XCOM 2
[WOTC] Hero Classes Rebalance
95 条留言
Solesh 2024 年 1 月 13 日 下午 3:49 
It's clearly a hate mod for the reaper
Shadow skill is lore accurate
-Extremely low detection radius
Lobuno 2022 年 3 月 9 日 上午 6:51 
I'm experiencing the same issues as Mighty_Rathalos with the claymore. Tweaking the radius values in the ini's seem to do nothing. Very annoying.
Mighty_Rathalos 2020 年 12 月 31 日 下午 12:28 
nevermind... that didnt seem to do it. sometimes it happens that it only is a 2x2 radius when I explode it, sometimes it is the expected 3x3 from the preview...
Mighty_Rathalos 2020 年 12 月 31 日 上午 11:34 
well Im having the same problem as Flashstriker that my claymore rank 1 has a different size shown than it has for the explosion later on. what I found after digging through the files for grenades (as it should have the same radius as base frag grenades from what is shown) I updated
+HomingMineRadius=2.5f to +HomingMineRadius=3f
since your changes above dont show that you wanted to have a 2x2 radius instead of the 3x3 radius. now both shown radius in preview and acttual explosion match. hopefully it remains funtional after upgrades
togepi 2020 年 11 月 13 日 上午 4:10 
would like to ask how come the bragadier rank shows up for the faction soldiers when this mod is enabled? somehow, the game treats the soldiers as not yet fully promoted even after reaching that overflow rank...
Dellar 2020 年 11 月 7 日 下午 3:34 
It's okay. Thanks anyways. @Grobobobo
Dellar 2020 年 11 月 7 日 下午 3:34 
@Lobuno I already tried a new game + refreshing the skill tree through console commands. I didn't know how to check/change the load order cos I never had to until now. The order generally doesn't really do much in xcom 2 (not like in other games like skyrim) and it's by default not so easy to see (different to NMM) unless you look for it.
Grobobobo  [作者] 2020 年 11 月 7 日 下午 1:19 
@Lobuno
Uh, AML load order actually does not do anything, and its devs are hiding it by default and considering its removal. I'm not familiar with I'm the commander here, so I don't know what's the solution to the conflict, but that's definitely not it.
Lobuno 2020 年 11 月 6 日 下午 5:16 
So you were already using AML but you couldn't check (or change) load order? I suggest you to quit modding.
Lobuno 2020 年 11 月 6 日 下午 5:14 
The skill tree won't get fixed if it's already bad unless you start a new game or you respec your soldiers with console commands.
Dellar 2020 年 11 月 6 日 下午 12:51 
I was already using AML.
Dellar 2020 年 11 月 6 日 下午 12:49 
Okay I found out how to change the load order. Stil didn't work, I tried every combination and it always made the skill tree out of order. @Lobuno
Lobuno 2020 年 11 月 6 日 下午 12:19 
@Dellar use the Alternative Mod Launcher (this is a must, always) and put [WOTC] Hero Classes Rebalance mod above in load order, so it takes preference.

https://github.com/X2CommunityCore/xcom2-launcher
Dellar 2020 年 11 月 6 日 下午 12:13 
@Lobuno I am using the extension. How do you check load order and what order do you have to make them work?
Lobuno 2020 年 11 月 6 日 上午 7:22 
@Dellar, nope, they both work fine here, make sure you use I'CH extension and check mods load order.
Dellar 2020 年 11 月 6 日 上午 2:54 
Okay can confirm now that this mod and I'm Commander here are completely incompatible. They break the skill tree of the hero classes and there is no way around it.
Dellar 2020 年 11 月 5 日 下午 12:23 
Yeah I think the problem is I'm commander here. I have it set up to have more than 6 abilities even tho the mods says that this will break the game somehow. Will confirm it later.
Grobobobo  [作者] 2020 年 11 月 5 日 上午 7:28 
@Dellar The templar skill tree should look exactly like the one on the screenshot. Rend is not a rank 6 ability here. some other mod might be messing with XcomClassData.ini
Dellar 2020 年 11 月 5 日 上午 2:46 
I have a bug with the templar where he can't generate focus and rend is like a rank 6 ability, I don't know if the bug comes from this mod as all other mod affecting templar or hero classes are small rebalances. I use Tempest combat, stronger templar parry and templar refelct on parry.
Grobobobo  [作者] 2020 年 5 月 12 日 上午 11:35 
The internal cooldown and description cooldown for this game is different, because the game includes the turn the ability was used in its cooldown calculation. So the battlelord description is correct, the whiplash one is my mistake (will correct that now)
there are 5 different configs for the templar gauntlets because there are 5 different config values for these, look at the tags. One is for rend, one is for volt, one is for volt against psi units, one is for ionic storm, and the last one is for ionic storm against psionic units.
Lobuno 2020 年 5 月 10 日 上午 4:03 
Also in XComGameData_WeaponData.ini there are FOUR (4) different "extra" damage values for EACH tier of the templar's gauntlet, totalling 12 different values for just 3 weapon tiers.

