XCOM 2
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Jedi Class Revised
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22 mrt 2020 om 16:44
17 jun 2020 om 11:20
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Jedi Class Revised

In 1 verzameling van Musashi
Musashis WotC Mods
29 items
Omschrijving
Jedi Class Revised

"For over a thousand generations, the Jedi were the guardians of peace and justice in the Old Republic, before the dark times. Before the Empire."

Jedi can use either saberstaffs, dual lightsabers or primary lightsaber and a holocron.

Till you build you first lightsaber they also resort training sabers or mundane melee weapons.

Jedi can't be trained in the Guerilla Training School and they are rare to get on rookie promotion.

Force Powers

"The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together."

The full list of the perks with description can be found here Force Powers

"Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force."

Force Pool

In an effort to differentiate from the standard cooldown-based gameplay of other classes, Jedi have been given a Force Pool. This Force Pool acts similarly to mana pools from other games: you can cast abilities as long as you have the Force Points to do so. All Force abilities have a single turn cooldown, but a Jedi's Force Pool is very limited - by default, a Jedi receives 1 Force Point per rank as their maximum Force Pool. A Jedi can use the Meditate ability to regenerate the maximum Force Points. Of course, this means that, while Jedi abilities are very powerful, Jedi are also very limited in their uses. The most powerful Force abilities require large amounts of Force Points to use, and will drain all Force Points when used. For example, Force Chain Lightning requires 5 Force Points, but even if you have 7 Force Points, you will end up with 0 Force Points remaining after you use it.

You can increase the number of Force Points available to a Jedi by equipping them with a Holocron in their secondary slot. This allows them to use more Force abilities in a mission, but it lowers the damage they deal in melee combat, because they've given up their second lightsaber.

Modular Saber System

The modular lightsaber system is what I like to think of as the logical conclusion to the vanilla modular weapon system: every part of a saber's abilities is determined by the upgrades placed on it. When you create a lightsaber - and you create them one at a time - it automatically has four upgrades attached to it. You can build new upgrades and trade out the existing upgrades for these new upgrades, but you cannot remove them or replace them with non-lightsaber upgrades. (NOTE: Other mods may provide ways for you to unequip upgrades or equip incorrect upgrades. I highly suggest you not do this, as it will break how the sabers function)

As mentioned, all of a lightsaber's stats and abilities - from the aim bonuses to the damage to the armor shred - come from the upgrades. But it's not only the stats that are customized by the upgrade: the visual appearance of the saber also changes based upon which upgrades you equip to it. This means you have a tremendous amount of freedom to create the lightsaber you want your soldier to wield.

There are four upgrade categories: crystal, lens, emitter, and cell. There are 13 lenses, 13 emitters, 13 cells, and 28 crystals. Once you build a lightsaber it comes equipped with a ranom choice of upgrades depending on the lightsaber tier. You can also loot upgrades from aliens.

All upgrades in detail [docs.google.com]

Force Alignment

"Strike me down with all your hatred and your journey towards the dark side will be complete"

Following the path of the dark side will quickly make you stronger. If you are following your negative emotions and use dark force powers on civilian or squad mates you gain Dark Side Points.
Each Dark Side Points increases your hit chances with Dark Side Powers.
If you instead follow the path of the Light Side your are gaining Light Side Points. This increases your hit chances with lightsaber related force powers and Jedi Mind Tricks but it will make it harder to use Dark Side Force Powers.
Healing squad mates with the force, finishing missions without killing anybody or carrying home wounded squad mates are consideres good deeds.

Luke: Vader... Is the dark side stronger?
Yoda: No, no, no. Quicker, easier, more seductive.


FAQ

I currently use the "WotC Jedi Class [ABANDONED]" mod. Is it safe to switch to this mod mid campaign?
No its strongly recommended to start a new campaign when you switch the jedi class mods.

How do i build lightsabers?
In the proving ground once you researched modular weapons.

