XCOM 2
[WOTC] Iridar's Akimbo Class
Iridar  [developer] 26 Aug, 2018 @ 8:08pm
CONFIGURATION
All of the configuration is done by editing .ini files in this folder: "..\steamapps\workshop\content\268500\1494158555\Config\".

XComAkimbo.ini

This file contains configuration for most of the Akimbo's abilities, if you'd like to tweak balance a little. Please message me if you'd like more configuration options.

SINGLE_SHOT_ALWAYS_AVAILABLE

By default, your primary attack is Dual Shot, which costs 2 ammo out of default 6. However, Twin Overwatch fires single shots one-by-one, so you can end up with an uneven amount of ammo. In that case, when you have only one ammo remaining and cannot use Dual Shot, Single Shot ability becomes available. If you'd like a bit more flexibility with your ammo, and don't mind a slight ability clutter, you can make Single Shot always available. Changing-this mid campaign (or at least with Akimbo soldiers present in your roster) may cause crashes.

ENABLE_GUN_KATA_RETURN_FIRE

Learning the Gun Kata ability will allow your Overwatch Action Points to be spent on Return Fire shots, which come out before the enemy attack does. If you want, you can disable these return fire shots, since they often bug out, and make the soldier look as if he's firing from both pistols, while actually he's using only one.

OVERWATCH_PACER_TRIGGER

Overwatch Pacer is a special piece of code that allows consecutive Overwatch Shots to trigger only after the enemy runs several tiles, or attempts several actions. The number of tiles/actions is equal to OVERWATCH_PACER_TRIGGER. The reason for the existence of this trigger is to avoid a situation when two Overwatch Shots trigger at the same time, which often causes the game to soft lock. The mod is tested to work at OVERWATCH_PACER_TRIGGER = 3.

You can reduce the trigger, which will make it less likely for your soldier to fire Overwatch Shots against an enemy after they run into cover, but I do not guarantee stable operation.

TRAINING CENTER PERKS

Also known as "AWC Perks". By default Akimbo class adds several of its perks into the pool of common abilities available to all classes. You can disable them by setting, for example:

GUN_KATA_IS_AWC = true;
to
GUN_KATA_IS_AWC = false;

Note that this change will be applied only to newly promoted rookies.


XComClassData.ini

If you don't use Unrestricted Customization, and would like Akimbo to wear Reaper armor by default, replace +AllowedArmors="soldier" with +AllowedArmors="reaper". Or you can have both of them. Keep in mind that using only Reaper armor will make Akimbo unable to use EXO and WAR Suits, and other special armors.. unless you use All Armors for Heroes.

If you want Akimbo Class to feel more like a hero class, you can make it available only through Guerilla Tactics School - and maybe soldier rewards - by setting these two lines to zero:

+NumInForcedDeck=1
+NumInDeck=4

At least I think so.

XComGame.ini

The great and powerful robojumper has blessed me with a special piece of code which makes Take Initiative not wait until all enemies play a flinching animation for every Take Initiative attack. It greatly increases overall animation speed of this ability and makes it look more natural.

By default, the same piece of code is applied to all abilities in the list under the [AkimboClass.X2EventListener_AkimboSequentialShotPatcher], which includes Chain Shot, Rapid Fire and Reaper's Banish.

robojumper will probably eventually release a standalone mod that does this, but for now you can enjoy this feature from Akimbo Class mod. Like I said, by default the new logic is ENABLED for the mentioned abilities, meaning they will look more natural in game.

If you want the VANILLA game behavior, simply remove unwanted abilities from the list. Or add your own ;)

XComGameData_SoldierSkills.ini

Under the [XComGame.X2Effect_TheLostHeadshot] there is a list of ablities that can "headshot" Lost zombies. By default it contains "normal" abitlities like Dual Shot and Single Shot.

Vanilla game usual makes special abilities, like Rapid Fire, to not be able to Headshot, so it feels fair.

However, if you want, you can also add Checkmate and Trick Shot to the list of headshot-able abilities.

In that case, add:
+ValidHeadshotAbilities=DP_Checkmate
+ValidHeadshotAbilities=DP_TrickShot
Last edited by Iridar; 18 Oct, 2018 @ 2:49pm