XCOM 2
[WOTC] Supreme Focus
251 Comments
derrien Dec 5, 2024 @ 6:35am 
In case you're still around, when you say: "
By default, Supreme Focus gives the Templar +4 Rend damage, +4 mobility, and +35 dodge.", does it mean it's not based on the focus level? What about deflect/parry? Do they also have 70% chance with no conditions?
沧月流觞 Aug 23, 2024 @ 8:44am 
cant use in LWOTC
MagBat63 Apr 22, 2024 @ 10:25am 
Does this work with recruited Templars from the Recruitable Templars Mod? I have several high ranking templars, both original and recruited, but the ability hasnt showed up for any of my soldiers ( im doing an all templar run)
Elder Feb 22, 2024 @ 4:49pm 
Fantastic mod, great for templars to really shine
andrews94 Jan 7, 2024 @ 8:40am 
In LWOTC the Templar does extra damage if the target is further away fleche damage.
I think this prevents this mod from working in LWOTC. Any ideas of a way round this?
Inertia Jul 27, 2023 @ 11:41am 
advice for people who use this mod mid-campaign. do NOT use it on existing Templar with rebuild class console command. it will cause your game to freeze. always create new templar with give faction hero console command and dismiss the old one
JohnFire Jun 15, 2023 @ 3:25am 
update please
Bethrezen Mar 3, 2022 @ 1:59pm 
@Udaya added Russian translation
Udaya  [author] Feb 2, 2022 @ 5:19am 
@Bunbun That seems correct to me. As long as you add those lines to a mod's XComGameCore.ini, the Nanoscale Vest's HP bonus should be changed to 2.

If the mod config file already has [XComGame.X2Ability_ItemGrantedAbilitySet] in it, you can also just add:

-NANOFIBER_VEST_HP_BONUS=1
+NANOFIBER_VEST_HP_BONUS=2

Below wherever [XComGame.X2Ability_ItemGrantedAbilitySet] is in the file.
Bunbun Feb 1, 2022 @ 9:31pm 
@Udaya Not sure if I've been adding this line correctly

[XComGame.X2Ability_ItemGrantedAbilitySet]
-NANOFIBER_VEST_HP_BONUS=1
+NANOFIBER_VEST_HP_BONUS=2

Is the code I've been adding to the ini file of a mod but it doesn't seem to be working. Sorry to bother.
Udaya  [author] Jan 31, 2022 @ 5:53am 
@Bunbun Certainly, that should be easy enough to do. If you want to change the health boost from the base game's Nanoscale Vest, you can either edit an existing XComGameCore.ini file within one of the Config folders of your mods or create the file in a mod and add the following lines:

[XComGame.X2Ability_ItemGrantedAbilitySet]
-NANOFIBER_VEST_HP_BONUS=1
+NANOFIBER_VEST_HP_BONUS=<new health value>

In general, most equippable items in the game should have an associated .ini entry like this, and many mods have configuration settings for the items they implement as well. So if it's a modded item, I'd definitely recommend checking out the Config folder first to see if it's possible from there.
Bunbun Jan 31, 2022 @ 5:05am 
@Udaya I know this isn't for this mod but as it seems you explain these things in a very easy to understand way, might you know how to change the health value of the nanoscale vest from 1 to 2? There is a mod that doesn't seem to be working on steam anymore but I would like to add that health value to it.
Udaya  [author] Jan 31, 2022 @ 4:22am 
@Bunbun No problem, and thank you, I really appreciate it! Hopefully everything goes smoothly with your campaign!
Bunbun Jan 31, 2022 @ 4:21am 
@Udaya Thank you very much for the clear explanation on how to make it work. Loved many of your mods, especially the reaper, templar and skirmisher ones.
Udaya  [author] Jan 31, 2022 @ 1:18am 
@Bunbun Sure, that seems possible. The base ability already exists in this mod, so you could technically just remove the XComClassData.ini file from the Config folder in this mod, then replace one of the abilities in Chimera Heroes with "SupremeFocus" to make them work together. Just note, however, that SupremeFocus requires DeepFocus as a prerequisite ability, so you'll have to somehow integrate the SupremeFocus ability into the Chimera Heroes Templar ability tree in a way that reflects this (see screenshots above for example).
Bunbun Jan 29, 2022 @ 3:08am 
The mod seems great and balancing abilities which needed the changes. Is there a way though to add this to a rework? I'm currently using Chimera Heroes by Cato and would like the ability changes along with maybe the internal code to add supreme focus to the templar ini in chimera heroes.
TheDuke37 Apr 17, 2021 @ 8:48pm 
@Cookiesnm1lk
It won't work if you have any other mod that replaces the spot where the ability should be. Any mod that "reworks" the Templar for example.
Cookiesnm1lk Mar 10, 2021 @ 5:17pm 
this isn't working for me.
mcLegend2240 Nov 24, 2020 @ 3:36am 
Quick question will this work with rpg overhaul
적당히해 Oct 8, 2020 @ 6:11pm 
Your mod is the best for me.