They also differ from what it's said in description.
Lobuno 2020 年 5 月 10 日 上午 3:16 
The mod values are wrong (ini files), don't match what said in description.

i.e. XComHeroClassSkills.ini reads:
WHIPLASH_COOLDOWN = 6 (in the description says 4)
BATTLELORD_COOLDOWN = 6 (in the description says 5)

Probably more errors present, didn't check'em all.
I'm Mr Meeseeks, LOOK AT ME! 2020 年 1 月 25 日 上午 9:13 
I will like to subscribe but only to use the random abilities offered by your mod on skirmishers, is it possible for me to disable other changes via ini, such as the reaper and Templar rework?
Grobobobo  [作者] 2019 年 11 月 17 日 上午 4:10 
Sorry, haven't worked on the mod since. Since you guys are the only ones that have reported the bug, it's probably some bizzare mod conflict.
DuMinha do BCTão 2019 年 11 月 16 日 下午 8:07 
I'm Flash's friend XD

No news on the Claymore problem? Honestly, rendering reapers unplayable :'(
Grobobobo  [作者] 2019 年 10 月 16 日 下午 2:45 
Personally, I'd never use pillar if it was like that. Might as well run to cover.
MrMister 2019 年 10 月 16 日 下午 12:12 
How would you think about making Pillar not a free action, but both a blue action AND a momentum action, like Parry?
Grobobobo  [作者] 2019 年 10 月 13 日 上午 6:25 
@Flashstriker I'm gonna need some save files and screenshots. Feel free to PM me them
Flashstriker 2019 年 10 月 12 日 上午 7:38 
Hiya Grob, me again. Back with more Silent Killer issues. This time I kill a Trooper with the Vektor Rifle and it still increases my reveal chance the following turn. While the chance to reveal was 25% when I killed him, it then became 50% next time.

Also both me and a friend have had issues with the Claymore's range. When thrown it still shows the normal range, but when I select it to blow it up, it displays a 2x2 radius. This has caused many of my Claymores to miss, because I only just noticed the range decrease. Any advice would be appreciated!
Mr. Nice 2019 年 10 月 8 日 上午 8:40 
Hi, got a message about issues between this mod and my Ability Interaction Fixes for the 'Pillar' effect, it's caused you assuming that the actionpoint cost is first in the array with `Template.AbilityCosts[0]=ActionPointCost;`, should check through the array to find the existing actionpointcost then modify it really. Also not an issue with my mod, but in several other places you do similar with the Effects array. PM if you want to discuss!
Grobobobo  [作者] 2019 年 10 月 7 日 上午 9:36 
You'd have to rebuild the mod to make shadow 1-tile again, sorry
MrMister 2019 年 10 月 7 日 上午 6:16 
Thanks for that info; I'll look more closely int Reaper Scythe's files to see if I can isolate the problem. I don't think it has anything that increases detection radius, but the result is such a huge radius that I'm starting to think it may be so reduced that it underflows when not fixed to 1 tile.

Meanwhile though, do you know if there's a quick edit/deletion on your mod's files to remove just your changes to shadow and restore it to the fixed 1-tile radius while keeping the rest of the rebalance?
Grobobobo  [作者] 2019 年 10 月 7 日 上午 5:29 
My mod disables the reaper's 1 tile detection radius, so should some of the abilities in that mod increase the reaper's detection radius (which isn't the issue in that other mod because the detection radius is locked to 1) it can cause problems.
MrMister 2019 年 10 月 6 日 下午 1:49 
Update: I isolated the other mod causing the conflict - Reaper Scythe . It's not the multiple-hero-classed-per-faction-enabling mod nor, most intriguingly, the fact itself that it'ds an additional reaper class mod, as Reaper Cryptic works just fine when loaded alongside your rebalance. It's the Reaper Scythe spwcifically that, when loaded alogside your rebalabance, haywires the reaper's detection radius.I've commented on the Scythe's mod page as well, but any insight you could give me would be very appreciated.
MrMister 2019 年 10 月 5 日 上午 11:20 
Some days ago something wrong started happing with my reaper (using your rebalance); her detection radius increased to a ridiculous value. Look at how far even civilians can see her (and it's not just a UI thing, she actually gets revealed that easily): https://psteamcommunity.yuanyoumao.com/profiles/76561198012249221/screenshot/786366309507424900

Disabling just your mod is enough to fix it and bring her detection radius back to 1 tile.

