XCOM 2
[WOTC] Tempest Combat
62 Comments
RambelZambel Jan 2 @ 9:53am 
knockback change doesnt work(with only cosnetic mods on)
JohnFire Jun 14, 2023 @ 8:25pm 
update please
Udaya  [author] Mar 25, 2021 @ 9:15pm 
@Empusae Yeah, it's compatible with Supreme Focus (and all of my other mods).

@KirGeo Thanks!
Empusae Mar 25, 2021 @ 2:42pm 
Compatible with Supreme focus?
KirGeo Mar 24, 2021 @ 10:41am 
Your mods are great, have almost all of them without even realizing.
Tayron Jul 24, 2020 @ 7:24pm 
Nevermind I think it was just a glitch because I pushed restart mission in console and Parry started working again
Tayron Jul 24, 2020 @ 2:26pm 
I haven't gotten to play with it that much but for some reason my templar can't parry any more. Sometimes it lets them rend twice which is weird. I'm gonna play with it later tonight see if its just a 1 time glitch or not
Tayron Jul 21, 2020 @ 7:44pm 
TY
Udaya  [author] Jul 20, 2020 @ 4:05am 
@Tayron Alright then. But if you ever run into any conflicts, you can always come back here.
Here's the script: https://drive.google.com/file/d/10Spjg9oukDmKD4sYlrd3K2N3sJSmyUV3/view?usp=sharing

Just replace the .u file in Steam\steamapps\workshop\content\268500\1428718101\Script with the new one from that link, and you'll be all set.
Tayron Jul 19, 2020 @ 9:48pm 
I do have another mod that makes them already available in momentum. At the expense of costing an extra focus. I don't know how that would work. But yes it would be nice if they were available in momentum as well.
Udaya  [author] Jul 19, 2020 @ 2:06pm 
@Tayron Also, do you want Invert and Exchange to be available during Momentum, or just free actions?
Tayron Jul 19, 2020 @ 11:53am 
that would be amazing
Udaya  [author] Jul 19, 2020 @ 11:27am 
@Tayron Unfortunately, Invert and Exchange have their action point costs set in the game script instead of the configuration, so you won't be able to edit an .ini file to make that change.

But if you want, I can send you a .u file that you can replace this mod's .u file with to make Invert and Exchange free actions (along with the rest of the changes already in this mod).
Tayron Jul 19, 2020 @ 10:01am 
Is it possible to maybe make invert and exchange also be free actions if not would it be possible to edit the ini files to do so.
Jurassic_Jerk Apr 16, 2020 @ 4:53pm 
@Udaya Ok, no worries. I thought if could be useful for following up with a skullmining attempt. I'm just looking for a way to give Specialists a leg up in hacking/skullmining through Class synergy.
Udaya  [author] Apr 15, 2020 @ 10:52pm 
@Jurassic_Jerk I don't know if it's possible to add something like that to Volt in any meaningful way, since Volt only works on organic targets (who usually don't use hack defense). Either way, I'm not really making new mods nowadays. I can help with some requests, like modifying what some of my mods already do, but probably not new stuff.
Jurassic_Jerk Apr 15, 2020 @ 10:26pm 
Could you add some kind of Hack defense debuff to one/some of the templar's abilities? I think "Overcharge" or "Volt" could work well. Or perhaps you could add it to auto-pistol attacks as a passive extension to their G.T.S. ability?
Elijah of Worldbuilding Feb 22, 2020 @ 2:06pm 
...and yet another reason why I am never installing the "Luck of the Draw" Psi Lab Mod.
GargakOfTheEast Feb 21, 2020 @ 7:08pm 
Okay.

I got a hare-brained idea as to which mod is the problem.

A Psionics-related mod changed the Psi Lab back to the XCOM:EW system where soldiers are tested to be "gifted" or not.

I also have the Gene Mods mod, and gave my Templar immunity to psi abilities, friendly or hostile.

I bet you what happened, is that after I researched Psionics, the game rolled her as Gifted, even though I haven't discovered her to be gifted yet. And since she is gifted, nearly everything she does is considered Psionic, even her Focus and Momentum abilities.

So she essentially has no abilities anymore, other than Reaper. Reaper still works, which has nothing to do with Focus, and is a Ranger skill. I bet that is why it still works, but none of her other abilities work anymore.
GargakOfTheEast Feb 21, 2020 @ 6:44pm 
Hi @Udaya.

