XCOM 2
Warden Class - WOTC
endersblade 13 Oct, 2018 @ 9:19pm
Request
First off, excellent class! I have the adaptation for RPGO that GreatestKracken made, and had a request from you, since it's your class.

Lightning Reflexes, Bladestorm and Fortress all come from other classes already in RPGO; I was wondering if you wouldn't mind coming up with three unique replacement abilities for this class that we can use to replace those? I've already spent over an hour digging through other classes to find abilities to stick there that aren't already used elsewhere but I'm not having any luck. They don't have to be groundbreaking or crazy, just something beneficial but also not a duplicate of other abilities.
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Eramar  [developer] 13 Oct, 2018 @ 10:35pm 
Thank you!

This class mod was done about a month ago actually and I've spent the rest of the time hunting bugs and balancing the class. So it would take me a long time to create fitting abilities which compliment the class.

You cannot simply change the localization file or duplicate existing abilities RPGO? For example my Bladestorm might be named "Bladestorm" in the player-facing text however it's a completely different ability which uses a different damage table. It's just named "Bladestorm" so that the player will know what to expect. I'll have to think about what I can do if you cannot however it's not a priority right now.

I've actually been talking GreatestKracken and it seems like something in RPGO overrides some of my animations so for example Warden's Tide doesn't play its animation and effects properly.

So as far as RPGO is concerned that is my priority right now:

In the CookedPCConsole folder there are two files:

Right now my guess is GameUnit_XcomSoldier_SF file is overwritten by someother mod in RPGO, you'll have to find which ever GameUnit file you are using for RPGO and add Warden_ANIM.upk to its Default Unit Pawn Animsets.

That should fix it. Once that is fixed by someone we'll see about other stuff. Thanks for the kind words again!

Last edited by Eramar; 13 Oct, 2018 @ 10:40pm
Arkhangel 14 Oct, 2018 @ 1:05am 
Well, you can always just "tweak" the basic ability slightly and call it a diff name. for instance, Divine Lucubration's basically did Waylay on his Infantry class as Established Defenses way back. maybe have a buff or a status effect added to a success "Bladestorm" hit?
Eramar  [developer] 14 Oct, 2018 @ 1:15am 
Arkhangel you are quite right, furthermore you don't even need to add any additional effects, you can create a template and call it "ElectricBoogaloo" add:

Template = class'X2Ability_RangerAbilitySet'.static.BladestormAttack('ElectricBoogaloo');

in it. Then in the localization file change it to:

[ElectricBoogaloo X2AbilityTemplate]
+LocFriendlyName="Dance Party"

Now you have an ability which the player sees as "Dance Party" which connects into a unique template named "ElectricBoogaloo" which basically does what the Ranger's Bladestorm does.

However the reason I had to change Warden Class's template with Bladestorm is because it would hit for +6 damage instead of +3 against Sectoids which have melee vulnarability. Since the Warden uses a different melee damage table to be able to shred armor that was necessary.

But as Arkhangel says, you don't necessarily need a reason to create a unique ability which does the exact same thing as another.
Arkhangel 14 Oct, 2018 @ 3:53am 
I honestly just like having unique names for abilities cause it makes the class feel more unique (specially if all the other abilities are definitely ones you ahven't seen before)
Redrumm 14 Oct, 2018 @ 9:28am 
How about a teleport like Codex? Ive never seen a player class with teleport.
Eramar  [developer] 14 Oct, 2018 @ 12:31pm 
Red there is a reason I've not included Run and Gun type abilities in the class as they would take away the risk you have to take for doing comparable damage to a Ranger, I feel like teleport would break that core idea. Right now the main disadvantage of Warden is you don't necessarily have the option of choosing in which cover you'll end up if you want to do respectable damage or cover denial. If the warden can choose where he'll end up at the end of the turn he might be a bit overpowered.

But who am I to say how people should play the class, before the release in one of the iterations I had a teleport ability which was very similar to Codex's teleport, it worked fine and it could work with stance change mechanic as well.

If someone wants to do it it's quite possible.
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