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More Notes on Custom Soldier Skill/Perk Trees


graaa

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When switching abilities around, there is only one value that you need to change. For something like 04 2C 15 06 86, the first two values and the last two values don't need to be changed at all. Ever. Only the one in the middle matters.

 

Here is a list of abilities and their offsets that should help you do this more quickly: http://forums.nexusmods.com/index.php?/topic/891202-quick-list-of-abilities-and-their-offsets-in-decompressed-xcomgameupk/

 

Another thing to keep in mind is that the game displays abilities in a way that is a little counter-intuitive. The first ability in the code is the one you get at Squaddie, but the abilities that follow show the ability on the right in the code before the alternative choice on the left. Since English speakers tend to order things left to right, this can throw you off if you expect the second ability in the code to show up on the left. If you listed your abilities from one to twelve in the code based on address, they would show up in the game in this order:

 

 1
3 2
5 4
7 6
9 8
10
12 11

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I've been rebuilding the skill trees in my mod after each play through, and I'm on my fifth iteration by now. I've removed skills that I don't particularly like, shuffled some other skills around. The latest iteration follows, offering at least two distinct and viable builds for each class, following the left/right options for convenience. I've also opened up shotguns and assault rifles for all non-heavy classes and made some other tweaks to stat progression, but this should give some idea of what I've found to be a lot of fun. Again, skills that synergize well for a specific role typically end up on the same side of the skill tree.

 

HEAVY

Left branch is explosions and AoE stuff, right branch is all about shooting.

 

Fire Rocket

Suppression or Flush

Rocketeer or Bullet Swarm

Danger Zone or Holo-Targeting

Shredder Rocket or Rapid Reaction

HEAT Ammo

Mayhem or Damn Good Ground

 

ASSAULT

Left branch is designed with shotguns in mind. The right branch has a bunch of bonuses that increase with more enemies in sight; get in some good cover against a lot of opponents for best results. Assault rifles are best for that.

 

Run & Gun

Lightning Reflexes or Tactical Sense

Grenadier or Aggression

Close and Personal or Rifle Suppression

Close Combat Spec. or Bring 'em On

Rapid Fire

Killer Instinct or Resilience

 

SNIPER

Left branch is designed around scouting and flanking with a shotgun or assault rifle; it's perfect for skirmishing (move in to flank, flank/kill the enemy, move back to safety) or sneaking around behind and killing enemies who are busy fighting your other forces. Right branch is traditional sniper rifle stuff.

 

In the Zone

Battle Scanner or Squad Sight

Close Combat Spec. or Snap Shot

Lightning Reflexes or Gunslinger

Low Profile or Headshot

Opportunist

Bring 'em On or Disabling Shot

 

SUPPORT

Left branch is medic stuff and a bunch of overwatch abilities. Right branch is smoke, frags, and a more proactive approach to firepower.

 

Deep Pockets

Field Medic or Grenadier

Sentinel or Smoke Grenade

Opportunist or Smoke and Mirrors

Covering Fire or Dense Smoke

Sprinter

Savior or Rapid Fire

Edited by PaxEmpyrean
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Thx for the input Pax. How's it going for you with shotty and rifles open to the non-heavy classes? Ae you finding it worthwhile to give it to them or do you stick with the class-defined weapons for the most part?

 

I can see you incorporated more rifleman type skills into your builds (looking at the sniper and support builds). I'm wondering if you also modded extra item slots into your armor and do you find deep pockets to be a worthwhile skill still?

 

I agreed with your idea to make smoke grenades a non-essential skill for supports, but later decided that it was an essential item, after all it is better to prevent damage than it is to heal it and supports seem to fit the role of damage prevention very well.

 

Also surely there must be a better skill to give heavies at colonel than damn good ground, have you tried a defensive skill like will to survive?

 

Otherwise, very nice builds. I want to know what people think about Grenadier. Is it a worthwhile skill? I gave it to heavies but I don't think I've thrown a single grenade with heavies yet after the first month (rockets or holo-targetting mostly). Is it better on a different class like assault or support?

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This is an area I have recently started to mod, and since you asked for comments I decided to toss in my two-cents worth.

 

First, I agree with the idea of having a build concept in mind when you try to re-arrange skill sets. From the beginning I have adopted the same left-right branch consistency approach. That makes it much easier to maintain consistency of a given build's role. This is one of the reason's I started to look into this area of modding. I found the jumping back-and-forth between branches of the skill tree annoying, as well as dissatisfaction with some of the choices presented.

 

Second, it is also important to point out other mods you have adopted that have an impact upon the skill combo results, such as default number of inventory slots or particular weapon mods. Grenadier is a case in point: If you have modded a default of two items slots, then Grenadier provides the possibility of carrying 4 grenades, or an armor bonus and 2 grenades, etc. So it's utility varies based upon the number of slots. Unspoken assumptions lead to mistaken concept, which leads to fruitless argument. (BTW: I quite like making most weapons useable by the other classes.)

 

Third, tactical employment of a class tends to vary by role within that class. If you build the Heavy in a 'suppression' role, then you tend to keep them in the middle-ground of your squad dispersion, where they are commonly 'out-of-range' for grenades. On the other hand, if you build them as 'cover busters', then you tend to push them forward more so they are closer to support the forward scout(s), because you want them to remove the cover early in the contact to increase the effectiveness of the remainder of the squad's fire. Bearing those considerations in mind, the benefit of Grenadier for a Heavy will lie primarily with the 'cover buster' role, but in practice it appears only when you have expended all your rockets due to range limitations, unless you get 'jumped'. OTOH, if you are removing cover a lot, then you run out of rockets quickly.

