XCOM 2
[Classmod] The Alien Hunter
DerBK  [developer] 18 Mar, 2017 @ 3:53pm
For ongoing campaigns: Old skilltree
The last update to the mod made some significant reordering to the skilltree. While this is annoying for anyone using this class in an ongoing campaign, it can't really be avoided and was deemed necessary in this case.

You have two options:
1) Retrain your guy in the AWC.
2) Copy the content from the following post into the XComClassData.ini from this mod. That will restore the tree like it was before the update. That way you can postpone the update to a later point when it's a better time for you.
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DerBK  [developer] 18 Mar, 2017 @ 3:53pm 
[XComGame.X2SoldierClass_DefaultClasses]
+SoldierClasses=BK_AlienHunter

[BK_AlienHunter X2SoldierClassTemplate]
bMultiplayerOnly=0
ClassPoints=4
IconImage="img:///AlienHunter_Icons.class_alienhunter4"
NumInForcedDeck=1
NumInDeck=1
KillAssistsPerKill=5
SquaddieLoadout=BK_SquaddieAlienHunter
bAllowAWCAbilities=1
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")
+AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavy")

+AllowedArmors="soldier"

; Squaddie - Slash, Fleche, Raise The Stakes
+SoldierRanks=( aAbilityTree=( (AbilityName="RaiseTheStakes", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="SwordSlice_LW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Slash_LW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=4), (StatType=eStat_CombatSims,StatAmount=1)) \\
)
; Corporal - Phantom, Blademaster, Center Mass
+SoldierRanks=( aAbilityTree=( (AbilityName="Phantom"), \\
(AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="HeavyCaliberRifle", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_Will,StatAmount=4), (StatType=eStat_HP,StatAmount=1)) \\
)
; Sergeant - Low Profile, Silent Throw, Squadsight
+SoldierRanks=( aAbilityTree=( (AbilityName="LowProfile"), \\
(AbilityName="SilentThrowAxe", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Squadsight", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0))\\
)
; Lieutenant - Heavy Caliber, Rapid Deployment, Shadowstrike
+SoldierRanks=( aAbilityTree=( (AbilityName="HeavyCaliberPistol", ApplyToWeaponSlot=eInvSlot_Utility, UtilityCat="pistol"), \\
(AbilityName="RapidDeployment"), \\
(AbilityName="Shadowstrike_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon ) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0), (StatType=eStat_HP,StatAmount=1)) \\
)
; Captain - Covert, Grazing Fire, Bladestorm
+SoldierRanks=( aAbilityTree=( (AbilityName="Covert"), \\
(AbilityName="GrazingFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Bladestorm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_Will,StatAmount=0))\\
)
; Major - Will To Survive, Damn Good Ground, Executioner
+SoldierRanks=( aAbilityTree=( (AbilityName="WillToSurvive"), \\
(AbilityName="DamnGoodGround", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Executioner", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_Will,StatAmount=0)) \\
)
; Colonel - Viper Slayer, Berserker Slayer, Archon Slayer
+SoldierRanks=( aAbilityTree=( (AbilityName="BetterSerpentSuit"), \\
(AbilityName="BetterZerkerSuit"), \\
(AbilityName="BetterArchonSuit") \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0), (StatType=eStat_Strength,StatAmount=1)) \\
)
; Brigadier - Serial, Reaper, Light Em Up
+SoldierRanks=( aAbilityTree=( (AbilityName="InTheZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Reaper", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="LightEmUp", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_Will,StatAmount=0), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1)) \\
)
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