protocol abilities' recharge times were reduced from 6 to 5 turns.
        • Hot-Charged Batteries changed to provide +1 initial charge at a cost of -2 recharge turns (effect was flipped to accomodate above charge changes).
        • Rank required to attain proficiency level 3 changed to Major (like all the other classes).
        • Silent Motors now also gives a 20% reduction to base detection radius.
        • Disruption Field defense bonus reduced from +20 to +15, but cooldown also reduced from 4 to 3 turns.
        • EMP Shockwave swapped places with Psionic Feedback (to Ltn. rank) and had its Hack Defense reduction effect increased from -10 to -15. This ability should be available around the same time you encounter Shieldbearers now.
        • Bonus Crit Chance against mechanical enemies granted with Anti-Armor Doctrine reduced from 40% to 30%.
        • The ability to upgun to a Rifle was stripped out of Anti-Armor Doctrine - it was moved to a separate T2 Training Center ability.
        • Psionic Feedback now sits at Maj. rank and offers a way to potentially control/disable multiple enemies which pairs nicely against Marauder's ability to potentially damage multiple enemies. Without access to Rifles, Marauder is not so dominant here.
        • AP cost of picking up additional Captain and Major skills is now 20 for both ranks (was previously 25/15).
        • Armor Mending renamed to Restorative Repair and will now also extend duration on controlled enemy mechs for an additional turn when repaired.
        • A 30% Damage penalty has been added to Heavy Weapons with Miniaturized Munitions to compensate the extra charges.
        • Advanced Robotics and Full Override flipped spots on the Agent/Technician branches (both still Col. rank).
        • AP cost of Salvo increased from 15 to 20.
        • Added Certified CMT to T1 Training Center ability pool.
        • Replaced Deep Cover with Take Cover in the Training Center pool (Deep Cover behaves poorly with basic overwatch).
        • Added Reposition to T2 Training Center ability pool.
        • Slightly increased XP gain from assist kills (matches the Medic in this regard now).
      1.7.5:
      • Breaching Maneuver and Sweep and Clear abilities for the Assault Infantry no longer require the target to be within their CQB radius to trigger. These skills are much more versatile now and should offer a meaningful alternative to the melee-oriented counterparts.
      1.7.4:
      • Updated some ability descriptions for clarity.
      • Removed 1 point of ablative/shield from Adaptive Alloy Plating - now just 1 regenerating point of Armor.
      • Changed Marine's Fire Discipline thresholds to 0/33/66%.
      • Changed conditions on Lead the Target to prevent multiple marksmen using the ability from shooting each other's targets instead of their own. (edge case)
      1.7.3:
      • Updated some ability descriptions for clarity.
      • Changed Zone Suppression visualization back to just the sweeping fire action. The single target suppression effect after the sweep was not working properly.
      • Disabled the base-game classes by default (by popular request). They can be re-enabled in the XComClassData.ini config file, same as most other class packs. There is a section at the top of the file with instructions.
      1.7.2:
      • Fix crash from Blinding Protocol on rescue operative missions where recruitable resistance contact soldiers spawn without their gremlin. Visualizations are still messed up for the abilities without the gremlin, but using Blinding Protocol no longer crashes the game.
      • Added a Crit Chance bonus to the effects granted by Targeting Uplink. Default values are 10/20/30%, depending on tech level of equipped Gremlin.
      • A few ability text clarifications.
      1.7.1:
      • Fix Take Cover plus Ever Vigilant abilities working together properly for the Assault Infantry.
      • Fix explosion radius for the Defensive Mine being 1 Tile larger than the displayed area.
      • Fix destructible objects always showing with squadsight in the enemy preview list.
      • Splinter Armor now only applies Shred on a hit.
      1.7.0:
      • Updated Bullpup and Vektor Rifle schematics to no longer require faction heroes to upgrade these weapons.
      • Light'em Up now grants Marauder when equipped with a Rifle (functionally the same as before) and Traverse Fire when equipped with a Cannon/Machinegun (can shoot/shoot but cannot move).
