XCOM 2
Hero Rebalance - Templar
59 Comments
Shuri-Sama Jul 6 @ 2:43am 
seems more or less broken. not recommanded to use
GradientPumpkin Oct 9, 2022 @ 1:22pm 
So did anyone ever figure out how to make this work with RPGO?
Dęąth Viper Apr 28, 2022 @ 4:03pm 
Hi would it be ok to use some of the unreal script from this mod for a future project of my own?
suburban_gorilla_911 Jul 20, 2021 @ 2:09pm 
There i 2 things that prevent me from using this mod. The fact you took bladestorm away from bounus skills and the fact you can't use rend with amplify. Also would like so see overcharge back into the skill tree there is an empty spot for it.
OnlySigurd Apr 7, 2021 @ 5:36pm 
Comments saying it doesn't work, all three of Author's hero re-balancing mods work perfectly for me. Went through and made sure to delete all mods that effected their trees and gtg. WotC, all DLC, no Long War.
Stray Mar 24, 2021 @ 10:41pm 
Doesn't work anymore sadly.
If you use this mod and want to reset your templars abilities you will need
https://steamcommunity.com/sharedfiles/filedetails/?id=1370543410 - Lets you rebuild classes with console commands

and

https://steamcommunity.com/sharedfiles/filedetails/?id=1130817270 to view the skills that are locked/hidden
modmodmod Feb 14, 2021 @ 11:30pm 
헐 내용보고 마음에 들어서 번역하려했는데 한국인이셨네ㅋㅋ
ress139 Oct 8, 2020 @ 11:21am 
I tried this mod in 2018 and now. Both Times the Tree is borked - The squaddie skills are repeated on corporal and I never get the colonel skills. The idea looked great, but I won't use it anymore. Since the author hasn't posted for over a year, I expect no solution, just wanted to tell ppl.
Animalmother Aug 26, 2020 @ 7:17am 
This worked right when I got it, the campaign after that, it's not working at all, didn't get fortress or reaper and I made it to colonel.
Tayron Jul 18, 2020 @ 6:08pm 
Is it possible to edit the file and make exchange and invert both free actions
cyber0825 May 29, 2020 @ 6:56am 
nice work
Xilay May 27, 2020 @ 6:00pm 
Same issue here , free action abilits aren't free actions
The_Minge_Mangler Mar 7, 2020 @ 1:30am 
is this save game compatible?
Bearalaika Feb 4, 2020 @ 12:56pm 
This doesnt seem to be working right for me. Many of the abilities that should be free actions with this mod enabled are infact not free actions. Does anyone have a suggestion on how to fix this?
Tayron Jan 13, 2020 @ 5:50pm 
I see your mod does it a little bit with circulation to make volt not use any focus is it possible to just get that part alone because I have another mod already that restructures the entire templar tree.
MrCloista Sep 15, 2019 @ 6:40pm 
Just want a quick clarification on 'Sharp Mind', make sure I understand it right.
With Sharp Mind, if a Templar uses Parry, then can Bladestorm. If they don't use Parry, they can't (unless they've gotten the perk from xcom tree). correct?
HoHhoch Jul 15, 2019 @ 8:16pm 
@darkdill if you go into Xcom 2's config files, you'll find DefaultGameData_WeaponData.ini, and in that ini file you'll find the shard gauntlets. What you want to change is pierce. 1 pierce = 1 armor ignored and so forth.
Onji Jul 4, 2019 @ 7:13am 
@kiruka Thanks for the advice but this didn't quite work for me. It just added all the abilities I blocked out even sharp mind. I'm not sure why that still happens, but oh well.
Bearalaika Jun 27, 2019 @ 7:38pm 
So I'm playing with RPGO and have a soldier using gaunlets as a secondary from Psionic Melee. The abilities don't seem to be working right though (Volt isn't a free action) Can someone recommend a fix?
Kiruka May 25, 2019 @ 12:07pm 
@Swiggity Swooty @Hav3n_The_Hero:

I recently did something similar with the various Skirmisher overhauls; I too play ABB, and I actually went and made ABB-style random ability trees for all of the faction heroes, plus Sparks, Mecs and Shivs.

What you'll want to do is download this mod, go into its XComClassData.ini and comment out (put a semicolon at the front of each line) EVERYTHING in that file. Then, in the case of modified vanilla abilities like Channel (if it uses the same text as vanilla Channel), it should just automatically be changed. If you want one of the abilities that isn't a modified vanilla one, find its name, go into the XComClassData.ini of your preferred Templar mod, and find a spot in there to add it. Blank spots are my preferred pick, but you can also replace a different ability if you want to maintain the same total number of abilities.
Korrwus Apr 23, 2019 @ 12:53pm 
Is it possible to make it work with Tempest Combat?
darkdill Apr 18, 2019 @ 5:00pm 
One thing I'd like is if the Templar Gauntlets had a little bit of armor penetration. Unless this is a result of one of my other mods, my Templars are getting constantly thwarted by enemies with armor, even when at full Focus.

