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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?
I think this prevents this mod from working in LWOTC. Any ideas of a way round this?
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.
[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.
[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.
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.
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.)
And probably change this to "Primary weapon" to work on the sidearm as the shard is a secondary weapon on this mod?
;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")
Anyways, you can just replace the class data in "Primary Weapons for Recruitable Templars" with the one in that link and it should work.
But what are the 'default' random deck abilities Templars get then?
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?
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.
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.
then the focus 7 damage increase is there.
I downloaded the script again and will try again, maybe it got corrupted.
Just to make sure, at what Focus level does Rend damage stop increasing?
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.
[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
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
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.
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.
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.
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!
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.
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!