(WOTC) Fate’s Ever Growing Class

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Author: FateVoid

Last revision: 23 Oct, 2025 at 18:44 UTC (2)

File size: 5.58 MB

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Description:

Reach toward the stars! The Ever Growing never stops progressing forward. Use the Ever Growing’s scaling abilities to slay your enemies.

This class does exactly what you think, it grows. In this case it grows the more missions your soldier on. To Compensate for this, this class gets No Stats from rank up, just abilities. Something to keep in mind is that stat scaling is design around an average Campaign length of 60 or so missions, heavily modded. If this feels too short for a campaign let me know in the comments. Meaning soldiers start weak but end up strong closer to the end. If you wish to adjust the stat growths, you’ll have to do so from the ability uc file. It’s not possible to have configs for stat growths. I Have created multiple abilities for this mod they also scale in damage, to fit the theme. They will be list below.

The way the stats scale work along this idea, at the start of every mission the soldier gains a certain amount of stat each mission. As an example, we could get 0.5 defense every mission, that means you get 1 defense every 2 missions. Stats can grow by non whole amounts which means in the example above, your first mission of a campaign you would only get .50 defense, so the game would treat it as zero. Then next mission you would get another .50 and now have 1 defense. So the growth for stats only are applied as whole numbers. This means every stat can grow differently. They exact stat growths are list below.

Ability damage scaling works, along the following. Ever ability has a stat which it scales off of, and a scaling amount, as an example, lets say standard shot ability. Its scaling off of defense and has a scaling amount of .25. This means every 4 points of defense you get +1 damage. The .25 extra for damage still matters, It means the ability has a chance to roll +1 damage higher. So for example if your getting +3.25 scaling damage that means you get 3 Guaranteed damage and a extra +1 to the damage roll chance. The abilities are listed below.

Ability notes: Some times during End Them(ability listed below) it might not play gun firing animation and sound, during one of the shots. The rest of the shots work fine during the ability. This is something from base XCom itself, I don’t know how to fix that.

Check out my other Classes if you want.

GunSinger Class V2: https://steamcommunity.com/sharedfiles/filedetails/?id=3600552285
Psionic Elementalist Class: https://steamcommunity.com/sharedfiles/filedetails/?id=3481038872
HeavyFire V2: https://steamcommunity.com/sharedfiles/filedetails/?id=3600024474
Faction Hero’s: https://steamcommunity.com/sharedfiles/filedetails/?id=3599197547

Thanks to Mitzruti, EvilBob22, Kiruka, and Iridar.

Requirments

X2WOTCCommunityHighlander v1.29.0
[WOTC] Alien Hunters Community Highlander v1.29.0
[WOTC] Community Promotion Screen
[WOTC] More Psi Abilities
Mitzruti’s Perk Pack
[WOTC] LW2 Classes and Perks OR [WOTC LW2] Classes Perk Pack (Not Both)

Stats Scaling
——————
Will Stat – Will Grows 1 per mission
Aim Stat – Aim Grows 1 per mission
Psi Offense – Psi Offense grows 3 per mission

Dodge Stat – Dodge grows 1 every 2 missions
Defense Stat – Defense grows 1 every 2 missions
HP Stat – HP grows 1 every 5 missions

Mobility Stat – Mobility grows 1 every 6 missions
Combat sims – Combats sims grows 1 every 20 missions
Hacking – Hacking grows 3 every mission

Armor – Gains 1 armor every 12 missions
Crit chance – Crit Chance grows 1 every 2 missions
Sight Radius – Sight Radius grows 1 every 10 missions

Strength – Strength grows 1 every 2 missions
Utility item slot – Gains 1 Utility item slot every 15 missions

Abilities
————–

1 Squaddie
;————–

Defensive Shot (FDefensiveShot) – Take an defensive shot at an enemy, gains bouns damage scaling off defense. Has lower scaling than usual. Can disorent and acid burn enemy.

Phase Walk (IRI_PhaseWalk) – teleport, similar to Avatar’s teleport.

