XCOM 2
Paragon Class Rebalance
91 Comments
Rakdarian 11 Dec, 2017 @ 1:44am 
Can i use this with long war 2 instead of the piecemeal parts?
DewFuel 9 Oct, 2017 @ 8:43am 
no worries, I appreciate the time you put into this during vanilla!
harlequin565  [author] 9 Oct, 2017 @ 8:04am 
No, sorry. I'm in the minority camp that doesn't like what Firaxis did with the expansion. Adding three new classes that all do half a job well, but don't really excel at anything hasn't inspired me to play. I think the class system is a bit of a mess at the moment and I'd rather play LW2 than try and figure out what I'd do to fix it.
Having said that - consider this blanket permission to allow anyone to convert/redo/mess with this mod and re-up it for WoTC if you so desire.
DewFuel 8 Oct, 2017 @ 8:16pm 
any chance this coming to WOTC? by far my favorite set of classes
harlequin565  [author] 19 Aug, 2017 @ 3:13pm 
You win the award for the most unusual bug. Mentioning coil & laser implies you're playing with LW2 - which this mod isn't tested with (I doubt it would work properly) COnsidering the amount of time this mod has been available, and the lack of issues from other players, I'd say this is a mod conflict issue.
bomber92ful 19 Aug, 2017 @ 10:24am 
I have a problem with the Blaster class. For some odd reason, I can't use any other pistols other than the conventional one. Next to all other pistols they say "1 mystery weapon at a time" which makes no sense because they're the normal Laser, Magnetic, Coil and Beam/Plasma weapons. Is this some kind of conflict with other mods?
Bok 16 Mar, 2017 @ 1:31am 
Great job with the mod! I hope this gets a LW2 update.
harlequin565  [author] 11 Feb, 2017 @ 2:51pm 
I think disable any class mod works fine (was mentioned in the earlier comments)
As to an update... I have no excuses - am playing a lot of LW2 at the moment. It's done, I just need to face the pain of testing and re-upping.
michael199310 11 Feb, 2017 @ 2:45pm 
can I use "Disable any class" mod to disable LW Perk Pack classes and keep yours? or do I have to use the instructions?
harlequin565  [author] 23 Jan, 2017 @ 9:02am 
I've been putting it off. LW2, RL and a general "I forgot how to use the workshop and don't want to break anything" fear. Consider me nudged.
Cal 23 Jan, 2017 @ 8:46am 
Were you planning on pushing out the fixes you listed up top any time soon?
harlequin565  [author] 20 Jan, 2017 @ 12:21am 
The xp system is not touched by this mod.
johny247trace 19 Jan, 2017 @ 2:45pm 
well by changing NumInForcedDeck=0 NumInDeck=0 i make game used just these clases but it breake xp system my soldier get promoted every time they go on mission. Do you have any idea how to fix it ?
harlequin565  [author] 18 Jan, 2017 @ 2:26pm 
OK. On the mod page it shows the perk pack as "required" which means you need to subscribe to it. I have written install instructions above in the mod description.
johny247trace 18 Jan, 2017 @ 2:10pm 
I instal mod but and try it but some of my soldiers still end up with vanila clases and some abilitis dont have icons right names and describtions.
How can i select whitch class groups shoud be used ?
johny247trace 18 Jan, 2017 @ 10:43am 
Does it need LW pack to work because i find those classe realy unbalance soo i would dont want to get LW class at random promotion ?
johny247trace 18 Jan, 2017 @ 10:39am 
yeah that was same in EW
early game- unfair difficult (too much random no second chances )
mid game- chalanging
late game- mostly easy
end mission- climatix challenge (but in linear small shity map)

This realy piss me most in EW in beggining you dont realy have much choise in playstyle and you need it and later when you unlock all cool equipment and skills there is no chalange to test it agganst.
harlequin565  [author] 18 Jan, 2017 @ 10:27am 
I think only you can decide how bad it is depending on your feeling. The final mission is extremely challenging first time around (with no spoiler knowledge). I personally quite like it as it gives you a feeling of accomplishment once you start to trounce things.
johny247trace 18 Jan, 2017 @ 10:20am 
Thank you i just wanted to be sure that my soldier dont get promoted into vanila class in playthrou with this mod.
And i didnt know that reverse dificulty is still a thing in xcom 2 after Enemy Unnow i was hoping they fix that i literaly last time i play Xcom EW set hardest difficulty and didnt upgrade on plasma weaponry and game was still too easy (i didnt even finished)
Is it that bad in xcom 2 also like compare to EU and EW begining was more balance and scale much better (i lost in mid-late game)
harlequin565  [author] 18 Jan, 2017 @ 10:11am 
And yes. There's a stealthy tree. Stalker class.
harlequin565  [author] 18 Jan, 2017 @ 10:11am 
- CP characters are randomly assigned their class when promoted from Rookie, both in Vanilla and with my mod. You won't get to choose I'm afraid (and that's a game feature rather than a mod feature). The only time you get the CP class is with reward troopers (HQ & Guerilla ops). This won't work with this mod unless you go into the CP and change their class to a Paragon one.