 

Fourth, the very first mod I went for was the dual slot inventory one, because that limitation makes absolutely no sense except as a game balancing mechanic, of which there are other more logical choices. I would go even further if it weren't impractical in the current modding situation due to graphic space limitations. Look at any military combat gear in the world. It's all about increasing load bearing capacity. Running black on munitions is your biggest concern. Making the trade-off between ammo and armor is much more sensible, as that is a real-life issue but limiting the number of default slots to one is just too teeth-grinding from the get-go.

 

When I prep a squad for a mission I find I have the most flexibility of choice with the Assaults and Supports, and they tend to get the grenades (because the Arc Thrower is modded to use the pistol slot and everyone carries two grenades (dual slot mod) in the default layout). I go primarily with the Assaults because I have to choose to give up a medikit on the Support, which usually only happens if I take two Supports, in which case the Medic goes in the middle-ground of the deployment and is typically out of range. (Heavies tend to have such rotten aim I usually decide on giving them a Scope over a grenade, so Grenadier is wasted on them because the other slot is armor; and Snipers are too seldom close enough to use it as well.) In addition, I find the Assaults (and to a lesser degree the Supports) are usually the ones in the best position to use grenades for cover removal when I want to conserve rockets in the early part of the mission. The biggest problem with Grenadier then is that it has to replace another skill for the Assault, which is already crowded with tough choices. Though I am getting to like the combination of an Assault/Support fire-team when I fore-go the medikit. But I don't have enough experience with it to be sure that is a good choice. (I don't treat my characters as 'disposable'.)

 

In summary, I would drop 'Deep Pockets' completely for everyone (two slot mod instead) and put Sprinter back there as 1st Ability and Battle Scanner where he has Sprint now (6th Ability slot) for the Support. I also want to put Gunslinger into the Assault tree, something like this:

 

R1: Run & Gun

R2: Lightning Reflexes or Tactical Sense

R3: Grenadier or Gunslinger

R4: Low Profile or Aggression

R5: Close and Personal or Bring 'em On

R6: Close Combat Specialist

R7: Killer Instinct or In The Zone

 

If you plan to have your CQB Assault carry the ArcThrower, then choose Grenadier as the available ability. Otherwise, choose Gunslinger, for the longer range backup weapon to the shotgun. It's not as necessary if you are going to use the Assault Rife with the right-hand branch. I think Grenadier is a better trade-off for 'Flush', which seems to be dropped by consensus in the other mods.

 

Hmm. Have to think on it some more. Would the ArcThrower be better off with an Rifle or Shotgun equipped (CQB) Assault? The Rifle needs a backup ranged weapon a lot less than a Shotgun. Wait, Grenades are 'items' and only usable for the first movement. With the ArcThrower in the pistol slot, it can be used on either movement phase. Put it with the Rifle Assaulter, save the grenade with the CQB-Shotgunner until needed to enable the ArcThrower to close, and have the Rifle/ArcThrower as your Grenadier. Part of that is that the CQB will be the 'bait' in a flanking trap when needed. In that case it should go:

 

R1: Run & Gun

R2: Low Profile or Aggression

R3: Lightning Reflexes or Tactical Sense

R4: Gunslinger or Grenadier (w/ArcThrower)

R5: Close and Personal or Bring 'em On

R6: Close Combat Specialist

R7: Killer Instinct or In The Zone

 

The other choice match-ups I like (at first glance anyway) for their respective build concepts. I'm going to give them a try-out in my next start after some more review.

 

-Dubious-

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Fanastic writing Dubious.

 

I'm convinced now grenadier should not go with the heavy and should be on either assault (more likely) or support.

 

I think its time we and other modders started designing skill trees that take into account the way we modded the game, so Deep Pockets - Out.

 

I'd also like to comment on gunslinger for the shotgun assault. I've finally tried it out and I am leaning away from it because of exactly what you said - the arc thrower now goes in the pistol slot and most of the time I give the arc to my close combat shotgun assault. Maybe its better to use a skill that will allow the assault to survive long enough to get close like lightning reflexes, low profile, tactical sense, or sprint than to play the shotgunner like a rifleman. Those other skills also provide a wide breadth of use outside of that one situation where u'd use a pistol.

 

Furthermore, I'd like to put a number of skills to a vote on whether or not they should be kept or tossed. A defence or a justification for keeping these perks would be appreciated, especially when I could see a number of worthy skills and synergies able to repace them. Here's what I want to hear from people on, and if you want to add a skill to this list please say so:

 

1) Covering Fire

2) Flush

3) Executioner

4) Damn Good Ground

5) Combat Drugs

 

1) Keep. While I want to keep this skill, I never seem to know where to put it in the tree. Which class uses this skill best? I vote keep it but I simply find myself passing on this skill a lot no matter what I have to choose it against.

2) Keep. I like this skill a lot personally - flushing an enemy from high cover to low cover not only damages it but it gives all allies +20 aim. Also knocks enemies out of line of sight if you are trying to fortify or causes them to move into a flanked position or out of cover. I vote keep this for any non-sniper class.

3) Toss. In almost all stages of the game you should be one-shotting enemies. Otherwise, the +10 aim is negligible.