I really just don't know what I could have done wrong. My Templar is totally ruined. She does not gain focus, cannot use any skills that use focus, and the Deep Focus GTS perk does not work.

Amazingly, she does not even get her Momentum move anymore after striking an enemy.

I have no idea what could do this. I completely uninstalled and reinstalled the game and all Workshop content.

I guess this campaign is a wrap. I don't know what I did.
Udaya  [author] Feb 20, 2020 @ 3:55pm 
@GargakOfTheEast Not that I know of. This is the first time I've ever heard of someone having a game-breaking bug like this for the Templar. I'm not even aware of many other mods that directly affect how the Templar gains Focus. This mod barely does that, and Tempest Combat only affects combat abilities in a limited way. A Better Ghost is the only mod I have that changes Focus collection such that Templar Ghosts can pick up Channel Focus.

Either way, I usually just go through my mod list disabling every mod until the glitches stop happening. Seems archaic, but it's the only thing I can suggest. Perhaps TQL mode can make debugging easier for you?
GargakOfTheEast Feb 20, 2020 @ 3:21pm 
Hi,

Great mod, and it seemed to work great, but I've run into a problem. I do not know which one might be causing the problem though. I have both Tempest Combat and the Deep Focus mod.

Unfortunately, Deep Focus appears to simply not work. I do not know what the problem is.

However, a very strange bug popped up last night. I am re-veryifying game files to see if something got corrupted and can be fixed. We'll see if that fixes it.

I noticed my Templar was acting strange. Then I noticed why - she wasn't gaining any Focus! She had ZERO focus the entire mission, no matter what she did! Also, the GTS perk that gives her 1 free focus at the mission start didn't work. She couldn't use Parry, Volt, or anything. This persisted across multiple missions.

Has this behavior been observed before?
Udaya  [author] Dec 22, 2019 @ 11:58pm 
@Tayron Not with this mod's Config, no. The game defaults Focus costs at 1 unless specifically initialized to another number by a variable (like Ghost's cost of 2). So, there isn't any way to change Pillar's cost unless you mod it to happen.
Tayron Dec 22, 2019 @ 12:31pm 
Is it possible to change the focus cost of pillar
Udaya  [author] Oct 31, 2019 @ 6:07pm 
@Σ Thanks. I guess it all depends on what difficulty mods you're applying to your campaign, but I'm truthfully not that great when it comes to balance of soldier abilities. That's why I always leave the option for tweaking stun duration, cooldown, accuracy, etc. in the configuration.

