XCOM 2
Lucubrations Infantry Class
LW2 Version Built
Hi there! I enjoyed this class a lot in base Xcom, so I modified it to work correctly with Long War 2! I corrected the pistol skills to use LW2 pistols, gave it a combat knife, and gave it a tree of generally defensive perks for the middle tree. It should be sufficiently different than the LW2 Ranger class. Hope this helps those of you that want to keep using this class!

If you paste the below code in the file XComClassData.ini in steamapps\workshop\content\268500\632648555\Config, it'll update the class to my LW2 version.

[XComGame.X2SoldierClass_DefaultClasses]
+SoldierClasses="Infantry"


;************************************************************************************************************
;*** Infantry Class Data ***
;************************************************************************************************************

[Infantry X2SoldierClassTemplate]
+bMultiplayerOnly=0
+ClassPoints=4
+IconImage="img:///UILibrary_InfantryClass.class_infantry"
+NumInForcedDeck=1
+NumInDeck=2
+KillAssistsPerKill=4
+SquaddieLoadout="SquaddieInfantry"
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="combatknife")
+AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavy")
+AllowedArmors="soldier"
+bAllowAWCAbilities=1

; squaddie
+SoldierRanks=( aAbilityTree=( (AbilityName="LightEmUp" ), \\
(AbilityName="KnifeFighter", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Quickdraw", ApplyToWeaponSlot=eInvSlot_Utility, UtilityCat="pistol") \\
), \\
aStatProgression=( (StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)) )
; corporal
+SoldierRanks=( aAbilityTree=( (AbilityName="Opportunist", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="Combatives", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Harrier", ApplyToWeaponSlot=eInvSlot_Unknown) ), \\
aStatProgression=( (StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)) )
; sergeant
+SoldierRanks=( aAbilityTree=( (AbilityName="Suppression_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Fortify" ), \\
(AbilityName="Flare", ApplyToWeaponSlot=eInvSlot_Unknown) ), \\
aStatProgression=( (StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)) )
; lieutenant
+SoldierRanks=( aAbilityTree=( (AbilityName="ZoneOfControl", ApplyToWeaponSlot=eInvSlot_Utility, UtilityCat="pistol"), \\
(AbilityName="Formidable", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="StaggeringShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), \\
aStatProgression=( (StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)) )
; captain
+SoldierRanks=( aAbilityTree=( (AbilityName="ShakeItOff", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="HardTarget", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="StickAndMove", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), \\
aStatProgression=( (StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)) )
; major
+SoldierRanks=( aAbilityTree=( (AbilityName="EstablishedDefensesOverwatch"), \\
(AbilityName="TacticalSense" ), \\
(AbilityName="EscapeAndEvadeActive") ), \\
aStatProgression=( (StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)) )
; colonel
+SoldierRanks=( aAbilityTree=( (AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="DeepReserves", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="HitAndRun", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)) )

; brigadier
+SoldierRanks=( aAbilityTree=( (AbilityName="FireForEffect", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="RunAndGun_LW"), \\
(AbilityName="ExplosiveAction", ApplyToWeaponSlot=eInvSlot_Unknown) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)) \\
)
Terakhir diedit oleh Sergeant Kelly; 29 Mar 2017 @ 8:07am
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dmc32 12 Feb 2017 @ 4:42pm 
thanks, giving this a try one of my favorite classes.
Terakhir diedit oleh dmc32; 12 Feb 2017 @ 4:43pm
Thanks dude, I really love this class!!!
Yunzhao 14 Mar 2017 @ 6:53pm 
There's a small problem on my end, the Infantry's abilities for squaddie and corporal ranks in the center tree are empty. Additionally, the ability for the use of knives display an error. Could you please help me out? Many thanks in advance.

EDIT: I managed to work around the bug, however the ability Fortify is still not showing properly.
Terakhir diedit oleh Yunzhao; 14 Mar 2017 @ 7:27pm
Uh oh, I just updated this yesterday, and might have broken something. I'll upload a fix using my current file.
Bambaataa 24 Jun 2017 @ 10:42am 
Any update on a fix for this?
Yep! I made a fix to it on March 29, let me know if this one has the same issue!
Navin 28 Jun 2017 @ 12:37am 
YO NICE
dmc32 28 Jun 2017 @ 7:24pm 
Sergeant Kelly,

Can you do something similiar with the scout, really good class.
thanks Sergeant Kelly!
Hi, in GTS for Infantry there is Extra Conditioning which in LW2 means that you got reduced timeout for Run&Gun. This is useless if don't take this perk on brigadier. I think it should be changed to Combat Fitness.
Sadly, as you've noticed, it appears that LW2's Run & Gun Extra Conditioning is overwriting this mod's EC. (I added Run & Gun in an attempt to make the GTS upgrade not entirely useless in LW2.)

In order to fix that and replace the GTS upgrade with Combat Fitness, I would need to change the source code, recompile, and upload a true LW2 version. I can do all that, but I'll have to ask for permission from the mod's original dev to put it up here.
José 29 Agu 2017 @ 11:32am 
@Sergeant Kelly: think that you could post a few edits that would make this compatible with WotC? Or @Divine Lucubrations: could you update this? The mod is amazing, and it doesn't feel right not to have one in my roster.
Yep! If this can be upgraded with just some ini tweaks, I'll be definitely converting them for us all to use.
José 29 Agu 2017 @ 4:54pm 
You're a saint, Kelly. Pity Lucubrations is AWOL; they really know how to put a class together, better than vanilla.
Looks like Lucubrations got the WotC version up!
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