I'll admit to having not played this mod, but would you be able to make LW's classes as a standalone mod? I know this probably isn't the right place to do this, but I love all sorts of new classes and I'd appreciate playing yors in this mod as well.
I have updated the details and included the most recent additions/changes for the latest version A2.00. Please let us know if you run into any bugs, have any suggestions, or any other form of feedback.
I have included a list of the changes we have made so far and will get around to making a post regarding future plans, but I wanted to get a forum thread started to detail our changes for those that wanted a bit more information. There are several other things we have started on and are in the process of adding/modifying, but these are the changes that we have working so far. I may have missed a few small changes and will update when I remember them.
Let us know what you think!
Do you like the changes so far, do some seem meaningless/unimportant, is there something you'd like to see sooner rather than later? Just make a post here and when I have the time I'll do my best to respond/answer. Thanks to all those trying out our mod so far and I can't wait to start receiving some feedback!
XCom: Ascension - version A2.00 This is a mod for the XCom Long War mod Enemy Within version. You must have the most recent copy of XCom Long War which requires a legitimate copy of XCom: Enemy Within in order to play. There is no Enemy Unknown version at this time.
Known Bugs:
vA2.00: *Fury stat gains from perk selection not working - fixed** *Pistol slot disappearing from Mercenaries - cannot replicate need a save from someone with the issue *Some text descriptions don't make sense/are wrong - tracking down to fix*
vA1.01: *None reported or found internally
Changelog:
vA2.00: *Addition of New Mercenary Class: Fury -Must have researched Alien Biocybernetics -Must have the required resources to afford the Fury -Must have an available slot in the Augmentation bay -Must have the Repair Bay already built -Fury takes 6 days to arrive and is automatically placed into Augmentation
*Reduced Soldier arrival time to 7 days
*Reduced Mercenary arrival time to 6 days
*Addition of Rookie Perk System: -Gives every new rookie a random perk -customizable in DefaultMercenary.ini for which perks can be attained by rookies
*Addition of new Perks: -Resistance: If unit is mind controlled they will have reduced aim, mobility, and grenade throw distance -Corrupt: If an enemy unit uses a psi ability against this unit the enemy unit will suffer a panic check. Targeted Unit's Will impacts chance of panic.
*Addition of new OTS Projects: -Leave Out the Trash: $100 Cost; Lowest Possible Mercenary Rank is LCPL -I Expect the Best: $150 Cost; When you have a Field Commander Officer in the Barracks you can only get new SGT and TSGT Mercenaries -Mandatory Screening: $150 Cost; Transport time for soldiers increased to 10 days; Soldier arrival rank will be SPEC -Extended Bootcamp: $100 Cost; $15 monthly increase to OTS cost; Soldier arrival rank will be LCPL -Improved Facilities: $150 Cost; $10 monthly increase to OTS cost; Soldier arrival rank will be CPL -Best of the Best: $300 Cost; 50% increase in upfront Soldier cost; Soldier arrival rank will be SGT
vA1.00: *Removed Ammo related perks from Soldier class trees
*Removed Squadsight from soldier classes, i.e. Sniper
*Removed Squadsight from LMG weapon variants
*Modified Classes that used Squadsight and ammo type perks to replace those perks *Renamed Laser weapon variants to create some unique names like the Plasma weapons have: -Beam Precision Rifle(Sniper) -Beam Carbine -Beam Rifle -Precision Autolaser(SAW) -Beam Pistol -Heavy Beam Cannon(SHIV) -Beam Lance(MEC) -Modular Beam Rifle(Marksman) -Beam Shatterray(SMG) -Heavy Beam Rifle -Beam Pulverizer(LMG)
*Renamed the Gauss LMG to Gauss Gladiator
*Adjusted stat values for all weapons and modified ranges -see tactical videos for range value changes -see DGC.ini for stat value changes
*Added a new range indicator into tactical play -see tactical videos for range indicator
*Added new 'Mercenary Hire' system -new random stat system that is more configurable than LW stat system -new levelup stat system that includes defense into the stats on level up -hire button appears in Barracks after building OTS
*Added new Mercenary Class -mercenaries arrive at rank Specialist -mercenary *arrival* rank can be random depending on highest level officer in the barracks, up to TSgt -mercenaries can become MECs but don't have a new MEC class, they get 1 of 3(Pathfinder, Marauder, Valkyrie) randomly -mercenaries have new perks and better starting stats -mercenaries can equip SMGs, Carbines, Rifles, BattleRifles, Shotguns, and SAWs
*Added New Perks -Amnesia: Perk that allows a respec of all class perks and stats gained, resets soldier to rookie -This is the Life: Bonus xp when killing enemies, o fatigue if not injured at the cost of longer injury time -For The Cause: Removal of starting monthly cost and reduction of perk costs by 50% -Gun-Slinger: Adds 1 ammo to pistol, makes first pistol shot cost no action, all other pistol shots cost 1 action -Xenocide: Bonus to crit chance and will depending on how many kills achieved in a mission -You Ain't Nuthin: +10 def and -50% chance to be crit -Weapon Specialist: each item/armor/weapon you take on a tactical mission gives an additional perk -Weakpoint Analysis: +Aim/Crit/DR on mechanical units -Incapacitation: Uncovered enemies hit by primary fire receive mobility, defense, and DR penalty for 2 turns
*Added new ammunition slot that only allows the equipping of ammunition type items -no weight for actual ammunition types -weight left for ammo increasing items(extended mag, drum mag)
*Modification of Items -Marksman Scope can be used by all classes but is weapon restricted: MM Rifles, Snipers, LMGs, Battle Rifles, beam and pulse variants of SAW -Ammunition can be used by all classes -HEAT Ammo can be equipped with a shotgun but does not benefit the shotgun
Feature List & Suggestions (4 comments)
Let us know what you think!