      • Fixed issue with Marine's ammo granting effects not properly excluding the Boltcasters.
      • Fixed issue with High Caliber still giving the damage boost on weapons that do not have enough ammo (Boltcasters again).
      • Fixed Splinter Armor to no longer shred armor on misses.
      • Improved Marine's Zone Suppression visualization - now enters suppression against a single target after sweeping, if available.
      • Fixed issue with Medic's Combat Stims not damaging target's HP and Will if the mission runs out before the effect ends.
      • Added an alt AWC version of Defensive Mine with a slightly different description (removed Sapper proficiency info, added more info on concealment interactions).
      • Defensive Mines (and by association, base-game proximity mines) will no longer break the individual concealment of the unit deploying them when detonated if they have the ability to retain concealment. They will still break squad concealment.
      • Stalker's Crit Chance bonus was reduced from 20% to 15%. Stalker was moved into a cheaper AP cost tier for the Marksman some time ago and this reduced bonus is more appropriate for its current cost.
      • Updated Marksman's Lead the Target description to note/clarify trigger restrictions, like Shadowstep, etc. Fixed issue with Sniper Rifles being able to shoot this ability from concealment, but not Vektor Rifles. Now Lead the Target will fire through concealment for both weapons (it can be used with Ghost).
      • Override added to UITacticalHud_EnemyPreview allowing any effects granting vision beyond normal range to display squadsight icons on enemies in the target preview so you will know which enemies you will NOT actually be able to see once moving while Braced, Emplaced, etc.
      • Added Ever-Vigilant style triggering of Hunker Down to the Assault Infantry's Take Cover ability. Now this ability can have a benefit no matter what skill you chose at Sgt and is more useful on other classes (*cough/ upcoming Reaper /cough*).
      • Added (very basic atm) Encyclopedia entries to the XCOM Archives for the classes.
      1.6.0:
      • Zone Suppression no longer has variable action point costs between Rifles/Cannons, but DOES now have a variable cooldown (3 turns for Rifles, 4 for Cannons). This makes it much easier to utilize with Sustained Fire for Cannons.
      • Emplaced's bonus allowing Zone Suppression to be activated with 1 AP for Cannons has been changed to allow Fire Disicpline's reaction shot bonuses to apply to all reaction shots (Overwatch, not just Suppression) for Cannons while emplaced instead.
      • Reduced trigger chance for Weapons Hot to 25% for Cannons and 33% for Rifles AND removed it's ability to Critically hit. This is probably pretty much the last thing I can try to save this ability from getting cut entirely.
      • Added config ability to override Brace requirements for Marksman abilities and effects. (disabled by default)
      1.5.9:
      • Updated thumbnail that shows all 6 classes (finally... still no custom Sapper icon though :-\ ).
      • Move Sapper's bonus grenade exclusions to a config list instead of hardcode on the Frost Bomb. By default excludes the Frost Bomb and the unique grenades from Chosen Reward Variety.
      • Reduced Sapper's bonus Explosive Crit damage from 2 to 1.
      • Fixed issue with Reposition not allowing bonus actions from Hair Trigger or other post ability effects to trigger alongside it.
      • Raptor's Perch now requires the action to be turn-ending to trigger. By default, this will only ever apply to Lost headshots. This change makes it function more consistently with other abilities and prevents confusion when targeting a normal enemy after getting some Lost headshots and NOT getting the action returned (because you already got it from prior Lost kills).
      • Expose availability of Both Barrels for Marines to config (still disabled by default).
      • Several changes to the Marine - Traverse Fire has been replaced with Sustained Fire, which only allows reloading or taking reaction shots (overwatch or suppression).
      • Shredder has been replaced with Splinter Armor for the Marine, which gives a fixed 1 shred for Rifles and 2 shred for Cannons. This bonus does not scale up with tech levels.
      • Swapped positions for Sentinel / Ever Vigilant and Emplaced / No Man's Land in the Marine's tree to better pair up with the increased power Light'em Up now has from changes above.