4) Toss. I find there are many good replacement skills for the sniper tree including run&gun, bring em on, tactical sense, etc etc etc.

5) Toss. I used it once and it didn't work lol. Still got mind controlled. Also its waaay too situational and other skills are waaay more commonly used.

 

Any more?

 

Though I am getting to like the combination of an Assault/Support fire-team when I fore-go the medikit. But I don't have enough experience with it to be sure that is a good choice.

 

I'm still developing a good assault-support fire team/scout team build that can benefit the game especially on outdoor abduction missions. So far I've had success with the left-tree assault build I'm currently testing (listed in the 1st post) but I'd like to expand on the support unit more. This is a duo that should be able to scout with movement and battlescanner, survive ambushes, provide good overwatch cover for their teammate, and be mobile enough to escape or regroup with the squad and flank.

 

So far I have a number of skills in my mind that I find essential, though I'm not 100% sure on each of them which class should get them (assault or support or both).

 

Those essential scouting skills are:

1) Battlescanner (leaning support)

2) Tactical Sense (leaning assault, maybe both)

3) Low Profile (leaning assault)

4) Sprint (leaning assault, but both...maybe?)

5) Opportunist (leaning support)

6) Sentinel (leaning support)

7) Rifle Suppression (both...maybe? Or just support because it makes no sense to include a skill u can't use if u have a shotgun)

8.) Lightning Reflexes (leaning assault)

 

I'll be back in 2 days to see how you all have voted and what you have to say! In the meantime keep on playin =).

Edited by graaa
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I'd also like to comment on gunslinger for the shotgun assault. I've finally tried it out and I am leaning away from it because of exactly what you said - the arc thrower now goes in the pistol slot and most of the time I give the arc to my close combat shotgun assault. Maybe its better to use a skill that will allow the assault to survive long enough to get close like lightning reflexes, low profile, tactical sense, or sprint than to play the shotgunner like a rifleman. Those other skills also provide a wide breadth of use outside of that one situation where u'd use a pistol.

Well, as I said it depends upon the specific build for the class. I (so far) usually take two Assaults, but each a different build, on a 6-man squad. But have you seen this thread over on the Firaxis forums? The OP likes to take 5 Assaults and a Support or Heavy, and a number of others are also big fans, using the default trees. Even simple bifurcated build trees for 4 classes give you a lot of possible combos. Are you encountering the need for more than one Arc Thrower per mission? Edit: Just to clarify. I would give the Arc Thrower to a rifle Assault, not a Shotgunner. Perhaps the solution would be yet a different build for the specific role? Lightning Reflexes instead of Aggression in the 'Rifle Assault' build I present below, for instance.

 

Furthermore, I'd like to put a number of skills to a vote on whether or not they should be kept or tossed. A defence or a justification for keeping these perks would be appreciated, especially when I could see a number of worthy skills and synergies able to replace them. Here's what I want to hear from people on, and if you want to add a skill to this list please say so:

I'm not sure why an up/down vote is necessary, unless you are intending to replace those specific abilities with something else in the UPK? In that case I would rather see the proposed replacements before voting. Otherwise, you are asking for preferences for use in a skill tree, which would be better presented in listing a tree and debating the merits of one choice option over the other.

 

However, here are my responses.

Poll:

1) Covering Fire: Allows reaction shot to trigger on enemy attacks, not just movement. Only ONCE per enemy with Sentinal or Rapid Reaction.

This is a reaction fire skill, so in weighing 'apples vs apples' it needs to be compared with potential replacements fulfilling a similar role:

.... Rapid Reaction: Confers a second reaction shot (at the same target), if on Overwatch and the first reaction shot is a hit. Does NOT stack with Sentinel or Covering Fire.

.... Opportunist: Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.

.... Rifle Suppression: Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim. Not useable with Shotguns.

.... Sentinel: Allows two reaction shots (at different targets) during Overwatch, instead of only one. Does NOT stack with Rapid Reaction.

Opportunist would have highest priority for me, as reducing aim penalties is primary. No damage if you don't hit; same as a miss. However, it would come after a reaction skill, because it's much less useful if you don't have reaction shots.

But once you have cancelled out the aim penalty on reaction fire, it becomes more a choice of which type of reaction you want. That varies depending upon weapon and opponent. High HP targets you probably need Rapid Reactions second shot but you only get that if the first hits. The others only allow one shot per target. But Covering Fire allows reaction 'per attack or movement' so potentially you can get more than two reactions per turn. (Not tested or confirmed.) That suggests it would be better than either Sentinel or Rapid Reaction. So it looks like Rapid Reaction and Sentinel are less optimal replacements, at least with a Rifle. For a 'Reaction' build I would take 'Covering Fire', 'Opportunist', and 'Rifle Suppression'. Keep.

 

2) Flush

This is a unique skill, but removing cover negates it. The increased benefit to all remaining shooters of removing cover persuades me to take Grenadier instead. Drop.

 

3) Executioner

Given the aim bonus only applies when a target is half damaged severely limits it's usefulness in general. I prefer to maximize my chances for a 'one-shot' kill instead. Aggression in it's place, for instance. I usually don't have my Snipers taking on injured aliens, but that probably will change in more difficult modes. A less likely choice.