- The vanilla game has a reverse difficulty curve making early game hard and late game easier. There's not a class mod out there that doesn't get easier as the game progresses, because your overall power (more squaddies, better weapons and armour) are what swing things in your favour more than classes.

I find these classes more balanced than the LW classes. However with the LW perks, they are still more powerful than vanilla game classes. It takes a few playthroughs (IMO) to find a difficulty balance that works. Be that Rk/Vet/Cmdr/Leg, or a combo of that plus mods like Fatigue, ABA2, Notoriety, Attrition etc.
johny247trace 18 Jan, 2017 @ 10:08am 
also one of biggest improvments about Xcom 2 was adding ranger and stealth/reacon skill tree does this mod have those skills also ?
johny247trace 18 Jan, 2017 @ 9:48am 
How this mod affect random class asigment for my characters in character pool (those with preferd classes)
Will my character pool be compactible with this mod does it remove asigment of vanila classes to soldiers in my campain whitch uses this mod ?
johny247trace 18 Jan, 2017 @ 9:46am 
hello i am looking for mod whitch would give me more options and open new playstiles.

But i also need some ballance because i going for second playthrou (first i lose after 30 hours)
and i dont find out that in middle of game that some classes in game are totaly OP and chalenge is gone. Is this mod ok for this? Thanks
Cal 14 Jan, 2017 @ 6:53am 
I did clear my configs, but I will double check everything and start a fresh game again. This was happening with my first promotions after gatekeeper. I'm sure it's something on my end or you would have had more than me commenting on it.

I was using ShadowOPs for my last game (which auto disables the LW classes) and didn't have an issue so I thought I would mention it just in case.