I don't see the dark side perk column / I have only two perk choice per rank
Subscribe to [WOTC] New Promotion Screen by Default
(ONLY if you dont use RPGO)

My Lightsabers doesn't glow
Possible problem #1: your graphical settings are too low
Solution: Try to turn on FXAA, Bloom, and Medium Textures

Possible problem #2: you are missing the shader cache file.
Solution: Try to unsub, start the game once, exit the game and resub again.

How can i use "Commanders Choice" or train Jedi in the GTS?
In {DriveLetter}:\Program Files (x86)\Steam\SteamApps\workshop\content\268500\ 2031929512\config\XComClassData.ini change NumInForcedDeck to
+NumInForcedDeck=1
How can i have a regular rookie distribution for the Jedi?
In XComClassData.ini change NumInDeck to
+NumInDeck=4

Mod Compatility
This mod is not compatible with the current version of Grimys Loot Mod.
Grimys currently breaks pretty much the entire modular saber system.

The Lightsabers from the WOTC Lightsaber mod dont work for the jedi.

Other incombatibilities are not known yet.

Credits

"You do have your moments. Not many, but you have them."

  • Ginger - A special thanks to Ginger who made this Wotc conversion happen, but did not stopped at that and added the Force Pool System and Modular Lightsaber System
  • HulkCX - Substance painter textures and maya modelling of the modular lightsaber system
  • Zyxpsilon - Class Icon, Perk Icons and Rank Icons. Incredible work buddy!
  • vhs - Workshop Image
  • ObelixDK - Force Jump Animation, Lightsaber blender magic and being the good soul of creative xenos
  • xylthixlm - Force Sense Code, Custom Perk advisor, Ability Modding Authority
  • Shadow79 & Darrick - Beta testing sith lords
  • SirSunkruhm, SophiaOr & Dev - WotC Beta testing councellars
  • robojumper - Code consultant, chain lightning visualisation, constant support when i was stuck again
  • LeaderEnemyBoss - Ragdoll Expert and Force Push Code Guide
Populaire discussies Alles weergeven (19)
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845 opmerkingen
Пиво 16 sep om 3:49 
I have a soldier with the perk Force User, I built a Master Saberstaff in Proving Ground, but when I want to equip it on my Jedi, it says Unavailable on the Saberstaff, and I can' equip it. Anyone knows why this happens?
Kneezy 10 sep om 10:41 
You have to possess another lightsaber or equipable weapon for the Jedi in order to unequip that saberstaff unfortunately. Loot drops you should see emitters and such. I dunno if i've seen a crystal drop yet
jonjrhr 7 sep om 7:48 
I have the sabers in game but no upgrade crystals in the loot drops, has anyone else had this issue?
Bedlam 3 sep om 13:26 
I have an issue with unequipping the training staff, it tells me that the other sabers or even the swords can't be used with a saber staff even when i try to change the weapon out. any ideas on how i could fix it?
Kneezy 1 sep om 15:51 
Said soldier will use a sword on her back instead of a single lightsaber/saberstaff instead of the lightsaber she is equipped with
Kneezy 31 aug om 22:33 
Anybody having issues running dual lightsabers? One of my jedi has 80+25 aim but consistently misses still and only does like 5 damage when one lightsaber is 13-15 damage with the other being 6-7 damage
Revin 29 aug om 9:05 
@WuaGyu Lover yes
WuaGyu Lover 22 aug om 7:39 
Does this work with LWOTC?
Lyserus 19 aug om 13:44 
I'm using both RPGO and Covert Infiltration / Prototype Armoury, and the build check tells me that I am unable to craft the advanced versions of holocron. Anyone having the same issue?
Teemo Teemosson 8 jun om 9:05 
I liked this mod, but it causes so many crashes it's unreal. I doubt it will be fixed considering the last update was back in 2020 so I'll be unsubbing from this mod.