XCOM 2
Viper's Proficiency Frost Tempest
37 Comments
Dęąth Viper  [author] 4 Sep @ 2:26pm 
Yes. I will update it when I have time. New computer so i gotta figure out how to access and update these
Vorpal Spoon 4 Sep @ 1:32pm 
@death viper-I pulled up your other files (Psi-Priest, Hacker, Med Snip) and the config file doesn't look like Storm/Geo classes, and I could not find the file that looked like the mage classes. Haven't look into the blood classes yet, but do any these need the assist kill scripts need to be added to those as well?
Vorpal Spoon 4 Sep @ 1:26pm 
Ah, i see. It just increases the odds that a rookie will promote into said class? If I'm getting that right, that's good to know.:steamthumbsup:
Lanford 4 Sep @ 1:26pm 
@Vorpal Spoon - Oh, sorry about that. I forgot the original value of +NumInDeck=1. It is the frequency of when rookie will be promoted into that particular class compare to the rest of the classes.

For example, if you only have vanilla base class, Ranger/Grenadier/Specialist/Sharpshooter all have +NumInDeck=4. So, when rookie got promoted, they will have equal chance to promoted into one of the four classes. However, if you set, say, Ranger to 2 that mean Ranger will be about 50% less to be promoted into and the inverse is true as well.

Modder just set this value for how rare they want the class to be. I forgot that the original value, so, I just pick the value that I vaguely recalled lol. I set all my class to +NumInDeck=4 as I don't like to play favorite but you can change to whatever value you want.
Dęąth Viper  [author] 4 Sep @ 1:24pm 
NumInDeck is how many "cards" of that class are in the "deck" for you to pull from when you upgrade your soldiers from rookies.
Vorpal Spoon 4 Sep @ 1:05pm 
@Lanford-So when I located the mentioned files, both have the script "+NumInDeck=1", not "2".
I did as advised, but is there a reason for the value being a difference of 1?
Soul 4 Sep @ 11:50am 
Freakin hilarious
Vorpal Spoon 4 Sep @ 8:41am 
@Viper-It's showing you're online; you could chime in at any time...
Vorpal Spoon 4 Sep @ 8:40am 
@Lanford-Thanks man!
Lanford 4 Sep @ 7:43am 
@Vorpal Spoon - Just copy and paste +KillAssistsPerKill=4 into XComClassData.ini below +NumInDeck line. So that it should look like this

+NumInDeck=2
+KillAssistsPerKill=4
+bCanHaveBonds=true

If you use his other classes, you have to put +KillAssistsPerKill=4 line in as well. Don't worry if you already use the class as kill assist is retroactive.
Vorpal Spoon 4 Sep @ 6:18am 
@Lanford-I have this installed. Should I included this in the data file? I have one in my team roster but had yet to use her. I also have Viper's Geomancer, would that require +Kill AssistPerKill+4 script, and where would it be place in he class data ini. file?
Lanford 4 Sep @ 5:51am 
I found the issue why the class seems to not level up. You forgot to put +KillAssistsPerKill=4 in your class data ini. So, the class only got XP only on their kill and not from all other sources. So the class level extremely slow as they need to score kill by themselves.