      • Added additional benefit to Emplaced, reducing the action point cost of Zone Suppression with Cannons to 1 while emplaced.
      • Several other small tweaks to config values, AP costs, ability descriptions, etc.
      1.5.8:
      • Fixed Marine's bonus ammo effects I broke in the last update.
      • Reshuffled Marksman's ability tree (rebuild with additional soldier console commands - see feedback discussion for reasoning and details).
      • Sapper's bonus charges to grenades in their grenade pocket no longer apply to Frost Bombs.
      1.5.7:
      • Assault Infantry's Breakthrough and Breaching Maneuver skills will have a lower mobility penalty on the bonus move action if triggered by a 'light' weapon (Bullpup/Knife).
      • Marine losses the Both Barrels skill.
      • Fixed incorrect AP cost of Ever Vigilant in the Marine's ability tree.
      • Fix for the CTD from Marksman's Concealing Smoke ability.
      • Ghost will now trigger on targets put into bleedout (instead of only on dead targets).
      1.5.6:
      • Change to Quick-Set Bipod: Remove Temporary Brace ability. Quick-Set Bipod will now make Brace no longer end the turn and provide an automatic, Ever-Vigilant style Brace at the end of your turn if you just moved.
      • Opportunist now correctly triggers on unactivated enemies that can use cover.
      • Opportunist no longer triggers on grenades launched from the Grenade Launcher (unintended result from previously opening it up to pistols).
      1.5.5:
      • No-Man's Land reaction shots can no longer Crit.
      • Bonus rounds of ammunition for the Marine's proficiency skill were reduced by 1 and redistributed. Both Cannons and Rifles now receive +1 round to start (Rifles maintain the +1 ammo advantage initially - before additional skills start coming into play, the Cannon was always the best choice early on), but Cannons receive +1 additional round at each rank, surpassing Rifles by 1 round at rank 3. The previous bonuses discouraged putting extended magazines on Marines. I don't like this.
      • Changed icons for Marksman skills that require being Braced to include the Brace/Emplaced icon element.
      • Exchanged the +10 Aim bonus on the Marksman's Brace ability with a +8 Tile vision/weapon range. This lets the Sniper Rifle Marksman spot for themselves to a degree and provides a significant bonus to the Vektor Rifle Marksman's flexibility. The previous stacking aim bonuses discouraged putting scopes on Marksmen. I don't like this. (NOTE: this still provides effective +AIM for long-range shots by reducing the penalties from squadsight, but the bonus is reduced and scales better with the Marksman's normal squadsight reduction effects and the range of the shot)
      • Improved interactions with Iridar's First Aid ability - the positions of abilities in the shot HUD on Field Medics are setup better and Advanced Trauma Kits now makes activating the First Aid ability no longer end the turn just like Revive.
      • Added initial support for Sappers to use Iridar's Secondary Rocket Launchers. Most Sapper effects apply to rockets the same as they would grenades, but the Sapper does not get bonus charges on rockets in their grenade pocket - instead, they get reduced rocket scatter as they rank up. Hopefully this is decently balanced... The interactions here actually open serious consideration for carrying a mix of rockets and throwable grenades (without the Grenade Launcher), depending on needs/equipment available.
      • Removed outdated French translation for the Field Medic.
      1.5.4:
      • Fixed issues with Muffled Shot cooldown and Smokescreen with Grenade Launchers.
      • Fixed issues with ammo-altering abilities on units after being revived.
      • Fixed incorrect Training Center cost for Salvo in the Sapper's ability tree.
      • Further reduced rank and cost requirements on the GTS unlocks.
      1.5.3:
      • Corrected visualization issues with Weapons Hot and decreased %chance for Cannons.
      • Added a few additional Training Center options for some of the classes.
      • Initial flyovers for many of the Marine ability shots (No-Mans Land, Weapons Hot, Withering Barrage).
      1.5.2:
      • New Class Icon for the Marine.
      • Reduced cost of GTS unlocks on Legend difficulty a bit.
