XCOM 2
[WotC] Richards Classes (3 Perks per level PLUS LW2 Weapons) [Old, Unsupported]
188 Comments
Phantasmic 28 Aug, 2023 @ 11:38am 
I found an issue with the survivalist
With charge, you move in melee range with your sawed off
But you have the weapon range penalty (-100%) that annoys me
*Fix it by making it move you in melee range, then take a shot*
Jhereg 3 May, 2022 @ 4:29am 
Been using these classes forever and just wanted to thank you. They still work fine and are still my favorite pack.
Dęąth Viper 20 Apr, 2022 @ 9:04pm 
Is it ok if I use these perks for a future mod??
Waves 19 Apr, 2020 @ 9:45am 
So... the mind control from the Mage's base skill doesn't even last 1 turn, it falls off the moment I hit end turn. Intended?
OnyxLock 19 Jan, 2020 @ 7:27pm 
Are swat units not supposed to get +1 health whenever they get promoted?After finishing gatecrasher every other soldier got their extra health except for the swat
Anotter Dude 31 Mar, 2019 @ 5:52am 
I came here to thank you for the mod. Loving the Scout, Raider and Rifleman class. Although the Rifleman feels a bit too strong, being able to fire 4 shots in one round. For the next legend playthrough, I am going to amp up the pod sizes by quite a bit and see how I am going to fare :)
Richard  [author] 15 Dec, 2018 @ 9:11am 
Its down to preference, i cant stand the psi chamber mechanic
neIVIesis 13 Dec, 2018 @ 7:52pm 
I just installed and tried it out, it does ad the amps. Since it happens before the research is done, I think this breaks immersion. I'll disable the class.

It would be nice if it instead used the no psi amp animations mod as a dependency, while keeping the psi amps to vanilla soldiers (this way we get 2 distinct type of psi soldiers, amp users and non amp users).

neIVIesis 13 Dec, 2018 @ 2:28pm 
Does the mage use a psi-amp? And if so, do they have it before the psi chamber and psi amps are even researched in-game?
Richard  [author] 28 Nov, 2018 @ 4:43am 
@Dex yeah it's fine 😊
Dex 23 Nov, 2018 @ 8:17am 
@Richard Is it okay if I use some of your classes in a tabletop game I'm making that provides a long war like experience you can play with friends? I'll credit you.
mystermask 29 Oct, 2018 @ 3:33pm 
Yes that's what I thought too, I've created a class for it to test but it doesn't fit well.

Even in LW2, it was my least favorite class.