This also not affects only this class but all of your proficiency classes. Maybe not the one that is redux version as the +KillAssistsPerKill=X should still exist on the base class ini.
Vorpal Spoon 28 Aug @ 10:47pm 
Could you please provide a breakdown similar to your Geomancer?
Dęąth Viper  [author] 27 Aug @ 9:35pm 
Im going to be updating the weapon's cache mod to include a unique weapon for them that inflicts hyporthermia! Should be fun!
Dęąth Viper  [author] 27 Aug @ 3:49pm 
Not sure where that issue would come in. This mod doesnt handle any promotion besides the actual ability tree. Do you have mods that affect soldier XP?
ScriptGenius12 24 Jul @ 4:27am 
Any update on the level up issue?
Von-tora 8 Jun @ 8:39am 
My characters using this class will not level up from squaddie no matter how many kills.
Dęąth Viper  [author] 10 May @ 11:06pm 
Sounds like a conflict with another mod sadly.
Soul 10 May @ 1:24pm 
Just a thing,the class running animation is still the gun instead of the the templar type run,look weird since its a gauntlet primary based,and yeah I have the animation patch,only happen with this class tho,others gauntlet based like Templar Knight work fine.
Also since they don't have momentum,a range weapon like a pistol would be cool to have at least for the pistol slot if you don't have the Cache mod,perso I added it since,yeah,it make it better/versatile.
Beside that,pretty unique and cool
EdFenris 15 Apr @ 2:50pm 
I added this, geomancer and blood clases and it disabled other classes, i cant find the config line to enable them, where i can find it ?
nephate 6 Apr @ 3:25pm 
I should note he has only been wounded once, and has never gotten the shaken status.
nephate 6 Apr @ 2:09pm 
Somehow I have a character with this class that has slowly but surely lost all Will. They started at 60 and are now at -7. Only that character has had that happen to them from what I have seen.

This is mostly just a heads up of a potential bug, I do not expect that it can be fixed on the current run.
tastiger841 6 Apr @ 5:05am 
I saw that you are going to make a bow class, Iridar's Perk Pack has some animation for the templar class called IRI_TM_SoulShot

Hope it helps.
ironboy32 29 Mar @ 11:25pm 
what difficulty mods do you recommend to be played with these classes? Because of how strong all of them are you probably need Reshi's Ethereal Restoration or his Reqiuem mod to be a challenge...
Epic Dovahkiin 29 Mar @ 7:17pm 
no at least not by Viper
Ohcult lord 29 Mar @ 1:35pm 
Will this class eventually be made into an rpgo specialization?
Dęąth Viper  [author] 28 Mar @ 9:56am 
@Taco Fixed.
Tacocat 28 Mar @ 8:55am 
Something appears to be broken with their Proficiency class perk. It isn't showing up and notes an ability on their sheet currently called "Missing 'LocFriendlyName' for 'None'" and shows a blank icon.

All required items are installed.
Dęąth Viper  [author] 26 Mar @ 6:50pm 
Ill try to release it in the next few days. Been pretty busy looking for work lately. Lost my job and I need something asap haha. If anyone knows any work from home jobs, definitely hit me up. I could work on these mods in peace knowing I have a steady income :D

But to bluntly answer your question, as soon as possible. There might be 2 / 3 classes left plus the templars
Damwrongname 26 Mar @ 4:15pm 
I have a question I wonder if you could answer.

I'm very interested in the classes your doing but I'm holding off to see when you did all the classes you wanted with your mod so I can try them all in one playtrough ( at least try as there is A LOT ) .

So I guess my question is is there many more coming before I can try them ?

Also a follow-up question if its still a ways off which classes would you recommend the most to try then ?

Please note that tough I think I'm not doing to badly english is not my 1st language so I re-wrote this a few times to clean it up as best I can so if something is not clear on my end sorry in advance.
Vaultwulf 26 Mar @ 11:13am 
Nice to have you back!:steamthumbsup:
tylerfphillips 26 Mar @ 10:19am 
good to see you back man
Comrade Cypher 26 Mar @ 10:11am 
good to see you back was worried for a minute there
Wallflower 26 Mar @ 5:00am 
Oh cool, all your stuff had disappeared
Andrei Cineva 26 Mar @ 2:58am 
Nevermind about the weapons, I see it's the Templar Gauntlets and the Psi Amp. All good. :)
Andrei Cineva 26 Mar @ 2:53am 
Class name is incorrect in the description.

Otherwise, this sounds promising. What sort of psionic weapons are talking about here? Asking that, since I am not sure this will work with Covert Infiltration.
dozillio 25 Mar @ 11:59pm 
You're back!