Do you like the changes so far, do some seem meaningless/unimportant, is there something you'd like to see sooner rather than later? Just make a post here and when I have the time I'll do my best to respond/answer. Thanks to all those trying out our mod so far and I can't wait to start receiving some feedback!
This is a mod for the XCom Long War mod Enemy Within version. You must have the most recent copy of XCom Long War which requires a legitimate copy of XCom: Enemy Within in order to play. There is no Enemy Unknown version at this time.
Known Bugs:
vA2.00:
*Fury stat gains from perk selection not working - fixed**
*Pistol slot disappearing from Mercenaries - cannot replicate need a save from someone with the issue
*Some text descriptions don't make sense/are wrong - tracking down to fix*
vA1.01:
*None reported or found internally
Changelog:
vA2.00:
*Addition of New Mercenary Class: Fury
-Must have researched Alien Biocybernetics
-Must have the required resources to afford the Fury
-Must have an available slot in the Augmentation bay
-Must have the Repair Bay already built
-Fury takes 6 days to arrive and is automatically placed into Augmentation
*Reduced Soldier arrival time to 7 days
*Reduced Mercenary arrival time to 6 days
*Addition of Rookie Perk System:
-Gives every new rookie a random perk
-customizable in DefaultMercenary.ini for which perks can be attained by rookies
*Addition of new Perks:
-Resistance: If unit is mind controlled they will have reduced aim, mobility, and grenade throw distance
-Corrupt: If an enemy unit uses a psi ability against this unit the enemy unit will suffer a panic check. Targeted Unit's Will impacts chance of panic.
*Addition of new OTS Projects:
-Leave Out the Trash: $100 Cost; Lowest Possible Mercenary Rank is LCPL
-I Expect the Best: $150 Cost; When you have a Field Commander Officer in the Barracks you can only get new SGT and TSGT Mercenaries
-Mandatory Screening: $150 Cost; Transport time for soldiers increased to 10 days; Soldier arrival rank will be SPEC
-Extended Bootcamp: $100 Cost; $15 monthly increase to OTS cost; Soldier arrival rank will be LCPL
-Improved Facilities: $150 Cost; $10 monthly increase to OTS cost; Soldier arrival rank will be CPL
-Best of the Best: $300 Cost; 50% increase in upfront Soldier cost; Soldier arrival rank will be SGT
vA1.00:
*Removed Ammo related perks from Soldier class trees
*Removed Squadsight from soldier classes, i.e. Sniper
*Removed Squadsight from LMG weapon variants
*Modified Classes that used Squadsight and ammo type perks to replace those perks
*Renamed Laser weapon variants to create some unique names like the Plasma weapons have:
-Beam Precision Rifle(Sniper)
-Beam Carbine
-Beam Rifle
-Precision Autolaser(SAW)
-Beam Pistol
-Heavy Beam Cannon(SHIV)
-Beam Lance(MEC)
-Modular Beam Rifle(Marksman)
-Beam Shatterray(SMG)
-Heavy Beam Rifle
-Beam Pulverizer(LMG)
*Renamed the Gauss LMG to Gauss Gladiator
*Adjusted stat values for all weapons and modified ranges
-see tactical videos for range value changes
-see DGC.ini for stat value changes
*Added a new range indicator into tactical play
-see tactical videos for range indicator
*Added new 'Mercenary Hire' system
-new random stat system that is more configurable than LW stat system
-new levelup stat system that includes defense into the stats on level up
-hire button appears in Barracks after building OTS
*Added new Mercenary Class
-mercenaries arrive at rank Specialist
-mercenary *arrival* rank can be random depending on highest level officer in the barracks, up to TSgt
-mercenaries can become MECs but don't have a new MEC class, they get 1 of 3(Pathfinder, Marauder, Valkyrie) randomly
-mercenaries have new perks and better starting stats
-mercenaries can equip SMGs, Carbines, Rifles, BattleRifles, Shotguns, and SAWs
*Added New Perks
-Amnesia: Perk that allows a respec of all class perks and stats gained, resets soldier to rookie
-This is the Life: Bonus xp when killing enemies, o fatigue if not injured at the cost of longer injury time
-For The Cause: Removal of starting monthly cost and reduction of perk costs by 50%
-Gun-Slinger: Adds 1 ammo to pistol, makes first pistol shot cost no action, all other pistol shots cost 1 action
-Xenocide: Bonus to crit chance and will depending on how many kills achieved in a mission
-You Ain't Nuthin: +10 def and -50% chance to be crit
-Weapon Specialist: each item/armor/weapon you take on a tactical mission gives an additional perk
-Weakpoint Analysis: +Aim/Crit/DR on mechanical units
-Incapacitation: Uncovered enemies hit by primary fire receive mobility, defense, and DR penalty for 2 turns
*Added new ammunition slot that only allows the equipping of ammunition type items
-no weight for actual ammunition types
-weight left for ammo increasing items(extended mag, drum mag)
*Modification of Items
-Marksman Scope can be used by all classes but is weapon restricted: MM Rifles, Snipers, LMGs, Battle Rifles, beam and pulse variants of SAW
-Ammunition can be used by all classes
-HEAT Ammo can be equipped with a shotgun but does not benefit the shotgun