Thanks for the response !
Richard  [author] 29 Oct, 2018 @ 3:30pm 
@mystermask when I update this I will be including a class that does use the Gauntlet as an optional class along with a bunch of other changes. You can the gauntlet class here:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/1253020874/1698293255126050215/
I do think the Gauntley is way too OP though and is a bit buggy at times.
mystermask 29 Oct, 2018 @ 11:21am 
I notice you don't use the LW Gauntlet, is this OP or maybe doesn't fit the class ?
HATERADE 22 Oct, 2018 @ 6:19pm 
You sir, have a fair point! I really enjoy the stealth aspects of the game. Very Spec-Opsy. No matter what, great classes; this is my new standard for playing XCOM. Endorsed and favorited!
Richard  [author] 21 Oct, 2018 @ 5:42pm 
@HATERADE Stealth Bulletswarm? WTF dude xD
HATERADE 21 Oct, 2018 @ 5:24pm 
Something for the update: Stealth mechanic inclusion from Mushasi's suppressors and stealh mechanic overhaul, so that Bulletswarm doesn't immediately break concealment everytime.
Richard  [author] 12 Oct, 2018 @ 1:34pm 
@ravaldez2 no you won't have to restart but some of the perk trees might go funny. If you copy the mod ini/config files somewhere else on your harddrive and then an update happens you can paste them back if your mid run and don't want anything to change.
nontoxicRV 12 Oct, 2018 @ 9:33am 
Oh snaps, I was looking for mods since I recently got WotC. Will I need to restart a game if I have this mod and you update this?
Richard  [author] 11 Oct, 2018 @ 2:22pm 
I'm going to be pushing an update for this mod in a few days. It will feature an overhaul of the class perk trees, the most recent updated perks and balance changes from the Redux version (which I tend to support the most) and support for classes to use TLP armors.
Ericriminal 28 Aug, 2018 @ 11:19am 
Send help pls
Ericriminal 28 Aug, 2018 @ 11:19am 
I have a problem with the survivalist. He starts with no ammo on his barrel shotgun in every mission...
Hape 26 Jul, 2018 @ 8:10am 
Had to remove Mage and Medic, but otherwise the classes don't feel obnoxiously unbalanced.
Arturock! 6 Jul, 2018 @ 9:42am 
@Richard Sounds like good things are coming, Thank you for your hard work.
Richard  [author] 16 Jun, 2018 @ 1:57am 
@n0guns you can set it to any value you want just don't comment it out.
@Arturock! no one currently uses the Gauntlets, I've been more focused on the redux version of the pack which does include gauntlets. I will roll out updates/changes eventually.
n0guns 14 Jun, 2018 @ 7:57pm 
to make snap shot go more inline to the LW2 (removing the -15 to aim and crit) version in the config file do I make the
SNAPSHOTRS_PENALTY_AIM=-15 ;Aim Penalty (XCOM EU -20 / EW -10)
SNAPSHOTRS_PENALTY_CRIT=-15 ;Crit Penalty
portion set to zero or should I make them a comment instead?
Arturock! 31 Mar, 2018 @ 12:04pm 
great mod. anyone know who uses the gauntlets??
Dex 20 Mar, 2018 @ 12:42pm 
Hey Richard I just got a mage high enough level again and I'm still getting the malaise spell hooked on his position. He literally cannot cast it without hitting himself despite the range being 25 tiles. There has to be some kind of mod conflict. I'll try to narrow it down, but it'll take a while.
Richard  [author] 12 Mar, 2018 @ 2:47am 
@Evold_Nepsy I cant find a mod that gives the faction heroes 3 perks on par with custom classes, I found one that condensed to 2 perks fi your interested;
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1135044420&searchtext=heroes
Evold_Nepsy 12 Mar, 2018 @ 12:10am 
the skirmisher,templar and reaper
Richard  [author] 11 Mar, 2018 @ 10:31am 
@Evold_Nepsy which classes?
Evold_Nepsy 11 Mar, 2018 @ 9:22am 
Can you do anything about the Wotc classes? they kinda start being bad after a few ranks
Richard  [author] 10 Mar, 2018 @ 8:52am 
@Star Platinum (Reyn) not as it is but some lovely person on the workshop made another version of one of my class packs compatible;
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1315713729&searchtext=richards+classes
Soma Gaming 10 Mar, 2018 @ 8:42am 
Is this compatable with RPG overhaul?
Zathras555 10 Mar, 2018 @ 6:49am 
Many thx for the reply...I love your mage concept as I now actually use them instead of only in the final boss run where i try (and often failed) to work out how to use them.
Delta-118 9 Mar, 2018 @ 3:00pm 
I've been looking for a WOTC version of the classes from LW2, and this is as close as I could find. The classes look varied, so i'll try it out.
Richard  [author] 9 Mar, 2018 @ 6:25am 
@Downloaded skill thanks.
Dex 9 Mar, 2018 @ 6:23am 
I started a new campaign and I removed a few mods. I don't have a mage high enough to cast it yet, but I'll let you know when I get there.
Richard  [author] 9 Mar, 2018 @ 6:17am 
@Downloaded skill are you still having an issue with the perk? Malaise works fine for me.
@Zathras555 I can make one require the other but they are also cross-class perks so that might make it weird.
Zathras555 1 Mar, 2018 @ 9:38pm 
With the WeaponSpecialist and WeaponExpert skills do you always need the first before you can select the other? If you select both do they summate to 3? (IMO No! No! : ))
Dex 25 Feb, 2018 @ 9:41pm 
Hey so I noticed an odd bug with the malaise or w/e it's called mage skill. The one that throws out poison and disorientate in a radius. It seems "leashed" onto the person casting it. I literally cannot cast it without the mage also getting caught in the effect even though it says it has a 25 tile casting range. I tried this in an open field and it's still hooked on the mage.
Vladimir Vladimirovich Putin 21 Feb, 2018 @ 4:43am 
The guide to modifying your .ini files is much appreciated,
Richard  [author] 12 Jan, 2018 @ 2:50pm 
@DonkeyWorld
a) never used the mint mod myself so don't know what it does. If its for WotC and supports other mods abilities then maybe. It may require an edit on your part to get it setup though.
b) the game doesn't natively have Training Roulette but if you take a look at the Survivalist class I was able to make one of the perk trees more randomized to a degree using the xcom heroes awc pool setup. I did try having fully random abilities from a list for one class but it didn't exactly work out too well for some reason. I think there are a few non-wotc training roulette mods, they might be worth trying.
DonkeyWorld 10 Jan, 2018 @ 10:09am 
Do you know if it's possible to either:

A) Combine this with the MINT mod to add all of your awesome perks and randomize which ones are available each level (ideally keeping sergeant perks as sergeant perks, lieutenant as lieutenant, etc)?

or

B) Training roulette the 3 perks down to only 2 choices each level (so each character has both access to a different set of perks than characters of the same class and their progression is different as well)
Richard  [author] 30 Dec, 2017 @ 1:04pm 
@X-traw Effy yes just pick one perk when level up and dont buy any with your ap.
OhMyEffy 30 Dec, 2017 @ 12:02pm 
is it possible to have 1perks /lvl ?
cody 27 Dec, 2017 @ 8:40pm 
This works with the “I’m the commander here” mod right?
cody 27 Dec, 2017 @ 7:35am 
Nice classes
Richard  [author] 19 Dec, 2017 @ 10:47am 
@Ragic everyones welcome to their opinions, theres no need to apologize. Many people edit my classes their own way, I think its a good thing.