When it comes to the numbers I choose for these buffs, they're all based on how I (used to) play. But I have no idea how others set up their mods, so I can only hope they get a good experience with whatever they think is right for their play style.
Σ Oct 31, 2019 @ 4:48pm 
this mod changes the way I play Templar. They used to be just a frontliner berserker type of assault trooper but now they can provide support with stun, and more durability with Pillar. It does feel like it make Templar even stronger than before but at least it gives more flexibility in the skill build.
Especially after getting the 1 Focus skill plus High Mobility and High Dodge, my Templar can disable one enemies, and then attack another enemies, with some RNG getting another Focus to apply Pillar in case they are surrounded by many enemies.
A possible tweak on the stun duration of Stun Strike might balance things a bit more, as of now, most enemies will be stunned for quite some time (esp with high Focus on Templar).
However, if you have mod that add more pods, or stronger enemies, this mod made Templar into one of your best tactical officer.
Thank you!
Elijah of Worldbuilding Oct 24, 2019 @ 4:05pm 
...because of course I can't have free cover, merely negating a single attack or run the fuck away.
Snipe Oct 14, 2019 @ 4:44pm 
Why didn't I find this mod before now? I haven't used it but it looks awesome. Thanks.
Mirahael Aug 15, 2019 @ 1:07pm 
It certainly boosts the Templar's Stun Strike and Pillar, making them much more desired and effective, great work!
EvilNecroid Mar 15, 2019 @ 7:07am 
sounds good :)
Kwic Dec 16, 2018 @ 4:58am 
@IOException What do you call a RPGO ?
Udaya  [author] Dec 10, 2018 @ 3:53am 
@IOEcception It’s actually possible to configure Stun Strike back to the base game’s settings if you modify a few things in XComGameData_SoldierSkills.ini and XComTempestCombat.ini, leaving Pillar as the only changed ability.
IOException Dec 9, 2018 @ 6:56pm 
Udaya, could you give Pillar it's own mod? I'm planning a RPGO run next and would really like to use it!
Chaon Aug 26, 2018 @ 5:58pm 
Everyone seems to be pointing towards the mod, "Primary Secondaries", as the culprit, so that mod is likely what's causing the issue
Gulvon Aug 26, 2018 @ 4:34pm 
@latis what mod is messing with the animations if you have found it I am having the same issue
Latis Aug 25, 2018 @ 5:07pm 
Ty, i'm asking the last modders that update to see what can be f**cing the animations.
My templar now is a ninja jesus
Udaya  [author] Aug 25, 2018 @ 3:57pm 
@Latis The T-pose stance is occasionally used as a default when no other AnimSets can be found or used. Regardless, the mod's update was very slight and has no correlation to Volt whatsoever. So I have no idea what could be causing your animation issues. I even tested Volt several times in debug mode and found no anomalies myself.
Latis Aug 25, 2018 @ 2:57pm 
Hey, since this mode is updated my templar animations messed up, he attacks likes he has a swords and stay doing the big jesus (cross stance) to launch a volt. Any ideas?
Player 2 Jul 12, 2018 @ 1:02am 
Thank you.
Udaya  [author] Jul 9, 2018 @ 7:57am 
@Tenno Typically, when you're trying to make an ability different in a way that's not apparent in the game's existing ini files, you have to edit their classes. For a change like this, you'd have to go into the Src/"Mod's Name"/Classes file of your mod and do what I did for Pillar in your X2DownloadableContentInfo file. The only things that would be different for Soulfire is that it wouldn't have the line "Template.AbilityCosts.AddItem(new class'X2AbilityCost_Focus');" and would use "ActionPointCost.iNumPoints = 1;" instead of "ActionPointCost.iNumPoints = default.PILLAR_AP;" unless you're invested in giving the mod user customization. And as for all the lines with "//" behind them, they don't actually do anything. But mainly just understand the classes first and then ask if you need help.
Tenno Jul 9, 2018 @ 6:44am 
@Udaya great mod, but how did you manage to make an ability a free action? I've looked at the ini files included in the mod, and I can't seem to replicate it with my own ini edits. I'm specifically trying to make soulfire from the psi ops tree a free action, do you have any tips?
Razkil Jul 8, 2018 @ 12:58am 
@Udaya thank you, i am still very new to the game, WOTC brought me back. Keep up the fantastic work!
Udaya  [author] Jul 7, 2018 @ 9:09pm 
@DiViNe NeKO By all means, but I'm somewhat surprised that a mod like this didn't come out sooner with all of the other ability "patches." A few days after War of the Chosen was released, various mods affected Skirmisher and Reaper abilities, like Not Enough Skirmishing and Sting charge removal. It's probably due to the Templar's mass amount of abilities that these two were ignored, but I wish I'd started modding sooner in the effort of making all abilities equal.
DiViNe NeKO Jul 7, 2018 @ 8:16pm 
This should be considered a 'Patch' mod, never would use these abilities before since they were useless on vanilla but now this makes them a legit ability for Templar :steamhappy:
Razkil Jul 7, 2018 @ 3:58pm 
Is there a way to skip placing a pillar? Either there is not, or i am doing something wrong.. Cause with the free movement, placing a pillar every turn can be frustrating and hinder focus building early game.
trapbuilder2 Jul 7, 2018 @ 3:03am 
Thank you for this
Yojimbo Jul 6, 2018 @ 9:38am 
indeed, I was disapointed by Stun strike, and always consider Pillar as unusefull, so this mod seems to be amasing, thx for the work !
Oblivious Naga Jul 4, 2018 @ 2:18am 
That is super helpful for us lazy people
Udaya  [author] Jul 3, 2018 @ 8:47pm 
** UPDATE **
Recent formatting changes to the mod may have overwritten your files, so make sure to reconfigure them to your desires before playing again. I've added the code to enable Momentum for Pillar this time, so it shouldn't take too long to code this time.
@BorgadnRager @DigThat
Udaya  [author] Jul 3, 2018 @ 4:00pm 
@awkwardmoment Yeah, I can only imagine the possibilities that this mod can bring to Pillar now that it's more flexible for a primarily-melee unit.