XCOM 2
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Chimera Classes
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2.837 MB
28 Nov, 2019 @ 2:28pm
17 Jul, 2021 @ 4:50pm
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Chimera Classes

In 1 collection by Cato
Cato's WOTC Gameplay - V14 (Jan 2023)
128 items
Description
Chimera Classes is dedicated to creating dynamic squad selection choices for WOTC.

This mod disables the four vanilla classes and replaces them with ten unique, role-specific classes, adding much needed depth to mission loadout.

Originally a loving overhaul of Richard's Classes Redux, it now blends hundreds of new community perks and Long War content. We also make use of Musashi's wonderful Primary Secondary animations.

Class | Primary Secondary Role / Meta -------------------------------------------------------------------------------------- Assault | Shotgun Sword Aggressive CQB operations Commando | Rifle Combat Knife Any mission, any time Demolitions | Shotgun Grenade Launcher Destruction, chaos and mayhem Gunner | Cannon Sawn-Off Heavy firepower & shredding Hactivist | Variable Gremlin Hacking and wild-card support Inferno | Shotgun Gauntlet Enemy disruption and anti-Lost Marksman | Sniper Pistol Selective target elimination Psionic | Rifle Psi Amp Specialist damage dealer Shinobi | Sword Pistol Recon and direct assassination Support | Pistol Holotargeter Squad support and medical


Each class brings something unique to the team. Do you need shred on this mission? Anti-Mech? Hack? Static fire support or mobile? It's a long mission, what about medical?

This will make your game slightly harder, as you have limited mission space. You have to choose which class to bring and which ones to hold in reserve. Your tech upgrades should also be carefully considered.

I personally love this style of gameplay. Please see the Class Skills & Role Guide for more info.



Additional Features:
  • 200+ new community perks built-in across new skill trees
  • Long War Brigadier Rank unlocked (Rank 8)
  • 130 Perks in the random AWC Pool
  • New GTS Tactic for each class

  • Over 400+ unique nicknames for each class
  • New PCS loot unlocked (via CPP Framework)
  • Balanced for vanilla squad size: 4 - 6
  • 3rd Party Mods Supported - List here



Special Notes:

Chimera Classes requires a new game. DO NOT add it to an existing one.

Please note the required items. This mod will not function without them.

You will very likely need to use the community Alternative Mod Launcher[github.com] instead of the steam launcher.

Works fine with:



Hard Incompatibilities

CPP Framework is script heavy. Under no circumstances run the following perk mods alongside Chimera. Doing so will at best cause overwrites and minor perk bugs, at worst will cause hard crashes, lockups and save-file corruption.

  • Mitzruti Perk Pack

  • Richard's Classes Redux

  • Long War 2 Classes & Perks

  • RPG Overhaul

  • WOTC Hero Classes Rebalance

  • Proficiency Class Pack

  • A Better Barracks: TLE - (Note that ABA is absolutely fine)



Minor Incompatibilities
  • WOTC Sawed Off Shotgun Overhaul - breaks Gunner shotgun perks
  • Reduce Armory Clutter - glitches Primary Pistol armory animations.

  • [WotC] I'm the Commander here - glitches the Shinobi skill table with a 5th row.
  • WOTC Reliable Ever Vigilant - breaks a few overwatch skills.

  • LW2 Primary Secondaries - intermittently breaks Primary Pistol animations.
    (Not to be confused with the required item. Similar names, different mods.)

  • LWOTC - This is untested, recent report indicates it works ok though.



Issues? Please clear your .ini cache and try a new game first.
Clearing the user INI cache is really important for stability, since it often contains leftover values from old mods you've uninstalled. This is the cause of most crashes in XCOM 2.

It's a simple enough process, documented on the XCOM Community Wiki.

You should clear your INI cache whenever you make big changes to your mod list. It is best practice to reload to the title screen at least twice after clearing before playing again.



Mod Install Folder
\Steam\steamapps\workshop\content\268500\1923163857

For gameplay changes or adding items to classes:
Open XComClassData.ini in the \Config folder with notepad++[notepad-plus-plus.org]

To rename classes or abilities:
Open XComGame.int in the \Localization folder with notepad++[notepad-plus-plus.org]



Burning Questions?
Please check the FAQ section or post below.



Recommended Companion Mods:



I've made a short list of recommended companion mods in the Dev blog.

If you are playing on Legendary difficulty, then why not checkout CWG Collection.



Credits & Thanks:

Script authors credited within CPP Framework.
Richard for Richard's Classes Redux mod and for leaving amazing guidance within.
Musashi for the beautiful animations in Primary Secondaries.
The Highlander team for their monumental engine upgrade.
MrMister for QC Testing during Beta.
Chimera Logo was designed by Anthony Petrie.


Please kindly take a moment to rate up if you enjoy the mod. It helps visibility on the workshop and generally makes me feel happy about the endless dev hours I've sunk into it. Thank you!
Popular Discussions View All (7)
150
30 Jan, 2021 @ 11:59am
Bug Thread
Cato
10
30 Jan, 2021 @ 8:41pm
PINNED: Dev Blog【ツ】 + FAQ
Cato
3
14 Jul, 2020 @ 8:35am
Seperate addon that adds colorized Class icons ?
ZiggyTouyeul
550 Comments
Angel 11 May @ 7:38pm 
Just a question, if you're still there. I haven't been having any issues so far yet with having the mitzruti's perk pack installed as well. I also only have that mod just for one psionic class pack. What issues would I expect to run into if I continue playing my new campaign with them?
Cato  [author] 18 Mar @ 11:15am 
You can safely use original primary secondaries. This mod was designed for it.
Kamikazee786 18 Mar @ 5:50am 
Ive come across a problem, i want to use Chimera classes but True primary secondaries is a dependency for it,

i have the original "Primary secondaries" mod. If i use the new primaries secondaries mod however the Jedi Revised mod no longer works as it relies on the original mod.

Has anyone found a workaround for this ?
Econ347 27 Feb @ 9:12am 
The description says its rather untested if this mod works with Long war of the chosen... any insights wether or not I should use them together or not from personal experience? ^^
Behrg 23 Feb @ 5:16am 
The Shinobi Katana animations

Are

Rediculous
Behrg 9 Feb @ 8:56pm 
You make my heart happy :D
Cato  [author] 9 Feb @ 6:12pm 
Scout: Shotgun / Arcthrower :critical:
Lighting Reflexes, Fade (Conceal x3), Arc Accuracy

If only I had thought of it 4 years ago! :winter2019happybulb:
Behrg 9 Feb @ 3:16pm 
I've been playing around with a lot of the class packs. I've been finding that I often wish I had access to your Chimera classes while playing other packs. I get that much enjoyment out of them that I miss them when I'm not using them.
Behrg 9 Feb @ 3:14pm 
Those are great ideas, thank you.

And a Long War 1 Scout shotgun infiltrator sounds AMAZING
Cato  [author] 9 Feb @ 8:19am 
Reapers are the dedicated recon, if they did not exist then I probably would have made a Long War 1 Scout, a shotgun infiltrator.

A Support with Phantom can be pretty handy, or for something with teeth a Psionic with Blink & Thirsting Shadows.