XCOM 2
CPU Custom Class (Vanilla Ver.)
SabaraOne 6 Jul, 2019 @ 11:28am
Long War Port Discussion
I'm thinking seriously of doing a Long War 2 port of this class, but I need some help - Not with the code (I've got that old-school attitude of 'If i can't reverse engineer a simple class mod then I don't deserve to write this code), but with what the perks should do.

For anyone whohasn't played LW2, it goes like this. In vanilla, you have two perk "paths", in this case Faith and Leadership. In LW2, there are three, in this case they'd be Faith, Leadership, and a "neutral" class. Ex. The LW Shinobi has essentially Scout and Sword trees, and then a third middle tree with perks that are useful for either one.For the CPUs... I've got no idea what ot put there.

If anyone who is familiar wit hLW thinks of any good balance tweaks to the existing abilities, by all means have at them, this is my first try at a class mod so I don't really know that well what I'm doing.

EDIT: After much pondering and rearranging of cells in a table, I've come up with this proposed perk listing. In this listing, the pistol is replaced with an Arc Thrower or Holotargeter and the CPU can wield Rifle, SMG, or Shotgun as primary (Like anyone without a special primary)
Squaddie
Stun
HDD
Holotargeting
Rank
Faith
Divinity
Leadership
Lance Corporal
Electroshock
Swiftness
Rapid Targeting
Corporal
Part Break
Agression
Supression
Sergeant
Arc Pulser
Nep Bull
Vital Point Targeting
Staff Sergent
Share Blast
Untouchable
Lightning Reflexes
Tech Sergeant
Rapid Reaction
Bring 'em on
Patience
Gunnery Sergent
Traverse Fire
Sentient
Faith Shield
Master Sergeant
Chain Lightning
Warp
Multitargeting
Faith is for dealing direct damage. The neutral table improves your stats. The Leadership tree helps you help your squad. This should go without saying, but Electroshock/Arc Pulser/Chain Lighting is USELESS WITHOUT AN ARC THROWER. Same goes for Rapid/Vital Point/Multitargeting and a holotargeter. If I can figure out how to idiotproof it I will, but I'm willing to bet the answer is no.
Much as I love NextGen, it had to go because I just couldn't think of a way to make it work without a pistol
Faith Shield (Or whatever {Faith,Share} {Shield,Wall} combination I eventually decide on: Votes welcome) will basically turn the CPU into a walking smoke grenade for two turns similar to TK Field from Long War 1.
Swiftness will be updated to enhance by 3 to compensate for the weight mechanic (Most utility items impose -1 mobility, max of 3)
Nep Bull will probably be buffed to do 5el
HP. this is because while Vanilla's max health is around 15, LW is around 21 plus ablative HP (Can't be healed, doesn't cause medbay time) and the aliens hit harder too. If I can figure out how, wearing a vestwill add an extra charge. (I tried adding in the ablative armor from a maxed Soul Merge but my brain started throwing exceptions)
Sentient has been copied and pasted from updated to work like its WotC counterpart (+150 def instead of +10 armor)

Any suggestions on improvements are welcome
Also if anyone knows a way to set an ini option restricting a class by gender that would be great (For RPers. Male CPUs don't really fit with the whole Neptunia mold.)
Last edited by SabaraOne; 3 Sep, 2019 @ 2:50pm
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Mid-Boss  [developer] 13 Jul, 2019 @ 10:33am 
The perk trees all look good!

Only suggestion I can think of (Unless long war allows you to pick more than 1 perk on rank up, not 100% sure)

Since faith shield is a def boost to anyone in range (If I'm understanding it right?) it might be worth having it at the same rank as sentient. Then you'd have the choice of a big def boost but only to yourself vs a team wide def boost.
SabaraOne 13 Jul, 2019 @ 11:29am 
That makes a lot of sense actually. Besides, Paitence kidn of works better vs RR (Hitting Overwatch allows you to Overwatchthe next enemy, chain up to 3 shots total) and BEO (+1 crit damage for every 2 visible enemies up to +8) then vs Traverse Fire (Think Run and Gun except start with standard shot rather than dash and may or may not be passive, I haven't ever gotten it)

Slight mod to FShield, if I can figure out how to do it, it'll be a 5-diam +20 def negates flank through enemy turn (Other than turns, exact buff provided by a thrown LW Smoke Grenade) and 10-diam +40 to everyone else in HDD. If I can't figure that out, it'll be 7-rad +30. But hey, if SPARKS and Jedi can do it, I can find a way.

Only other thing I've changed since last night is moving most of the damage values, buff/debuff percents, etc. over to config. (I've only taken two programming courses, but maximum modularity was highly prized)
Last edited by SabaraOne; 13 Jul, 2019 @ 11:33am
SabaraOne 14 Jul, 2019 @ 7:32am 
Status update: It compiles! I don't know if it's going to do what I want it to do, but at least it's going to do something. I needed an excuse to start a new campaign anyway.

Currently, it's running the halfway shield (I tried analyzing SPARK's Overdrive and Jedi's Force Speed to see how they changed other abilities but I couldn't find it. Think I'll check Stealth Overhaul's Silent Takedown ability next, see if I can figure out how it changes up sword abilities. Might be able to find something useful there), but at least that's enough to start testing.
SabaraOne 24 Jul, 2019 @ 2:02pm 
Sorry for going radio silent for so long. The mod's looking okay, it mostly works as expected (Once I sorted out a bunch of typos in the INIs. Turns out if you call the class LWS_CPU everywhere but misspell it as LSS_CPU in the class declaration it goes south, who knew? :) ).

The only problem I'm running into now is that the stun/holo abilities work reguardless of equipped weapon and I haven't qite figured it out. Just a big ago, it occured to me I could set them to 0 charges by default and give the ability a stupid high number (Think 99) if the right gear is held. That also gives me the opportunity to give them themed names (Took me an hour or so looking through my Re;birth SP and EXE lists to get those sorted out). That'll get it to initial-release-ready status

Once the initial release is out and I hopefully get some feedback, I'll be able to fix it up nice, add new icons, hopefully make it work with Mod Achievement System (Because it's not a proper Neptunia/XCOM crossover mod/game/abomination thing without obscure achievements, of course!)

Taking into account my inate Grifness, I'd guesstimate release sometime in mid to late August.

Also I tried to add Nep Bull as a level 2/3 defensive AWC ability,[www.ufopaedia.org] but none of my soldiers have rolled it yet.
SabaraOne 3 Sep, 2019 @ 5:26pm 
Okay, it's not quite where I want it to be, but it's open for testing
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1853423815
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