And, please! more config file!

I want to make more stronger arc wave and ionic storm.

Also, could you change overcharge's focus points?
(example : overcharge gets 1 focus point -> overcharge gets 2 focus point.)
Udaya  [author] Oct 2, 2020 @ 6:29pm 
@Praefectus It seems like you already have things figured out if you've gotten this far with choosing the weapons you want for your Templars. I'm afraid I can't help you much anymore though, since these are questions you're better off asking the other mod author instead of me.
Praefectus Oct 2, 2020 @ 5:30pm 
(AbilityName="Faceoff", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (), (), (), ()))
And probably change this to "Primary weapon" to work on the sidearm as the shard is a secondary weapon on this mod?
Praefectus Oct 2, 2020 @ 5:07pm 
Well, yeah so if those are the default why wouldn't they work with this Templar? I don't intend to use the bullpup. What should I change to make sure the ones from the mod will keep using their actual weapon and compatible with their skills? I changed this line to give them access to their sidearm as main weapons.
;New Weapons
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="gauntlet")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="bullpup")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sidearm")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="pistol")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="autopistol")
Udaya  [author] Oct 2, 2020 @ 11:29am 
@Praefectus The random deck abilities are all listed in XComClassData.ini. By default, Templars can get Sustain, Bladestorm, Fortress, Reaper, Shadowstep, Quickdraw, Faceoff, and Lightning Hands. I'm pretty sure Faceoff won't work there either, but I haven't checked.

Anyways, you can just replace the class data in "Primary Weapons for Recruitable Templars" with the one in that link and it should work.
Praefectus Oct 2, 2020 @ 3:31am 
Also so quickdraw and lightning hands don't work with sidearms? Cause I did want to keep Templars as Templars, using their automatic sidearm thing instead of a bullpup.
But what are the 'default' random deck abilities Templars get then?
Praefectus Oct 2, 2020 @ 3:24am 
Oh, damn I didn't even know that secondary mod had its own Classdata ini, no wonder why. A friend of mine did tell me it was possible there were two class datas conflicting but it never went through my head that the primary weapons mod was making it wonky.

And yeah, I would like to change them to the 'default' of a templar. But should I just copy-paste this example of yours in the Classdata.ini of that good and it will be good to go then?
Udaya  [author] Oct 2, 2020 @ 1:56am 
@Praefectus Sorry for responding so late, but editing the XComClassData.ini of that mod won't help you. Since you're also downloading the "Primary Weapons for Recruitable Templars" mod in conjunction with "Recruitable & Trainable Templars", you need to edit the class data configuration for that mod instead. The reason why is because the secondary mod "refreshes" the ability entries that would normally exist in the primary mod.

Regardless, an example XComClassData.ini that would work is shown here: https://pastebin.com/1VJfY3SH