 

4) Damn Good Ground

I haven't put together a revised Sniper tree as yet, but the only reason I haven't used this is due to it's current pairing. It's logical for a 'stand-off' Sniper, but given how often they need to rely upon a pistol, I won't give up Gunslinger for it. By shifting Battle Scanner elsewhere and/or dropping Executioner, DGG becomes viable. Considering you usually are trying to get your 'stand-off' Sniper elevated, Keep.

 

5) Combat Drugs

Smokes suffer from the same 'limited use' phobia of Rockets. You tend to keep them in reserve until you feel you REALLY need them. IIRC, Combat Drugs loses the defense benefits of Smoke. I'm sure they are more useful on harder difficulties, but I haven't any experience with this ability: Abstain.

 

6) Others:

Extra Conditioning. I prefer to focus on avoiding taking damage in the first place. Impossible mode may prove this is impossible, but for the moment this is much less likely a choice.

 

I'm still developing a good assault-support fire team/scout team build that can benefit the game especially on outdoor abduction missions. So far I've had success with the left-tree assault build I'm currently testing (listed in the 1st post) but I'd like to expand on the support unit more. This is a duo that should be able to scout with movement and battlescanner, survive ambushes, provide good overwatch cover for their teammate, and be mobile enough to escape or regroup with the squad and flank.

 

Here is what I am going to test for these two:

Revised Assault Tree: CQB-Shotgun / Rifle Assault

R1: 13 Run & Gun

R2: 34 Low Profile / 15 Aggression

R3: 16 Lightning Reflexes / 14 Tactical Sense

R4: 28 Gunslinger / 08 Grenadier (w/ArcThrower)

R5: 17 Close and Personal / 21 Bring 'Em On

R6: 20 Close Combat Specialist

R7: 24 Killer Instinct / 35 In The Zone

 

Revised Support Tree: Tactical Support / Medic

R1: 37 Smoke Grenade

R2: 13 Run & Gun / 40 Field Medic

R3: 08 Grenadier / 38 Sprinter

R4: 33 Opportunist / 41 Smoke and Mirrors

R5: 31 Battle Scanner / 42 Revive

R6: 44 Dense Smoke

R7: 39 Covering Fire / 47 Savior

 

BTW: I thought I would mention I intend to try to implement these as separate 'Custom Mods' through ToolBoks. That would be as an 'Assault Promotion Tree' mod and as a 'Support Promotion Tree'. Once I prove out the concept it should permit a modular implementation scheme for various class tree builds. However, the 'Visual Perk Editor' at [http://personales.ya...xcom/perks.htm] is giving me a problem. (I know you didn't create it, but appear to be using it successfully.)

 

I tried entering in all the changes at once, but the 'Old' and 'New' hex code outputs didn't match up. I would get at least one less 'New' than 'Old'. I tried entering only one change at a time and then generate a mod, and confirmed that some changes would produce a 'Old' pattern, but no 'New' pattern.

 

I am operating on the undertanding that I am not altering the ability definitions or their references, so the 'ability reference numbers' in the VPE for each remain that same and we are only changing which ability is listed in the class table of available abilities. So my changes to the table in the VPE are using the same ability reference numbers in a different order (given above). Specific case in point: Support's current ability '40' is changed to '08' but generates only an 'Old' pattern (04 2C 30 06 4A). How can that be correct?

 

Also, there is nothing in any of the 'Class Functions' section below the 'Old/New Hex Values' boxes. Is that to be expected, as it is labeled as 'Under Construction'?

 

-Dubious-

Edited by dubiousintent
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Thx for the input Pax. How's it going for you with shotty and rifles open to the non-heavy classes? Ae you finding it worthwhile to give it to them or do you stick with the class-defined weapons for the most part?

 

It depends on what sort of build I'm going for. I've rebuilt the weapons from scratch, so performance is quite a bit different and it's not completely comparable to the vanilla game. In addition to the weapons overhaul, I changed the value for "close range" so that it's half again as far, and reduced the range climb bonuses so that accuracy adjusts more gradually for all weapons instead of shooting up once you're within an arbitrarily close distance. That being said, I really like having a left branch Sniper with a shotgun. If you're just sitting in cover trading shots doesn't have much to commend it except for Low Profile, but In the Zone lets you pull off all sorts of crazy skirmishing tactics, like moving out into an open area where you have an enemy flanked, killing him, and then moving back to cover. Nothing else plays quite like it, and it's a ton of fun. I play with Absolutely Critical enabled, so flanking is a huge deal and Bring 'em On can really add a lot of damage to make sure you kill your target; if you don't drop them in one shot, In the Zone doesn't kick in and you're left standing out in the open, so it's better for finishing wounded enemies or mopping up trash like Thin Men, Sectoids, and Floaters. I also give that Sniper an Arc Thrower, because when it's used as a pistol it works with In the Zone to allow you to move after you successfully stun a flanked alien. Very handy.

 

I can see you incorporated more rifleman type skills into your builds (looking at the sniper and support builds). I'm wondering if you also modded extra item slots into your armor and do you find deep pockets to be a worthwhile skill still?

I've modified all the armors in my game to keep them all useful throughout. I've added an extra inventory slot to the Carapace and Archangel armors only. Inventory items have a little bigger effect in my game, so Deep Pockets is definitely worth taking. It's like a perk that gives a S.C.O.P.E. or a Chitin Plating, and that's a big deal.

 

I agreed with your idea to make smoke grenades a non-essential skill for supports, but later decided that it was an essential item, after all it is better to prevent damage than it is to heal it and supports seem to fit the role of damage prevention very well.

