XCOM 2
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Playable XCOM 2 Aliens - Viper Class Overhaul
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21 Sep, 2019 @ 9:44pm
21 Jan, 2020 @ 10:59pm
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Playable XCOM 2 Aliens - Viper Class Overhaul

Description
This mod builds on the playable alien Viper units introduced in Playable XCOM 2 Aliens, fully fleshing out their roles on the XCOM team with two unique classes using their own custom abilities. Also with as many snake puns as I could fit in.

Please note that this mod requires Playable XCOM 2 Aliens by RealityMachina, and should be loaded after Playable XCOM 2 Aliens in the load order! Will require a fresh campaign if you have already been using Playable XCOM 2 Aliens.

These two new Viper classes excel in quickly and reliably disabling enemy soldiers, making them pivotal control units when firefights turn messy.


New Classes
Striker
Viper Strikers use their innate biological weaponry and natural agility to weave through chaotic gunfights and quickly impair enemy soldiers. While their raw damage output cannot quite compare to the wielders of XCOM's best heavy weaponry, Strikers are adept at avoiding enemy gunfire and incapacitating enemies.

Rank
Ability
Corporal
Snakebite: Inflicts poison on targets of Bind and Crush.
Sergeant
Slither: Increases defense and movement for two turns. (identical to skill from Playable XCOM 2 Aliens)
Lieutenant
Entwine: Increases base damage of Bind and Crush and grants additional defense to the Viper when binding a target.
Captain
Enhanced Spit: Increases the radius and potency of the Viper's Poison Spit. Also applies to poison inflicted by Snakebite.
Major
Sidewinder: If a direct attack would strike the Viper, evade it and gain a chance to immediately reposition during the enemy turn. Triggered automatically and operates on a cooldown.
Colonel
Frost Breath: Like the Viper King's! Radius is boosted if Enhanced Spit is also learned. ... Okay, this one is probably rather lore-unfriendly, but hey. You've already recruited a Viper.

Predator
While Strikers bring control to a messy shootout, Viper Predators instead aim to eliminate key targets before they can act. Predators use their finely honed senses and alien appearance to infiltrate enemy lines, deliver deadly ambushes, and confirm kills.

Rank
Ability
Corporal
Crypsis: A reusable, temporary concealment ability that lasts for a short time in enemy presence.
Sergeant
Coil: Increases the Viper's cover bonus for a turn, and provides an additional action for the next turn.
Lieutenant
Ambush: Automatically enter Overwatch once concealment is lost.
Captain
Death Adder: A shot which deals additional damage to injured enemies depending on the damage they have taken.
Major
Rattle: The Viper has a chance to inflict Panic on enemies when it reveals itself from concealment.
Colonel
Pinpoint: Fire a precision shot that penetrates armor and converts extra aim into critical chance. Gains aim for each additional action point consumed and deals massive critical damage.


GTS Tactics
Vipers also get their own special GTS tactic! Experienced Vipers can develop their inherent Thermal Sense, enhancing their ability to target enemies protected by cover or armor.


Additional Stuff
  • Fixed the floating hacking tablet! ... I'll put up updated screenshots eventually.
  • Changed Viper Rifle upgrade schematics to come with Assault Rifle upgrades instead of Sniper Rifle upgrades.
  • Viper Rifles now have their own research breakthroughs for extra damage and weapon upgrades
  • Added basic Photobooth poses
  • Unbinding targets no longer costs an action point.
  • A handful of new soldier nicknames to reduce overlap between Viper callsigns and Sniper ones.
  • Most ability values can be tweaked in XComViperSkills.ini. I'll be making some balance adjustments to default values over time and there's a chance that will overwrite existing user settings, but I left most variables adjustable so you can buff/nerf certain abilities to your liking.


Future Updates?
  • Expanded random name list
  • Ammo slot Tested, kinda super OP
  • Balance tweaks: Keeping consistent with the XCOM power progression
  • More Photobooth poses
  • Avenger scenes animation fixes (...maybe)
  • Compatibility updates - I haven't tested this for compatibility with a number of popular mods, will try and address issues as they come in.
  • Better ability icons?


