[WOTC] Proficiency Class Plugin: Reaper

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Author: shiremct

Last revision: 22 Aug, 2021 at 14:05 UTC (6)

File size: 743.42 KB

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Description:

Proficiency Class Plugin: Reaper

About the Mod

This mod reworks the Reaper class to fit alongside (and depends upon) my [WOTC] Proficiency Class Pack. This is a complete re-imagining of the Reapers using a Focus-based Shadow Mechanic and certainly wont be for everyone.

Reapers were the most broken of the WOTC faction classes, so they needed the most dramatic changes. The overall goal was to tone down or remove the super-powerful or gimmicky stuff while increasing their versatility and impact in normal engagements. Below are the major changes from the WOTC Reapers you love, but also hate (there are many):

Focus Mechanic and Starting Abilities

Reapers no longer have their 1-tile detection, Super-Concealment version of Shadow. Now they use normal concealment and a Focus-based version of Shadow (Shadow Meld and Shadow Stacks) that affect their stat bonuses, such as detection radius, as they accumulate. At the beginning of each turn, if concealed, the Reaper gets +1 Shadow Stack. They can get an additional +1 Shadow Stack if they Hunkered Down during the previous turn. Shadow Stacks can increase up to a maximum of 4/5/6, depending on their rank/proficiency level.

Silent Killer is now a starting ability for Reapers; however, kills with Silent Killer will now require, and consume, Shadow Stacks in order to keep the Reaper concealed. There are no longer any chance-based mechanics allowing the Reaper to sometimes remain concealed when firing a shot that does not trigger Silent Killer – instead the Reaper now has several options to reliably re-enter concealment, including Fade, a starting ability that allows them to re-enter concealment at the beginning of the turn if no active enemies have vision on them.

The Reaper is designed to be capable of moving in and out of concealment throughout the course of a mission and be able to contribute to the fight from concealment right from the start, without relying on explosives.

Class Loadout

Reapers now equip Pistols as their secondary weapon instead of claymores and have traded all of their explosive-based attacks for pistol abilities. Yes, you heard that right… Claymores and Remote Start are all long gone. Instead they have access to things like Quickdraw, Faceoff, and damage boosting abilities; the Shadowkeeper is the perfect companion pistol for a Reaper.

Reapers also no longer have the utility slot restriction and start with one utility equipment slot just like Templars and Skirmishers. They have access to Tactical Rigging in their XCOM Training Center pool to expand this to two utility slots for additional flexibility.

Leveling, Abilities, and Stat Progression

Reapers now have a full 3-branch ability tree and will have the same increased AP cost for purchasing abilities as the core Proficiency Classes. To further distinguish them as a special class, they gain increased AP per promotion compared to a core class and have access to some less restrictive versions of many abilities where their roles overlap with the core classes (especially the Marksman).

Their stat progression has been tweaked alongside their ability tree to fit their new role(s). You can go to the discussion page Here or the Googledoc Here[docs.google.com] for more details on all of their abilities and stat progression. Abilities are split up into three thematic groupings:

  • Operative – A gunslinger, tech and stealthy. Slip in behind enemy lines, exposing their weaknesses.
  • Wraith – A flanker, quick and deadly. Terrorize your enemies, bouncing in and out of concealment across the battlefield.
  • Predator – A hunter, slow and steady. Spot out and pick off the enemy from afar.

Almost all values for abilities and effects are configurable and will be updated in ability descriptions accordingly. Anywhere you see a colored value in a description, that value can be adjusted. The custom AP costs for abilities can also be adjusted. By default they are intentionally pretty high, but if you don’t like it, you can change it.

GTS Unlocks allow a limited number of standard, non-faction soldiers to train as Reaper Agents, taking the Reaper’s equipment and skill tree.

Dependencies and Suggested Mods

The following mods are required for things to work properly:

The Reaper was designed around the same kinds of mods and game environments suggested in the core Proficiency Class Pack mod – the suggested mods there apply here as well, though they are not required.

I recommend using this with one of the two options below that enhance the unit flags (UI above the unit that shows stats, etc.) to support the focus bar. The choice depends on which you prefer visually (I prefer the blocks in Unit Flag Extended over Tac Info Overhaul’s solid bars):

Known Issues and Incompatibilities
  • There is an issue with Musashi’s Stealth Overhaul when equipping a Reaper’s weapon with his Suppressor. Something in Stealth Overhaul is hardcoded to distinguish Reapers from other soldiers in a way that does not work with my rework – causing an overlay effect to stick up on the screen. This is not something I can fix on my end. You can use Stealth Overhaul and this Reaper together, so long as you do not put the Suppressor on their weapon.
F.A.Q.

Why is the Proficiency Class Pack required? Can I use this without it?

  • This class utilizes several abilities and functions from my core Proficiency Class Pack and these elements will not function without it. You will need to have the mod active, however you may disable all or any of the classes if you desire.

This class sucks and is super weak and/or lame without the explosive skills!

  • You’ve gotten used to lazy play. Deleting grouped up pods from concealment is not my idea of interesting or rewarding gameplay and pistols are a better fit for the class both thematically and from a balance point of view. You’re free to do whatever you like in the config files, but I won’t be bringing them back (at least not on the Reaper).

Do you plan to give the Skirmishers and Templars a similar treatment? When?

  • Yes, I do want to do plugin versions for the other faction classes, but they take time (a lot of it) so it may be a while. The Skirmisher and Templar are now both complete! You can keep an eye on the linked Googledoc above for any further development plans as they unfold.
Thanks and Credits

Special thanks to the authors and contributors of the required mods – without them, I would not have been able to make this mod at all. I’ve learned much from MANY members of the community, but I’d especially like to thank Pavonis/LW2, robojumper, Musashi, Iridar, and xylthixlm – their assistance with my questions and their mods as assets and examples have been crucial in getting this to release!

Version History

(See Change Notes for full history)

    1.1.1

    • Added GTS unlocks and limited, trainable non-faction Reaper Agents.
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Required DLC:

These DLC should be installed in order to use this item.


XCOM 2: War of the Chosen