Both are viable approaches. By splitting up the medic and smoke abilities so that they show up at different ranks, it's possible to make a fully defensive Support with Field Medic, Savior, and two smoke grenades with Dense Smoke along with Sprinter and Deep Pockets. My last play through had two Supports with Field Medic, but both took Rapid Fire instead of Savior. I had plenty of medkits and my guys packed more punch than Supports usually do, which was a very good setup. The other choice is between Smoke and Overwatch skills; a Support with Opportunist, Sentinel, and Covering Fire is really, really good at reaction fighting. Either way is viable, or you can take one of each.

 

Also surely there must be a better skill to give heavies at colonel than damn good ground, have you tried a defensive skill like will to survive?

This is my fourth rebuild of the ability trees. Mostly what I've been going for this time is synergy and thematic consistency with each branch. Toward that end, Damn Good Ground isn't usually all that great of a skill, but it does work well with the skills above it in the tree for a Heavy that focuses on improving their performance with the LMG instead of just trying to get more/bigger explosions. It's easy to make combos that are brokenly overpowered; my main goal has been to make builds that include skills that complement each other to reinforce distinct playstyles for different builds, while still offering a challenge.

 

Otherwise, very nice builds. I want to know what people think about Grenadier. Is it a worthwhile skill? I gave it to heavies but I don't think I've thrown a single grenade with heavies yet after the first month (rockets or holo-targetting mostly). Is it better on a different class like assault or support?

Grenadier really needs either Deep Pockets or modded armor with two slots for it to be much good. I've modded my grenades (go figure, I've modded everything) to give them longer range and a wider blast radius, so they're a little better now than they used to be.

 

I think for my next play though, I'll try swapping out Grenadier and Close and Personal in the Assault tree for Sprinter and Gunslinger. Close and Personal is rendered obsolete due to Absolutely Critical and Grenadier, like I said, needs an extra slot to be any good.

Edited by PaxEmpyrean
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XCOM Ability Comparisons: [updated 12 Feb 2013]

When trying to put together a new non-Psi class (Ability/Perk) Skill tree you have to make a selection of 7 out of 12 skills, available in two branches, 2 skills of which are common to both branches from a range of just under 47 skill possibilities. (Some skills are exclusive to particular classes or restricted use weapons.) The other 5 skill picks are presented in pairs of choices, preferably with those in one branch suited to a different role than those in the other branch, facilitating the creation of two distinctly purposed 'builds' for that class.

With such a range of possibilities and such a limited number in the end result, you don't want to waste any choices on duplication of effects that do not combine (combinations are commonly called 'stacking') or to cross purposes (aka 'undercutting' or 'nullifying'). Therefore it helps to be picking 'apples' from among other 'apples' as it were. Which is where these tables come into play. First of all the list of Abilities/Skills contains all known effects and interactions, as of this date as they are presented by class in the vanilla game. (Some of this information has been revealed by others [especially 'graaa' on NexusMOds Forums] trying out similar customized skill trees. Please contribute your discoveries.) The skills are numbered as they appear in the game tables, with the number given first in decimal and then in hexadecimal form. The hex value is used when changing the ability presented in the class skill tree mod.

First of all the list of Abilities/Skills contains all known effects and interactions, as of this date as they are presented by class in the vanilla game. (Some of this information has been revealed by others trying out similar customized skill trees. Please contribute your discoveries.)

The skills are numbered as they appear in the tool 'Visual Perks Editor' (not in the game 'BuildPerk' tables), with the number given first in decimal and then with the game 'BuildPerk' tables return code in hexadecimal form. The hex value is used when changing the ability presented in the 'GetPerkInTree<Class>' function for each soldier class (Heavy, Assault, etc.) located in the 'XComGame\CookedPCConsole\XComGame.upk' file. Each function uses those hex codes to retrieve the associated descriptions from the 'XComPerkManager list'.

That's just background material, so don't worry if it appears confusing: it is. Simply remember to use the hex codes in your mods.

Then the skills are listed in six tables of comparatively similar effects. A few skills appear in more than one table because they have more than one effect. These six tables are:

... Second shot enablers: (after moving or when weapon otherwise prevents it)
... Reaction shot enablers: (independent of 'Overwatch')
... Aiming modifiers: (Defense bonuses are effectively aiming penalties for the opposition.)
... Damage modifiers: (Health boosts or hit point recovery are effectively damage reduction.)
... Inventory modifiers: (carry additional, usually specific, items)
... Miscellaneous enablers: (anything that doesn't fit in the above groups)

These comparisons makes it easier to determine among similar choices as to which is more suitable for a particular role you have in mind for that build. It also makes it easier to determine if one skill is dependent upon the selection or effect of another, aiding in determining the preferred position in the tree. The tables also make it easier to see if and how your build is biased in a particular way.

Ability List:

Symbols:
*** (Class specific)
### (Issues)
nn/hh (nn=Decimal: for Visual Perks Editor; /hh=Hex: byte-code from VPE / XComPerkManager List.)