MZSoulShock – guarenteed damage that scales with psi offense.

Ever Growing (FateGrowing) – You are always growing, ever reaching toward the stars. User stats grow the more missions they take.

;2 Corporal
;————–

Sentinel (LW2WotC_Sentinel) – When in overwatch, you may take additional reaction shots.

MZUnwavering – repairs 1 shreded armour per turn.

Soul force – Does guaranteed psionic damage to an enemy, ignoring cover and armor. Scales with psi stat.

Null Ward (IRI_NullWard) – cover yourself and nearby allies with psionic shields, similar to ADVENT Shieldbearer’s Energy Shield ability.

;3 Sergeant
;————–

Dodge Shot (FDodgeShot) – Take a shot while dodging, gains bouns damage scaling off dodge. Has higher scaling than usual. Requires 2 ammo. Can blind and burn enemy."

Mark Target (FateMarkTarget) – Mark a target in sight, giving extra aim to the team against that target. Can be used once per turn. Cost only 1 action, and does not end turn.

Panacea (FatePanacea) – Heals most wounds and grants an action point. Scales with psi stat.

Necrotic Ball (FNecroticBall) – Splashes Necrotic poisonous fog in a area. Deals poison damage and inflicts poisoned and zombified. 5 turn cooldown. Scales with psi stat.

;4 Lieutenant
;————–

MZChasingFire – followup attack by allies with reaction shot.

RemoteStart – Base game remote start.

MZMindControl – temporary mind control; similiar to what commander avatar uses in leviathan.

MZPhantasmalKiller – phantasmal tentacles bind and damage a humanoid target

;5 Captain
;————–

Shoot Em All (FShootEmAll) – Take a shot at every enemy in sight, gains bouns damage scaling off Aim. No ammo. Has 7 turn cooldown. Can Bleed enemies.

TotalCombat – Throwing a grenade or using an item no longer ends the turn.

Fireball (FateFireball) – Launch an explosive ball of fire, damaging and igniting everything in the targeted area. Has a 5 turn Cooldown. Scales with psi stat.

Plasma Acid Ball (FPlasmaAcidBall) – Splashes burning plasmaic acid in a area. Deals acid damage, shreds, and burns. 6 turn cooldown. Scales with psi stat.

;6 Major
;————–

Shredder – base game shredder

Fortress – Base game fortress

Soul Eminence (SoulEminence) – Free Psionic attacks on any enemies that enter or attack from within 2 tiles. Guaranteed to hit, but enemies with Shadowstep are immune. Scales with psi stat.

MZTakedownHeal – heal a % of missing health on kill

;7 Colonel
;————–

Vitality Shot (FateFreeShot) – Using your overwelming vitality, take a free shot at an enemy. Gains bouns damage scaling off hp. Requires 2 ammo. Has 2 turn cooldown. Can Mark and Poison enemies.

Double Energy Railgun (FPocketPlasma) – Grants a Double use wrist mounted energy based railgun. It fires a narrow but devastating beam.

MZMachinaPuppeteer – temporary mind control a robot

Electric Ball (FElectricBall) – Launches a electric ball in a area. Deals electric damage, extra damage against robotic enemies, can disorent. 6 turn cooldown. Scales with psi stat.

;8 Brigadier
;————–

End Them (FateEndThem) – End your enemy by taking 5 shots at them. Gains bouns damage scaling off Will. Requires 5 ammo. Has 10 turn cooldown.

Double Blaster Mortar (FPocketBlaster) – Grants a Double use wrist mounted blaster launcher.

Soul Bomb (FateSoulBomb) – Disables weapons in a zone, then explodes the next turn for extreme damage. Has a 7 turn Cooldown. Scales with psi stat.

Debilitating Sphere (FDebilitateBall) – Launches a debilitating sphere in a area. Deals minimal damage, inflicts a extreme amount of debilitating effects, and shreds. 10 turn cooldown. Damage scales with psi stat.