Frequently Asked Questions
How do I recruit a Viper?
All recruitment code is handled in Playable XCOM 2 Aliens, including Allies Unknown compatibility. Without Allies Unknown, you have a chance to recruit Vipers through Covert Actions or by kidnapping one and bringing it aboard the Avenger. With Allies Unknown, Viper recruitment conditions can be configured in the relevant .ini file in Playable Aliens.

Do you have plans to do this for other playable alien species?
Nope. Sorry to disappoint! I've been chipping away at this on-and-off for quite awhile now, and between other games, other hobbies, and life in general, I don't think I have enough time left over to do all the other aliens! Plus... really I just liked Vipers enough to want to make this.

Will you at least be updating this mod?
Yes! I plan to, anyway. Bugfixes, balance changes, and compatibility first and foremost. Then see the "Future Changes" section. Won't promise anything concrete though.

Why are there so many redundant things in your code?
I have no idea what I am doing.
...
Some of them are partly from making awkward hooks for compatibility with Playable XCOM 2 Aliens - I didn't really want to completely replicate existing code into my own mod. I guess that would be a little like plagiarism? I don't want to step on any toes here.

I have an idea for the mod! Can you implement it?
Maybe! I'm sure some people might be interested in having a full hero unit skill tree. If there are enough ideas floating around for a cohesive set of skills, and I have the spare time and XCOM 3 hasn't been released, I'll look into it. Again, no promises.

Why does this require Playable XCOM 2 Aliens instead of integrating directly with Allies Unknown?
In theory there's enough material now to have the mod stand alone, but it would still require a lot of blatant code copying from Playable Aliens, and I'd prefer not to do that without explicit permission to do so.

Why is the file size so large?
Probably because I needed to create a copy of the Viper model to resolve prop attachment issues.


Credits and Acknowledgements
RealityMachina, who ported the original Playable Advent mod to WotC and granted permission to make this mod based on it
The r/xcom2mods subreddit, without which I would probably still be trying to figure out how to make any files for my mod. And also for some key ability troubleshooting.
Popular Discussions View All (2)
16
27 Aug, 2021 @ 6:28am
PINNED: Bug Reports + Compatibility Issues
shinymoogle
0
13 Jul, 2023 @ 9:02am
Russian Localization
Aks
144 Comments
Aks 13 Jul, 2023 @ 9:02am 
Russian translation made!
Suspect Under Investigation 5 Jun, 2023 @ 2:10pm 
Hello, i have a problem with a viper. I had to clone one (Playable aliens for LW2) to finally get one, but they skillsets are blank, there's nothing to select when promoting ! If anyone with experience has somthing to help, i would gladly appreciate !
patterpawsjr 9 May, 2023 @ 11:30pm 
Does this mod include a class name that can be used in things like starting soldiers
vinx.909 25 Apr, 2023 @ 4:33pm 
would this mod work with [WOTC] Prototype Armoury? i'd really like to try Covert Infiltration which has it as a requirement but also read that someone else has a problem with the vipers weapons not getting better due to the generic upgrade being removed (and i'm guessing no build one better viper weapon being an option, but i could be (and hopefully am) wrong in that)
Boyrdee 10 Dec, 2022 @ 2:25pm 
lwotc tells me to remove this mod why?
OlegY 31 Oct, 2022 @ 11:16am 
Made everything to work.Reason why couldn't simple - my stupid brain.
Didn't load anim .upk before GameUnit .upk))
OlegY 30 Oct, 2022 @ 2:20pm 
@shinymoogle
Hi i'm currently trying to make your mod working with my viper skin.Changing only skeletal mesh in archetype,inside game skin applies but animations completely removed.
Any tips how to make everything work?

My skin already work with Enemy Reskinner and Playable Aliens mods.
NotSparta 25 Oct, 2022 @ 3:08am 
I would also like a status update. take as long as you need, but I like being in the loop. Been watching for a while.
The Tactician 10 Oct, 2022 @ 6:50am 
Is there any news on the compatibility update? If things are taking a while that doesn't matter, just want clarity on what we can expect.
shinymoogle  [author] 26 Aug, 2022 @ 8:35am 
For recruitment questions: most of that is handled in the required Playable Aliens mod and in Allies Unknown if you have that installed - this currently just overwrites the base classes but doesn't really handle character recruitment.

That said it's not great having to config multiple mods so I'm probably going to try and clean that up with a future update