XCOM 2
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Enemy Within Training Roulette
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13 Sep, 2017 @ 12:37am
23 Sep, 2017 @ 12:17pm
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Enemy Within Training Roulette

Description
An XCOM: Enemy Within-inspired training roulette mod. Randomizes the abilities gained by soldiers with the four basic classes and three faction classes; Sparks are unaffected, and their abilities are not in the pool.

Still very much in beta.
I'm still new to modding. Please let me know about any bugs or oddities.

Due to bad interactions if a preexisting ability was rolled, I had to fiddle with the Training Center; in addition to letting you learn unchosen abilities, the Training Center also gives a bonus choice at sergeant, captain, and major. It's no longer random if and where you gain bonus abilities.

"Powerful Abilities" like Reaper or Faceoff have been changed to always cost 15 points instead of 25, to reduce the frustration of rolling a faction soldier with only powerful abilities at a given rank.

The community highlander isn't strictly necessary, but at the moment Rangers can get suppression and without the highlander it doesn't look right with shotguns, so the fix will make that play better.

Known Issues
Due to the way the randomness works for faction soldiers, it is possible for them to get an entire tier without any perks. I can change it so it's less random but that won't happen, need to decide which I value more.
34 Comments
Victor de Noir 12 Jul, 2023 @ 11:10am 
Is it possible that if the reaper gets phantom skill from the ranger then the reapers shadow defaults to normal concealment? I am just wondering if this was ever tested or reported. I have this issue right now but I was not able to diagnose it yet. I first taught that the combination of the skills would be sound.
TOAST 31 Aug, 2021 @ 5:14am 
I forgot how much I missed this feature, it made soldiers actually mean something.
NopeTooFast 12 Dec, 2020 @ 4:47pm 
alright, cheers
Teddy  [author] 12 Dec, 2020 @ 3:00pm 
@A LEMON: Not a clean way, unfortunately. If you want to poke around the "code," this mod is just a glorified ini edit and you could follow the pattern to manually change any modded classes/abilities you wanted to add.
NopeTooFast 12 Dec, 2020 @ 11:41am 
is there a way to get them working for modded classes
EvilPolygons 15 May, 2020 @ 1:35am 
FYI, the Suppression Visualization Fix has been merged into the Community Highlander Mod. Might want to update the Required Items on your workshop page, since the original fix is now deprecated.
Video Games Exist 28 Apr, 2020 @ 11:11pm 
Awesome! Thanks for the quick answer.
Teddy  [author] 28 Apr, 2020 @ 11:09pm 
@Ash: No, it rolls the abilities for each soldier separately. Every soldier will be unique.
Video Games Exist 28 Apr, 2020 @ 8:21pm 
I've been wanting to try out this mutator! Quick question if you're still answering questions: Once the random abilities are chosen for a soldier, will those same abilities be present for every other soldier of the same class? Like if, say, a Grenadier gets run and gun, will every grenadier have run and gun?
Marky Mark 9 Jan, 2020 @ 9:01pm 
Hmm... I've got a few other mods (mostly QoL and UI, Training Roulette is the only one that changes gameplay), but I can't see how any others would impact this. I've confirmed that a Specialist can use both killzone and rapid fire with their 2nd AP, so it appears that the game is treating the Reaper as a sniper when it comes to weapon related abilities (requiring both APs). I'll keep exploring and see what else I can find. Also, killzone on a sniper requires 2 APs, but I thought that was because of the sniper rifle, rather than the killzone ability itself (although I could be wrong on that point).