Just to let you know, some of the random deck abilities (Quickdraw, Lightning Hands) don't work with the weapons given to Templars in that mod. It's up to you if you want to change them or not, but this is the most basic way to add Supreme Focus and Scorch to NightNinja54's mod.
Praefectus Sep 26, 2020 @ 8:52pm 
Is there any way to get this to work with the recruitable Templar mod? https://steamcommunity.com/sharedfiles/filedetails/?id=1710913197 The skill list doesn't update along with your changes. And I did -try- to edit the class ini of that mod, but the results weren't exactly positive. Either no changes happened or the skill tree turned into a scrambled mess.
Key Ring Sep 26, 2020 @ 1:06am 
Ok, I was just checking to see if it was intentional and I just missed it in the description or something. I think it might be exactly what you said though, as I have a mod that allows templars to use any pistol type. I managed to find a quick and dirty fix by installing another mod so all is well. Thanks for the reply tho!
Udaya  [author] Sep 25, 2020 @ 12:00pm 
@Key Ring That's weird. I didn't change anything about Templar pistols in this mod. Is it possible you're using another mod that changes Autopistols or somehow gives classes the ability to use all types of pistols by discreetly adding an ability?
Key Ring Sep 25, 2020 @ 7:44am 
Hey great mod, there's just one issue. Maybe I'm missing something, but my templars can't fire their pistols with this mod installed. Do you know if there's any way to fix this?
andrews94 Jun 11, 2020 @ 5:36pm 
Makes sense sorry to be such a pain.
Your mod must be working OK as the mobility and dodge increase all the way up to focus 7.
Thanks for educating me, I should have realised.
Udaya  [author] Jun 11, 2020 @ 4:48pm 
@andrews94 I think I know what's going on. Reaper reduces the damage of Rend after every consecutive kill, which is why it looks like Rend damage isn't increasing with Focus. Thus, the Focus balances out the Reaper debuff when you continuously gather focus with Rend.
andrews94 Jun 11, 2020 @ 4:25pm 
Her rend damage stays the same from focus 0 to focus 7 (on a reaper chain) until the next turn
then the focus 7 damage increase is there.
I downloaded the script again and will try again, maybe it got corrupted.
Udaya  [author] Jun 11, 2020 @ 2:41pm 
@andrews94 That's pretty weird. I wouldn't think something like this would happen unless you had an older version of the script or a bad configuration. But it seems like this mod is working semi-functional for you, which usually doesn't happen when bugs pop up.

Just to make sure, at what Focus level does Rend damage stop increasing?
andrews94 Jun 11, 2020 @ 11:43am 
I checked and they are all there exactly as you listed here.
I previously checked all your replies about making this work including the script file you created for the increased focus levels. As I stated the increased mobility and dodge increase as focus goes up but not rend damage, its weird. The extra damage is there on the next turn.
Do you think I have the wrong script? , would it work with your original script?
Even if I cant make it work it is still a good buff for my Templar.
Thanks again.
Udaya  [author] Jun 11, 2020 @ 1:10am 
@andrews94 Is it possible that your XComSupremeFocus.ini file doesn't have the following lines of code?:

[SupremeFocus.X2Ability_TemplarAbilitySet_SupremeFocus]
FOCUS4MOBILITY=4
FOCUS4DODGE=35
FOCUS4RENDDAMAGE=4
; The following stat changes are only used if you add more 'IncreaseFocusAbilities' to XComGameData_SoldierSkills.ini.
FOCUS5MOBILITY=5
FOCUS5DODGE=50
FOCUS5RENDDAMAGE=5
FOCUS6MOBILITY=6
FOCUS6DODGE=60
FOCUS6RENDDAMAGE=6
FOCUS7MOBILITY=7
FOCUS7DODGE=70
FOCUS7RENDDAMAGE=7
FOCUS8MOBILITY=8
FOCUS8DODGE=80
FOCUS8RENDDAMAGE=8
FOCUS9MOBILITY=9
FOCUS9DODGE=90
FOCUS9RENDDAMAGE=9
FOCUS10MOBILITY=10
FOCUS10DODGE=100
FOCUS10RENDDAMAGE=10

[SupremeFocus.X2DownloadableContentInfo_SupremeFocus]
SCORCH_DISORIENT_PERCENT_CHANCE=100
andrews94 Jun 11, 2020 @ 12:57am 
Sorry to be a pain but something odd is happening
My Templar now has Supreme Focus and her max focus is 7.

She has reaper and I managed to get a reaper chain going all the way from focus 1 to focus 7 on the same turn, her mobility and dodge increased as her focus got stronger but the rend damage did not increase as her focus grew.

On the next turn the damage increase was there but not on the reaper chain.
Any thoughts on this? , I wonder if I got the wrong script file.

thanks
andrews94 Jun 10, 2020 @ 8:41pm 
Yes looks like all is fine.
My Templar reached captain and I selected deep focus and her focus went from 2 to 4.
thanks for your help and replying much appreciated.
Udaya  [author] Jun 10, 2020 @ 4:26pm 
@andrews94 Those abilities should be tied to the abilities Templars already have, if I remember correctly. As long as you level up your Templar and select the Focus-increasing abilities that are already in the skill tree, you should get the Focus boost desired (beyond 4).
andrews94 Jun 10, 2020 @ 2:54pm 
Firstly thanks for this mod I really like it.
I am trying to increase focus beyond 4 and have added "DeeperFocus" , "SupremerFocus" and "EvenSupremerFocus" to your mod folder XcomGameData_SoldierSkills.ini and downloaded the script file you created to make it work.
My question is do i also need to add them as abilities to select on promotion as with supreme focus, I am a little confused as to how to make them work, thank you.
Udaya  [author] May 25, 2020 @ 1:03am 
@Lampros No problem. What I meant in the mod description is that when a Templar has 4 Focus points, those are the effects of all the Templar's abilities. None of those abilities were directly buffed by this mod, just that Supreme Focus gives you the chance to get them to that level.

