XCOM 2
Enemy Within Training Roulette
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).
TOAST 9 Jan, 2020 @ 10:11am 
I really adore this mod, finally a way to play 8 Rangers where some even get multiple medkits. Maybe exempt Blood Trail for it's damn useless when everyone has it, like 90% of my guys can pick it.
Teddy  [author] 8 Jan, 2020 @ 5:16pm 
@Marky Mark: That is weird, and I'm not sure what could be causing it. Do you have any other mods active that might be interacting with those abilities?

Also, I could be misremembering, but isn't Killzone normally 2 AP? It sounds like the bug might be that others can use it for 1 AP.
Marky Mark 8 Jan, 2020 @ 3:46am 
I have encountered an off bug, that I've only noticed with the reaper. Twice I've moved them (different reapers, after this bug caused my first one to be killed) and then tried to use one of their new abilities (first rapid fire, then kill zone), however both times it has been greyed out and said "not enough action points", despite others (non-reapers) having these abilities, and being able to use them with 1AP. Only noticed this with reaper.

Any idea what is causing this?
TOAST 4 Jan, 2020 @ 11:20pm 
Technician seems redundan now, all specific perks should remain the same (just like EW second wind was like). Having useless perks on the first 3 picks would recommend just forcing 6 rangers to use gremlins.
eman.the.avenger 17 Aug, 2019 @ 9:52pm 
According to the description, this only affects the four main classes and the factions. Does that mean psi operatives are unaffected? Also, would that mean any mod-added classes will be unaffected? I'll probably use this for my next campaign either way, I'd just like to know before going in.
Olin011 28 Jul, 2019 @ 2:51am 
Hi, is this still compatible with Legacy Pack DLC? Also, how easy would be to add another class to this mod? I was thinking about adding Advent Avenger's Psionic class to the training roulette (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1138411890) . Will it work if I just create a new random deck for Psionic class and randomize abilites in the Psionic class template or do I need to do something else on top of that?
Orkfæller 14 Jan, 2019 @ 6:20am 
The Training Roulette was my favourite addition by EW, and I was sooo bummed out to see it missing from X2. Thanks for this, wouldn't enjoy the game not nearly asmuch without.
Teddy  [author] 4 Sep, 2018 @ 11:59am 
Unfortunately no. This mod uses some new functions that were only added in WotC. Like, you could make a training roulette mod for Vanilla (like Grimy's), but this one specifically can't be ported.
Yoshiluv90 7 Oct, 2017 @ 5:01pm 
Haha, alrighty. Thanks for all the help!
Teddy  [author] 7 Oct, 2017 @ 4:56pm 
That is... very strange. I think that's a little out of my depth, sorry. You can try asking over at /r/xcom2mods, it's a very helpful community there.
Yoshiluv90 7 Oct, 2017 @ 4:14pm 
That got the grenadier working proper, however the specialist (while its tree is normal now) didn't recieve the skill I added, and the sharpshooter recieved the skill but had the last three ranks completely blank.

1 change, 3 outcomes lol.
Teddy  [author] 7 Oct, 2017 @ 2:53pm 
So I'm not 100% positive, but if what I think is happening is happening, no, you didn't do anything wrong, it's just a side effect of how UDK handles config arrays.

Basically, what I suspect is happening is some of the rank lines are identical, and so when you go to add it, the game sees it as a duplicate and doesn't want to add it. Try replacing the +SoldierRanks=[...] at each rank with .SoldierRanks=[...].

You can check this [docs.unrealengine.com] out for more information.
Yoshiluv90 7 Oct, 2017 @ 12:19pm 
-_- Someone needs to be fired from the naming department.

One more thing: I figured I could also use your mod to add one extra squaddie ability for the base classes. Adding bladestorm to rangers worked out fine, but for the other classes it ends up like this [imgur.com].

Did I do something wrong? - https://pastebin.com/Sajwz59y
Teddy  [author] 6 Oct, 2017 @ 3:11pm 
I'm so glad! PaleHorse is Soul Harvest. And then just FYI because it can get confusing, SoulReaper is Banish, and SoulHarvester is Annihilate.
Yoshiluv90 6 Oct, 2017 @ 2:36pm 
Thanks, made the edits and it appears to be working. I'm editing the decks now and just wanted to ask what skill "Pale Horse" refers to. Tried searching it, but apparently it's an achievement name as well so no luck.
Teddy  [author] 5 Oct, 2017 @ 9:28pm 
Unfortunately it is not. In theory it wouldn't be too hard to combine them just by looking at both of our inis and combining them yourself, though; I don't change any of the stats, and from what I can see Mertius only changes the stats, so you'd just replace my stat arrays at each level with theirs.

Just for the record, if you were to do so, I would have no problem with you uploading that mod yourself. It'd probably be polite to let Mertius know, though.
Yoshiluv90 5 Oct, 2017 @ 8:56pm 
I guess this isn't compatible with Hidden Potential ?
Altina Orion 26 Sep, 2017 @ 6:03am 
Not something I recommend doing, but cause it was a bug, you could just use console command to give yourself AP to get her the skill (I think there is one for AP, somehting like giveresource abilitypoint XX or something like that? I am sure you will find it on wiki or some forum)
Teddy  [author] 20 Sep, 2017 @ 2:11pm 
That is an issue, thanks for the report. I believe I've fixed it, but unfortunately it won't do anything for your current soldiers.
Sucker Punch 20 Sep, 2017 @ 12:27pm 
My Templar just made Sergeant. Unfortunately, her options are Faceoff and Reaper, both of which cost 25 AP, which I don't have. And without choosing a skill, she can't be promoted. So she's just stuck at her current level until I can scrape together enough AP to afford a skill.
Teddy  [author] 18 Sep, 2017 @ 9:55am 
Easy, yes, but a little annoying. Go to each rank and replace any empty () in the abilities per rank with (RandomDeckName="[whatever that class's deck is called])". You could get up to four abilities per rank in that way.

The trouble is, there aren't enough abilities in the random lists to do that without it seeming like every solider gets mostly the same abilities. But if you're okay with that, it should be that easy.

Just remember you'll have to do it over again whenever I update the mod, so you might want to back it up.
jfelisaz 18 Sep, 2017 @ 5:15am 
Wow, great news ! Is there an easy way to have three choices per rank ?
Teddy  [author] 15 Sep, 2017 @ 8:30am 
Literally all this mod is is an ini, so you can change everything about it with ini tweaks. If you don't want to include a class in the rotation, just delete them from the file. Though, I could see myself uploading a version that doesn't include faction soldiers at all if that seems popular enough.

The main annoyance you'll have is the same annoyance I had, which is that each class needs their own list of random ability options. So if you wanted to add Ability X into the pool, you have to do it seven times. Not like it's hard to do, but if you're doing it enough it could be a pain.
Derr Hans 15 Sep, 2017 @ 4:48am 
Best XCOM EU?EW+LW second wave option for me..
I did how ever adjust the ini to add more to the rotation.

Assume you have an easy to configure ini to add and remove perks from the list ?
or to explude faction soldier as part of the roulette.