Default Heavy:
*** 01/12 Fire Rocket: Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
*** 02/1A Bullet Swarm: Firing the primary weapon as the first action no longer ends the turn. Does stack with Rapid Fire if that is used LAST.
### 03/13 Holo-Targeting: Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies. Does not stack with Flush or Rapid Fire.
*** 04/16 Shredder Rocket: Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.
05/15 Suppression: Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
06/5B HEAT Ammo: +100% to damage against robotic enemies.
### 07/17 Rapid Reaction: Confers a second reaction shot (at the same target), if on Overwatch and the first reaction shot is a hit. Does NOT stack with Sentinel or Covering Fire.
08/18 Grenadier: Allows to carry 2 grenades in a single inventory slot.
*** 09/19 Danger Zone: Increases hit area of rockets and suppression by 2 tiles.
10/11 Will to Survive: Reduces all normal damage taken by 2 if in cover and not flanked.
*** 11/29 Rocketeer: Allows 1 additional standard rocket to be fired per battle.
12/5E Mayhem: Confers additional damage based on weapon tech level to Suppression and all area-effect abilities (1 damage per tech level).

Default Assault:
### 13/06 Run & Gun: Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown. Does stack with Sniper Rifle ONLY with Snap Shot active.
### 14/21 Tactical Sense: Confers +5 Defense per enemy in sight (max 20). Does NOT protect against Squadsight Snipers.
### 15/20 Aggression: Confers +10% critical chance per enemy in sight (max +30%). Does NOT benefit Squadsight Snipers.
16/23 Lightning Reflexes: Forces the first reaction shot against this unit each turn to miss.
17/22 Close and Personal: Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
18/25 Flush: Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
### 19/24 Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. ITZ refreshes this after every kill, and works with Bullet Swarm if used last.
20/28 Close Combat Specialist: Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
21/27 Bring 'Em On: Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
22/1B Extra Conditioning: Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
23/2B Resilience: Confers immunity to critical hits.
24/29 Killer Instinct: Activating Run & Gun now also grants +50% critical damage for the rest of the turn.

Default Sniper:
### 25/02 Headshot: Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. Not useable with Shotguns or Assault Rifles.
*** 26/10 Snap Shot: Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
27/03 Squadsight: Allows firing at targets in any ally's sight radius.
28/5F Gunslinger: Confers 2 bonus damage with pistols.
29/0F Damn Good Ground: +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
### 30/09 Disabling Shot: Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty. Not useable with Shotguns or Assault Rifles.
31/08 Battle Scanner: Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
32/0B Executioner: +10 Aim against targets with less than 50% health.
33/0A Opportunist: Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
34/05 Low Profile: Makes partial cover count as full.
35/0E In The Zone: Killing a flanked or uncovered target does not cost an action. (Works for all classes, and with Run & Gun after a Dash.)
*** 36/0D Double Tap: Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown.

Default Support:
37/2C Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
38/1F Sprinter: Allows the support to move 3 additional tiles.
### 39/2F Covering Fire: Allows reaction shot to trigger on enemy attacks, not just movement. Only ONCE per enemy with Sentinal or Rapid Reaction.
40/30 Field Medic: Allows medikits to be used 3 times per battle instead of once.
41/5C Smoke and Mirrors: Allows 1 additional use of Smoke Grenade each mission.
42/38 Revive: Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
### 43/31 Rifle Suppression: Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim. Not useable with Shotguns.
### 44/34 Dense Smoke: Smoke Grenades have increased area of effect and further increase units' Defense by 20. Does not stack with Combat Drugs.
### 45/33 Combat Drugs: Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% critical chance for all units in the cloud. Does not stack with Dense Smoke.
46/35 Deep Pockets: Confers an additional item slot in inventory. (This will not display properly when combined with a mod that adds a second item inventory slot to armor.)
47/37 Savior: Medikits restore 4 more health per use.
### 48/36 Sentinel: Allows two reaction shots (at different targets) during Overwatch, instead of only one. Does NOT stack with Rapid Reaction.

Comparisons:
Bias Codes: + =bonus, - =penalty; Number before Section Code =XCOM, after =Aliens.
C=Critical Chance/Damage; L=with Limitation considerations; P=Psionic; T= Tech Level.

Second shot enablers:
... 02/1A *** Bullet Swarm (S): Firing the primary weapon as the first action no longer ends the turn. Does stack with Rapid Fire if that is used LAST.
... 13/06 Run & Gun (SL): Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown. Does stack with Sniper Rifle ONLY with Snap Shot active.
... 19/24 Rapid Fire (S-15A): Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. ITZ refreshes this after every kill, and works with Bullet Swarm if used last.
... 26/10 *** Snap Shot (S-20A): Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. (The description suggests this is weapon restricted. Needs validation for other weapons.)
... 35/0E In The Zone (S): Killing a flanked or uncovered target does not cost an action. (Works for all classes, and with Run & Gun after a Dash.)
... 36/0D *** Double Tap (SL): Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown. (The description suggests this is weapon restricted. Needs validation for other weapons.)

Reaction shot enablers: (Hardcoded limit of 2 Reactions per turn)
... 05/15 Suppression (R-A30): Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
... 07/17 Rapid Reaction (RL): Confers a second reaction shot (at the same target), if on Overwatch and the first reaction shot is a hit. Does NOT stack with Sentinel or Covering Fire.
... 20/28 Close Combat Specialist (RL): Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
... 33/0A Opportunist (R+20A): Eliminates the -20 Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
... 39/2F Covering Fire ®: Allows reaction shot to trigger on enemy attacks, not just movement. Only ONCE per enemy with Sentinal or Rapid Reaction.
... 43/31 Rifle Suppression (R-A30): Fires a barrage that pins down a target, granting reaction fire against it and imposing a -30 penalty to aim. Not useable with Shotguns. (The description suggests this is weapon restricted. Needs validation for other weapons like Sniper/Plasma weapons or LMG.)
... 48/36 Sentinel (RL): Allows two reaction shots (at different targets) during Overwatch, instead of only one. Does NOT stack with Rapid Reaction.