      • Fixed incorrect condition on bonus Revive charge from Adv. Trauma Kits.
      • Corrected some text issues.
      1.5.1:
      • Several balance tweaks and value adjustments for the Marine:
      • Chances for Withering Barrage and Zeroed In were increased to 33%.
      • Chances for On-Target changed to -20% chance for enemies to dodge and 33% chance to convert a miss to a graze.
      • Bonuses from Danger Zone reduced from +3/+5 tiles to +2/+3 tiles (rifle/cannon).
      • Added 2 GTS-purchasable unlocks for each class. These GTS unlocks grant proficiency levels 2 and 3 to all soldiers of that class, regardless of their rank. The first unlock is available for purchase after gaining a rank 4 (Ltn.) soldier of that class and grants Lvl. 2 proficiency skill to low-level soldiers of that class. The second unlock is available for purchase after gaining a rank 7 (Col.) soldier of that class and grants Lvl. 3 proficiency, and also requires the first class unlock to be purchased first.
      • Bypassed a base-game bug with Bigger Booms so the Sapper can no longer deal critical damage with non-damaging grenades. Doesn't change/fix the issue with base-game Biggest Booms.
      • Fixed an incorrect config entry for the Sapper, causing Concussion Grenades to not have the correct Training Center cost (was default value of 12, corrected to intended value of 25).
      • Assault Infantry now gain +3 tiles to their CQB Dominance radius when equipping a bullpup, increasing the radius to 6-8 tiles with the bullpup.
      1.5.0:
      • Initial release of the Marine!
      • Fixed issue with Hold Position not triggering.
      • Changed Advanced Weapon Handling to remove conditional Aim bonus and gave +1 Critical Hit Damage to the Vektor Rifle instead (the conditional aim bonus was intended to let the Vektor Rifle get some use from that ability but it didn't have the effect I wanted).
      • Buffed the Field Medic's Battlefield Triage %HP threshold from 40% to 45%. At 40%, the lowest HP amount that could ever trigger more than it's minimum effect was 7HP. Bumping it to 45% drops that point down to 6HP.
      1.4.0:
      • Redesigned Field Medic and newly released Sapper!
      • Many bug fixes, balance changes, and misc. updates:
      • [BALANCE]:
      • Return Fire was boosted from 1 shot per turn to 2 and the number of shots was made configurable
      • Marksman Snapshot no longer can generate Critical Hits
      • Predefined (more expensive) costs for Training Center abilities (can be edited in XComPromotionUIMod.ini)
      • [BUG FIXES]:
      • Return Fire now works correctly on weapons other than the Bullpup
      • Evasive's bonus corrected (was always giving the max value before)
      • High Caliber has a new implementation that should resolve many mod conflicts, but note it won't function until the CHL is updated to 1.18 (not yet released at this time)
      • Full Override will no longer give lamp posts the Self-Destruct/Take Control hack rewards (and no, they didn't actually do anything when hacked :P)
      • Assualt Infantry action refund skills should no longer trigger from Combatives counterattacks (I don't think it was ever possible to make use of the actions, but the it annoyed me that the flyovers were playing)
      • [MISC]:
      • Burst Fire now uses Musashi's Full-Auto animation (Thanks Musashi!)
      • Classes were given the ability to equip the TLE armors
      • Updated several ability icons
      • I'm sure I forgot several things...
      1.3.1:
      • Apex Predator no longer triggers on your own allies when they are within range of a targeted enemy unit
      • High Caliber now correctly works with expanded mags
      • Rifle Specialist was changed back to Weapon Specialist and now applies to the primary weapon and pistols.
      • Several changes to interactions with Marksman abilities and pistols: most bonuses apply to pistols as well, so even though they have no dedicated pistol skills, the pistol can still be a valuable alternate secondary against the lost, for your non-snapshot snipers, or if you just dislike the holotargeter.
      1.3.0:
      • Added the Marksman class!
      • Added missing nickname list for Assault Infantry.
      • Ongoing code cleanup.