I'm not using any other mod that I think could cause a conflict (all gear she's equipped with are vanilla items), so I'm not sure what's up with this. Other classes have their normal detection radii, so it's not a global thing. Any insight?

P.S: I'm providing my mod order at https://pastebin.com/xPcDb5E4 if you want to take a not-so-fast glimpse and see if anything suspicious jumps to you, but it's long even with only two or three cosmetics options and no voicepacks in it.
Grobobobo  [作者] 2019 年 9 月 17 日 下午 2:47 
Looks unlikely to be compatible, though you can make it so if you delete all the configs in this mod that concern reapers. Still though, the reapers in this mod are quite heavily nerfed already.
panagiwthsrx8 2019 年 9 月 17 日 下午 1:13 
i love the changes but i still hate the op reapers and i hate remote start and those stuff!!!i got a question!!!u believe that this mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1864618184 will conflict with ur mod?i want to use those changes for reapers and keep ur changes for skirmishers and templars!!!
Flashstriker 2019 年 9 月 14 日 下午 1:13 
Yeah I'm not sure, but I *think* it does in vanilla
Grobobobo  [作者] 2019 年 9 月 14 日 下午 12:54 
Now that i think about it, did vanilla silent killer trigger on lost? anyway, I'll check things out, if it's a problem on my end I'll try to fix it, but can't access the project currently due to my own idiocy
Flashstriker 2019 年 9 月 14 日 上午 7:32 
Yeah I know that, which is why it was weird. I started at 25%, killed one and went up to 50%. I got lucky and the 50% didn't reveal me once, but the fourth Lost kill revealed me
Grobobobo  [作者] 2019 年 9 月 14 日 上午 5:45 
Weird, Silent killer is pretty much unchanged. Just in case, you know that silent killer merery prevents INCREASE of the reveal percentage, so if you missed a shot you'll get 25%?
Flashstriker 2019 年 9 月 14 日 上午 2:01 
Hi dude. So I've been playing with your mod, loving it so far. However, I've found that Silent Killer is a bit bugged. I tried using it on the Lost and it just didn't work, it didn't proc at all. The only thing I could guess is that the skill stated "Kills with your *Vektor Rifle*" and I was using the Temtotic Rifle.
Grobobobo  [作者] 2019 年 8 月 24 日 上午 9:19 
@Ludovixcom I already tweaked the weapon ranges so they favor long range engagements for the reaper. Still, don't play them like sharpshooters, they work best when you use them to flank the enemy over a wide area. (Which is why squadsight isn't a mandatory perk). That said, beta strike makes proccing Silent killer way harder, so feel free to adjust the numbers yourself.
Ludovixcom 2019 年 8 月 22 日 上午 9:22 
But I reckon it wouldn't even be a solution since Squadsight would be a mandatory pick anyway... Maybe the best thing would be to tweak the ranges a little.
Ludovixcom 2019 年 8 月 22 日 上午 9:18 
@Grobobobo Thank you for your mod, I like what you did with the hero classes, but I have one minor complain right now.
I'm currently playing a Legend campaign with lots of mods to change things up (Squad size 8, pods x1.8, yellow alert, cover damage reduction, alternate bleedout mechanics, reload ends turn, etc.) + Beta Strike. The goal is mainly to make longer engagements.
I have used the three hero classes with your mod, and I really have problems to make the Reaper work because of the changes you made to his range. If he had Squadsight, it wouldn't be so much of a problem, but right now it's quite a pain to hit things consistently with him. So I think that Squadsight should be lower on the skill tree. Maybe at Sergeant?
Grobobobo  [作者] 2019 年 7 月 28 日 下午 4:52 
No reason why it wouldn't.
What's An Airport? 2019 年 7 月 23 日 下午 3:45 
I just want to make sure, but is this mod compatible with the Multiple Faction Hero mod?
Veehementia 2019 年 7 月 14 日 上午 10:00 
@Grobobobo Nevermind, it seems I've been able to fix the issue, whatever it may have been. Sorry for the spam.
Veehementia 2019 年 7 月 14 日 上午 7:47 
@Grobobobo I sent you a friend request as I have more issues then expected. I'd be glad if you could accept it and help me.
Veehementia 2019 年 7 月 14 日 上午 4:54 
@Grobobobo Not using ABB; currently undergoing a full reinstall of the game because this mod's issues persisted even after deleting the mod, veryfying game files and cleaning XComDefaultModOptions.