Aiming modifiers:
... 03/13 Holo-Targeting (+10AL): Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies. Does not stack with Flush or Rapid Fire.
... 05/15 Suppression (R-A30): Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
... 14/21 Tactical Sense (-A5~20): Confers +5 Defense per enemy in sight (max 20). Does NOT protect against Squadsight Snipers.
... 15/20 Aggression (+10~30CA): Confers +10% critical chance per enemy in sight (max +30%). Does NOT benefit Squadsight Snipers.
... 16/23 Lightning Reflexes (-A100): Forces the first reaction shot against this unit each turn to miss.
... 17/22 Close and Personal (+30CAL): Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
... 18/25 Flush (+30A-?D): Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
... 19/24 Rapid Fire (S-15A): Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. ITZ refreshes this after every kill, and works with Bullet Swarm if used last.
... 24/29 Killer Instinct (A&D): Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
... 25/02 *** Headshot (+30CA+?CD): Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. Not useable with Shotguns or Assault Rifles. (The description suggests this is weapon restricted. Needs validation for other weapons.)
... 26/10 *** Snap Shot (S-20A): Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. (The description suggests this is weapon restricted. Needs validation for other weapons.)
... 27/03 Squadsight (AL): Allows firing at targets in any ally's sight radius, but still requires clear LoF.
... 29/0F Damn Good Ground (+10A-10L): +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
... 30/09 *** Disabling Shot (-10A-100CDL): Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty. Not useable with Shotguns or Assault Rifles. (The description suggests this is Class restricted. Needs validation for other Classes.)
... 31/08 Battle Scanner (AL): Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
... 32/0B Executioner (+10AL): +10 Aim against targets with less than 50% health.
... 33/0A Opportunist (RC+20A): Eliminates the -20 Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
... 34/05 Low Profile (-A20): Makes partial cover count as full. [+20 Defense]
... 37/2C Smoke Grenade (-A20): Deploy a smoke grenade once per mission. The smoke confers +20 Defense to all units, not just allies, and lasts during the enemy turn.
... 41/5C Smoke and Mirrors (-A20): Allows 1 additional use of Smoke Grenade each mission. [+20 Defense]
... 43/31 Rifle Suppression (R-A30): Fires a barrage that pins down a target, granting reaction fire against it and imposing a -30 penalty to Aim. Not useable with Shotguns. (The description suggests this is weapon restricted. Needs validation for other weapons like Sniper/Plasma, Pistols, or LMG.)
... 44/34 Dense Smoke (-A40): Smoke Grenades have increased area of effect and further increase units' Defense by 20. Does not stack with Combat Drugs.
... 45/33 Combat Drugs (+10CA-DP20): Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% critical chance for all units in the cloud. Does not stack with Dense Smoke.

Damage modifiers:
... 04/16 *** Shredder Rocket (+D33%L): Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.
... 06/5B HEAT Ammo (+D100%L): +100% to damage against robotic enemies.
... 09/19 *** Danger Zone (D): Increases hit area of rockets and suppression by 2 tiles.
... 10/11 Will to Survive (-2DL): Reduces all normal damage taken by 2 if in cover and not flanked.
... 12/5E Mayhem (+1TD): Confers additional damage based on weapon tech level to Suppression and all area-effect abilities (1 damage per tech level).
... 17/22 Close and Personal (A&D): Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
... 18/12 Flush (+30A-?D): Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
... 21/27 Bring 'Em On (+1~5DC): Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
... 22/1B Extra Conditioning (-TDL): Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
... 23/2B Resilience (-D100%C): Confers immunity to critical hits.
... 24/29 Killer Instinct (+50%CDL): Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
... 28/5F Gunslinger (+2DL): Confers 2 bonus damage with pistols.
... 42/38 Revive (=33%D): Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
... 45/33 Combat Drugs (+10%CA-DP20): Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% critical chance for all units in the cloud. Does not stack with Dense Smoke.
... 47/37 Savior (-4D): Medikits restore 4 more health per use.

Inventory modifiers:
... 08/18 Grenadier (I): Allows to carry 2 grenades in a single inventory slot.
... 11/29 *** Rocketeer (I): Allows 1 additional standard rocket to be fired per battle.
... 40/30 Field Medic (I): Allows medikits to be used 3 times per battle instead of once.
... 46/35 Deep Pockets (I): Confers an additional item slot in inventory. (This will not display properly when combined with a mod that adds a second item inventory slot to armor.)

Misc enablers:
... 01/12 *** Fire Rocket (M): Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
... 38/1F Sprinter (M): Allows the soldier to move 3 additional tiles.

An interesting feature is that these skill tree changes WILL work with an existing game. The abilities of each existing soldier immediately reflects the new tree. However, you may have noticed that Psi abilities are not listed. They are restricted to only Psi operatives, and so outside the scope of this exercise.

'AleddJones' on the NexusMods Forum reports: "You can get 2 abilities per level if your soldier already 'earns' the ability and then said ability is placed lower in the tree [mod] opposite something you already chose. ... It cropped up when I was using my old save file to test ability tree changes, purely since I had a top ranked soldier in every class. I lost the screenshots I took, but it seemed perfectly functional. I never tried it while actively promoting, only at the endgame, but I don't see that being much of a factor to be honest. The only strange thing about the displays is having two highlighted skills on one level and then none on the next level, but that's obviously coincidental and can be changed in the upk."