      1.2.4:
      • Apparently a few versions ago I broke Burst-Fire's damage while trying to improve the visualization - I have reverted some of those changes restoring proper functionality, though further improvements to the visualization will be in order for the future.
      • Changed the Assault Infantry's icon to a smaller shield that matches the size of the other icons a little better. Also realized I forgot to set nicknames for the class but that will have to wait until the next version.
      1.2.3:
      • Assault Infantry is live and has some fancy new ability icons thanks to .vhs - thanks!
      • Cleaned up the mod description and added some newly formatted class ability tree preview images.
      1.2.2:
      • Field Medic's %HP caps for Medivac and Quality of Care have been raised from 30/40% to 40/50% to have a slightly more noticable effect.
      • Tech. Specialist's Psionic Feedback chances to panic have been increased for all Gremlin tiers.
      • Several minor improvements to text and icons and added support for more mod-added content (mod enemies to Applied Knowledge, etc.).
      • Assault Infantry is now available for testing (uncomment in classdata.ini to enable)!
      1.2.1:
      • Updated several text entries and added rank icons for these classes with bronze/silver/gold pips to indicate proficiency ranks.
      • Moved Cross-class skill settings to an .ini configurable list so you can add or remove which abilities show up for other classes via the Training Center.
      • Tech. Specialist is live! I recommend disabling the base-game or LW2 Specialists when playing with both of these classes as they are intended to cover those roles.
      1.2.0:
      • Added the Tech. Specialist class for testing! This class is not enabled by default yet, but it can be enabled in the XComClassData.ini if you are feeling adventurous :)
      • Added two perks related to sidearms to the XCOM pool for the Field Medic and allowed them to equip pistols as an alternate secondary weapon (a secondary secondary, if you will). The two new perks, Sidearm Specialist (+1 damage and +10 aim with sidearms) and Quickdraw, both work with either the Pistol or the Arcthrower. The Arcthrower is still intended to be the main secondary weapon for the class, but the Pistol adds some additional options for Lost missions or builds with no focus on the Arcthrower skills. Quickdraw is probationary right now as I'm undecided on it being too powerful with the Arcthrower, so weigh in if you have an opinion.
      • Added some Hacking skill to the Medic's stat growth (+10 by Colonel, compared to +15 for non-Specialist base-game classes - was previously none) for consistency.
      • Simplified a few descriptions and the way Battlefied Triage works (now it's a flat 2HP knocked off wound times).
      1.1.1:
      • Added French translation for the Field Medic (big thanks to Erazil for doing that!)
      • Reworked the bonus items effect to pull in a configurable array - makes it easier for abilities/effects that add free or bonus items to add stuff from other mods and replaced all the jank I initially had to put in place to support the BioMedikits - now it is nice, happy, clean, and expandable :)
      • Lots of behind the scenes work on the next class - I probably changed a few other small things, but don't really remember... I think I cleaned up some icons?
      1.1.0:
      • Switched Emergency Aid and Rapid Deployment to use XModBase functions to modify action points to improve compatibility with other XModBase mods.
      • Updated recommended mods to the WOTC version of Cost-Based Ability Colors that works correctly with the changes above.
      • Updated incorrect ini entry for the AP cost of Overcharged Capacitors - should now be the same AP cost as other abilities at that rank.
      • Updated ShotHUD priority levels for all active abilities - their placement in the toolbar should be more sensible and organized now.
      • Added support for BioMedikits from the Bio Beasts mod to the Medic class proficiency bonuses. When a BioMedikit is equipped, it will now receive the appropriate bonus charges.
      1.0.2:
      • Fixed issue with action point costs for grenades and medkits (missing line causing assigned DoNotConsumeAllSoldierAbilities (like Salvo and Total Combat) to not take effect).
      1.0.1:
      • Fixed some conditions for Sedate and the Covering Fire version of the Fire Support suppression shot.
      1.0.0:
      • Initial Release!.
      Naposledy upravil shiremct; 5. lis. 2022 v 13.39