Also, yes. Volt jumps once every Focus point starting from 2 Focus i.e.
1 Focus → 1 enemy hit max.
2 Focus → 2 enemies hit max.
3 Focus → 3 enemies hit max.
4 Focus → 4 enemies hit max.
Lampros May 24, 2020 @ 10:49pm 
By the way, I have used Templars so seldom (in spite of my hours played), that I didn't realize that a lot of these skills go up in effectiveness on the basis of accumulated Focus. So, for instance, Volt would jump 1 enemy per Focus if it ends up with 4 with your mod?
Lampros May 24, 2020 @ 10:45pm 
Thanks for the prompt - and comprehensive - response. I guess I misunderstood the description of this mod. I thought this mod changes virtually all Focus-related skills from the get-go; but from re-reading, it seems like those skills are only changed if you acquire the capstone Supreme Focus skill? If so, then my misinterpretation!

As for the class as a whole, I guess the fundamental issue is that a melee-centric character is always going to be sub-optimal in XCOM 2, because of the likelihood of triggering extra pods. So I would've like to see a mod that addresses a reliable way to do consistent ranged damage for the Templar - optimally a Focus-less option other than the pitiful pistol. Or perhaps start the mission at full Focus? Anyways, let me explore your other mod a bit more; the true "stun" option is quite promising upon second look. And thanks again!
Udaya  [author] May 24, 2020 @ 10:14pm 
@chand3123k That's fair enough. Some mods are bound to be overpowered when they aren't balanced by other mods. When you do look at the secondary effects though, just remember that it's how the game is designed to handle the Templar having a 4th level of Focus (not a personal balance choice of mine).

Typically, if you want to use a Templar, it's a good idea to gather up max Focus early on and position your melee attacks such that the Arc Wave targets several other enemies. Though Rend doesn't pierce armor, Arc Wave does. Since both abilities accumulate Focus, you can also use Ionic Storm on hordes of enemies and immediately regain that Focus.

I think the Templar is great regardless of this mod, but if you're really concerned with giving them the edge on Rangers, you could guarantee them the Bladestorm/Fortress/Reaper abilities. They normally appear as a random ability roll, but there are mods to guarantee that they show up for you.
chand3123k May 24, 2020 @ 9:19pm 
Hello Udaya. Thank you so much for this mod! Just my 2 cents. I think the changes here make the templar go from slightly under competitive to a bit strong. I will say the idea of giving them a fourth focus is brilliant. But the upgraded secondary effects on some abilities make them a killing machine. Ghost/pillar/stun strike make sense since they weren't used often. but some of these skills are a huge overhaul/upgrade.

My issue with unmodded templar is, why would I use this when I can use a ranger with katana or even their fusion blade? I was annoyed that they had to be at max focus just to be on par with a fusion blade ranger at times. Additionally their rend does not pierce armor. I do agree with the ionic storm damage upgrade to a certain extent. The deflect chance of 70% seems a bit high though.
Thank you for this mod!
Udaya  [author] May 24, 2020 @ 8:58pm 
@Lampros All of my mods are compatible with each other. The reason I don't combine many of my class changes is to give people more room to choose what they want changed or not. Anyways, this mod does give Templars access to two new abilities that can make Templars more effective, but it doesn't necessarily buff up existing abilities like Tempest Combat. Supreme Focus is an ability that makes every Focus-based ability marginally more useful than before, but if you believe the class is ineffective as a whole, it may not be enough for you. Still worth a try, I guess.
Lampros May 24, 2020 @ 6:12pm 
Also, a bit strange that you made two mods overhauling the same class. May I ask what's the intention here?
Lampros May 24, 2020 @ 6:11pm 
Is this compatible with Tempest Combat? If not, does it buff up Templars more so than that mod? I am really frustrated with the ineffectiveness of the class, and I am looking for any way to remedy it.
Aztlan Apr 16, 2020 @ 8:58pm 
Is this mod at all compatible with Musashi's RPG Overhaul mod?