No worries. Will let you know if it happens again with a fresh everything.
harlequin565  [author] 14 Jan, 2017 @ 3:47am 
I'm stumped on that one. In the LW ini, setting the numindeck & numinforceddeck to 0 tells the game not to generate those classes. I've only had this happen once before (with another class pack) and that was fixed by clearing my configs (\\Users\xxx\Documents\My Games\XCOM2\XComGame\Config). Just be wary of removing things like Uniforms and other configs that relate to mods as well as ModManager (if you use it). I don't think this is an issue with my mod as that doesn't touch any of the LW classes.
Cal 13 Jan, 2017 @ 6:47pm 
I've edited each of the LW class entries as listed above. I've checked and rechecked to make sure it is as it should be. I am still getting rookies promoted to LW classes.
Emeyin 13 Jan, 2017 @ 2:49am 
@Cal Because some people want both.
Cal 12 Jan, 2017 @ 7:21pm 
Why make people have to disable the LW Perk classes manually when it is simple enough to disable them as part of the mod?
DerBK 10 Jan, 2017 @ 9:41pm 
I used both mods with each other and had exactly zero issues. I can only recommend it, go for it! I think the class packs work very well with each other and have only little overlap. Titans (which i already thought were the weakest link in Paragon before) were completely overshadowed by the Dragoon from ShOps, other than that every class was important from start to finish.
I will likely repeat that class setup in the future.
harlequin565  [author] 10 Jan, 2017 @ 12:46am 
Probably perks that didn't do what you expected them to, or at worst - blank slots.
Idejder 9 Jan, 2017 @ 2:30pm 
I will try, then. Would that clash cause a crash or just bad tooltips?
harlequin565  [author] 9 Jan, 2017 @ 2:13pm 
I think @DerBK did it but I'm not sure. The only issue would be if we've got the same naming conventions for perks which would result in a clash.
Idejder 9 Jan, 2017 @ 2:03pm 
I have tried searching and looking around, but google is failing me. Can you use both this mod and the Shadow Ops Long War class stuff in the same game?
harlequin565  [author] 6 Jan, 2017 @ 6:23am 
Thanks GroovyGoat. Fixed on my internal build. I can't believe I missed it - and stared at it yesterday for a good hour before giving up.
Am getting old...!
GroovyGoat 6 Jan, 2017 @ 6:12am 
I got it and no code changes required just ini changes. Need to move the HQ_EXECUTIONER_HEALTH variable into a new section named after the class it's referenced from. I just put it at the bottom of XComGameData_SoldierSkills.ini so it doesn't mess up the other variables, also do not put the the other executioner variables into the new section as they aren't referenced from that class. I'll get back to my 100% crit stalker now.
//don't include these in the new section
HQ_EXECUTIONER_AIM=25
HQ_EXECUTIONER_CRIT=25
// place this new section at the bottom of XComGameData_SoldierSkills.ini
[ParagonClassMod.X2Condition_HQExecutioner]
HQ_EXECUTIONER_HEALTH=0.7f
GroovyGoat 5 Jan, 2017 @ 8:45am 
Thanks for having a look it was worth a try. I'll go back a few saves and switch to hunters instinct for now and put the mod that fixes that base game perk to use. Regardless of this issue I have enjoyed this class mod, plus your mod and ini recomendations make for a good game.
harlequin565  [author] 5 Jan, 2017 @ 6:14am 
Had a quick look and have no idea why it's not picking up the variable. Have made some changes but am half way through a Spectrum playthrough at the moment and need to finish that before doing tests. Unfortunately the game won't load from mod buddy so I need to use the game client which means a complete mod reshuffle. Good news is that a couple of typos are fixed and the icon colours have been de-RGB'd.
harlequin565  [author] 5 Jan, 2017 @ 4:19am 
Hi Groovy. Not ignoring you - just not had time to dive into it. Will take a look over the weekend hopefully.
GroovyGoat 5 Jan, 2017 @ 4:07am 
I really wanted this ability so I had a look at the source code for Assassin (HQExecutioner) and noticed it was logging info so I tracked it down in the log file and there were a lot of them. All of them had the Health Target Ratio at 0.0 instead of 0.7 as it is in the ini file so its not reading the ini value correctly. Hope this helps resolve the issue unless its just not working properly on my end. On a side note it is doing a lot of logging in one session I had over 11000 sets of these entries.
[0129.61] ScriptLog: HP: 18.0000 4.0000
[0129.61] ScriptLog: Exec Health Ratio: 0.2222
[0129.61] ScriptLog: Exec Health Target Ratio: 0.0000
GroovyGoat 4 Jan, 2017 @ 9:24am 
Great classes. I noticed with the Assasinate ability on my stalker and as a random ability on a bomber it doesn't display the aim and crit bonuses in the tactical hud when targeting units that are well below 70% health. Does that mean its not working correctly?
harlequin565  [author] 30 Dec, 2016 @ 8:01am 
Must be something to do with the CP then. It's fine once you're in game (maybe that's when the decks are built). Choosing a class in the CP only works if you get a non-rookie reward soldier (like at the HQ on month end, or Guerilla mission rewards) and even then I don't think they'll come as deck=0 classes. Otherwise they come in as rookies and get promoted to whatever the deck states irrespective of what you chose in the CP.
Rin 30 Dec, 2016 @ 7:22am 
I did. I tried reinstalling, doing it again, and also verifying the game cache and changing the parts specified to 0's. Still able to pick old classes and the LW classes when I'm designing characters in the character pool.
harlequin565  [author] 29 Dec, 2016 @ 4:50pm 
OK. Double check you've edited the file I mentioned in the desc above (under innstallation) with 0s instead of whatever the LW perk pack has in there. That should do the trick.
Rin 29 Dec, 2016 @ 4:42pm 
Ah! I mean when you design characters outside of the game to be put in the character pool. You can pick their class.
harlequin565  [author] 29 Dec, 2016 @ 12:26pm 
Leave the plus in. Set the value to 0. That should do it. It's the LW perk pack that removes the vanilla classes as well as adding in its own. By changing the values from whatever they are to 0, you prevent LW classes being generated also.

I don't understand what you mean by "when I went to go check the classes I had to put my character pool soldiers in, it double listed the vanilla classes and then the Paragon ones". Are you using another mod that allows class choice?
Rin 29 Dec, 2016 @ 12:08pm 
Hiya! I'm not really new to modding but I haven't done it in a while. I wanted to play with these classes (they look great by the way!) and I have everything required downloaded. I'm trying to get rid of the LW classes and I put the NumInForcedDeck=0 and NumInDeck=0 as it was said. However, I left the + in so it looks like "+NumInForcedDeck=0+NumInDeck=0". Should I be removing the +? I ask because when I went to go check the classes I had to put my character pool soldiers in, it double listed the vanilla classes and then the Paragon ones. I just want to make sure I get this right before I start trying to play the game.

Thanks much for any help!
harlequin565  [author] 11 Dec, 2016 @ 10:32am 
@robojumper. Thank. You. You have no idea how much that was irritating me and confusing me as to why I couldn't get them to match. I'll probably fix for version 2 when I've found a good balanced mod set to go with it.
robojumper 11 Dec, 2016 @ 8:21am 
@harlequin565
One minor nitpick - on the class icons in the editor, you have to turn off "sRGB" for them to show up in the right colors.
=[NK]= Col. Jack O'Neil 28 Nov, 2016 @ 5:54pm 
I play with a shit tonne of classes. It works well. But I do also play with 6 soldiers off the bat and an increased roster, so there's plenty of people to choose from