Bias: To work out the bias of a particular skill tree design, count the number of occurrences in a particular comparison category on both branches. If a skill applies to more than one category, count both.

Example:
Overall Bias: Second shot= ; Reaction shot= ; Aiming= ; Damage= ; Inventory= ; Misc= .
Left Branch: S= ; R= ; A= ; D= ; I= ; M= .
Right Branch: S= ; R= ; A= ; D= ; I= ; M= .

Revised Assault Tree: CQB-Shotgun / Rifle Assault
R1: 13/06 Run & Gun (SL)
R2: 16/23 Lightning Reflexes (-A100) / 08/08 Grenadier (I) (w/ArcThrower Pistol)
R3: 34/05 Low Profile (-A20) / 14/21 Tactical Sense (-A5~20)
R4: 28/5F Gunslinger (+2DL) / 19/24 Rapid Fire (S-15A)
R5: 17/22 Close and Personal (+30CAL) / 21/27 Bring 'Em On (+1~5DC)
R6: 35/0E In The Zone (S)
R7: 20/28 Close Combat Specialist (RL)/ 33/0A Opportunist (R+20A)
Overall Bias: Second shot=3; Reaction shot=2; Aiming=6; Damage= 2; Inventory=1 ; Misc= 0.
Left Branch: S=2; R=1; A=3; D=1; I=0; M=0.
Right Branch: S=2; R=2; A=3; D=1; I=1; M=0.

Modding the Skill Trees:

There is only one hex code byte that needs to be replaced to switch a skill in the tree, so this lends itself well to a 'search-and-replace' style mod. In essense you:
FIND a hex code pattern: 2C hh 06 or 2C hh 04 (last skill in that class tree),
where 'hh' is the hex code of the original game ability in that position in the skill tree, and REPLACE with the original game hex code of the desired ability.
Since the REPLACE pattern has to be the same length as the FIND pattern, it needs to be: 2C yy 06, where 'yy' is the new ability hex code you want in that position of the tree.

Example:
[FIND]
{ lengthy pattern from 'GetPerkInTreeHeavy' function omitted }
2C 12 06 { locates Heavy's 'Fire Rocket' skill: byte-code 12 }
{ remainder of lengthy pattern from 'GetPerkInTreeHeavy' function omitted }

[REPLACE]
{ same lengthy pattern in FIND from 'GetPerkInTreeHeavy' function omitted }
2C 06 06 { plugs in Assault's 'Run & Gun' skill: byte-code 06 }
{ same remainder of lengthy pattern from 'GetPerkInTreeHeavy' function omitted }

Rev: 12 Feb 2013 [Expansion of comparison coding scheme; some re-arranging.]

-Dubious-

Edited by dubiousintent
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An interesting feature is that these skill tree changes WILL work with an existing game. The abilities of each existing soldier immediately reflects the new tree. However, you may have noticed that Psi abilities are not listed. They are restricted to only Psi operatives, and so outside the scope of this exercise.

 

-Dubious-

 

Cheese addendum - you can get 2 abilities per level if your soldier already 'earns' the ability and then said ability is placed lower in the tree opposite something you already chose. I'm not sure if this is practically applicable since you'd have to micromanage sections of the upk between promotions, but it seems potentially viable for some interesting/insane builds.

 

Cheers for laying out the info, I only read through most of it but not all so hopefully that's somewhat relevant.

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Anyone who previously attempted to use the comparison tables in post #18 probably wondered about the hex codes. I apologize for that, as they were a simple hex conversion of the decimal numbers which are of no use when you attempt to actually create a mod, except for plugging the decimal version of them into the VPE. I believe I have now figured out what is needed (the hex codes returned by the 'XComPerkManager List') and have updated that post with those hex codes. Those are the hex values anyone manually editing should be using, plugged into the 'GetPerkInTree<Class>' function for that class.

 

I have made some progress on creating 'ToolBoks Custom Mods' to simplify implementing such changes for this purpose, and am about ready to test my first such mod. There will need to be a 'Custom Mod' for each class, as it has to replace the entire 'GetPerkInTree<Class>' function for that class. Therefore a fair amount of documentation and instruction will be needed to make it as 'user friendly' as possible to customize for individual preferences.The ToolBoks author (bokauk) has indicated a willingness to add the ability to include comments within the hex-code blocks to assist with this, so it will probably have to wait for that capability to become available before I will make any available (other than posting here if requested).

 

Cheese addendum - you can get 2 abilities per level if your soldier already 'earns' the ability and then said ability is placed lower in the tree opposite something you already chose. I'm not sure if this is practically applicable since you'd have to micromanage sections of the upk between promotions, but it seems potentially viable for some interesting/insane builds.

That is an interesting point, and obviously a lesson learned from experience. I expect it causes problems in the soldier ability display, at a minimum. I am surprised that a crash didn't result, unless at some previous point they had made provision for more than one skill gain per rank. Purely speculating, perhaps the second skill was occupying the slot intended for a Psi skill? At any rate, I would strongly suspect an unusable game at some point thereafter. Hopefully some brave soul attempting that will report back.

 

Given the current state and limitations of modding, starting a new game is always the recommended 'safe' way to implement a mod.

 

-Dubious-

Edited by dubiousintent
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