Unfortunately, I don't know how to modify their gauntlets myself, so they end up weak offensively against the majority of enemies I'm facing in my playthrough since I'm using the Delta Strike mod.
Rachel_Wulf Mar 25, 2019 @ 6:59pm 
i would love to know the same thing as Hav3n_The_Hero. i LOVE that modification to Channel, but i have several other templar mods i'm using that i don't want to drop, so i would love to be able to get just the change to channel.
Onji Mar 15, 2019 @ 5:33am 
Is there anyway to modify the .ini to just pick one or two abilities from your mod and leave the rest the same? I am playing with ABB and I need to not have this mod override the abilities that mod changes. Thanks for the mod btw it's very cool!
Cúchulainn Mar 10, 2019 @ 5:26pm 
chrdr52723  [author] Jan 18, 2019 @ 3:38am 
@Lukewarm Bladestorm was replaced with similar ability: Sharp Mind. It's essentially bladestorm tied with parry. Sorry the description was misleading.
lukewarm Jan 15, 2019 @ 2:23pm 
Was the bladestorm feature removed? My templars don't have bladestorm like you said they should in this mod. Are there requirements to activate it?
orhida Jan 14, 2019 @ 6:31am 
Thanks a lot @chrdr52723 !
chrdr52723  [author] Jan 14, 2019 @ 3:20am 
@shiremct and all bug reporters: Sorry, I wasn't playing XCOM 2 for a bit. I currently unable to run mod tools, but I will fix this ASAP (maybe next week)
shiremct Jan 11, 2019 @ 10:54am 
This is probably due to an interaction with XModBase, which many different mods use. XModBase replaces the default actionpoint cost class with an altered child class to support some additional functionality.

The specific class logic in your OPTC functions wont apply to subclasses/children, so don't get applied to the XModBase Actionpoint cost class if it has already been applied by another mod. You may never have seen this in testing because I think local mods get loaded first, so your changes would be applied, then XModBase would copy them. Below should help you adjust your OPTC blocks (sorry, it loses all formatting/spacing!):
shiremct Jan 11, 2019 @ 10:53am 
To fix, where you have the following:

AbilityTemplate = AbilityManager.FindAbilityTemplate('Volt');
for(i=0; i<AbilityTemplate.AbilityCosts.Length; i++)
{
if(AbilityTemplate.AbilityCosts .class == class'X2AbilityCost_ActionPoints')
{
ActionCost = X2AbilityCost_ActionPoints(AbilityTemplate.AbilityCosts );
ActionCost.bFreeCost = true;
AbilityTemplate.AbilityCosts = ActionCost;
}
}


do something like this instead:

AbilityTemplate = AbilityManager.FindAbilityTemplate('Volt');
for(i=0; i<AbilityTemplate.AbilityCosts.Length; i++)
{
ActionCost = X2AbilityCost_ActionPoints(AbilityTemplate.AbilityCosts );
if (ActionCost != none)
{
ActionCost.bFreeCost = true;
AbilityTemplate.AbilityCosts = ActionCost;
}
}

This is a rough copy-paste edit, so there may be some typos/name-mismatches, but the key is getting rid of the .class comparison.
orhida Jan 9, 2019 @ 8:06am 
Can confirm what The Dingo said; the abilites are no longer free action if you have RPGO installed as well.
jbmagic Jan 7, 2019 @ 7:11pm 
This mod works with Better Barracks?
The Dingo Nov 20, 2018 @ 3:55pm 
I believe this may be incompatible with Musashi's RPGO - the changes you've made to default skills (such as Volt being a free action) get overwritten if RPGO is enabled (though tooltip text is unchanged). I've tested this with uninstalling almost all other mods on a fresh install/config - toggling RPGO on/off consistently changes this skill and potentially others. Only other mods installed are Highlander, T-Pose Fix, TLP Peter's Grenades Fix, Move End Interrupt Fix, and your other two hero-class overhauls.
Spotter Nov 19, 2018 @ 7:13pm 
I've always found Templars, and Skirmishers to be weak sauce as Heroes go. Low damage output, low HP, and low mobility just isn't my cuppa. KUDOS on making them a bit more playable, and better, as heroes should be. 👍👏😲
Prov Nov 18, 2018 @ 1:31pm 
I do use all of your rebalance mods! :) Thanks again.
chrdr52723  [author] Nov 18, 2018 @ 12:24am 
@j2deline I can't reproduce it on my side. Even activating this mod in mid-campain did not result in the behavior you described. Maybe some other mods are the problem? It would be helpful if you provide your full mods list. Also, this mod is not recommanded to activated in mid-campain. I will add description.
chrdr52723  [author] Nov 17, 2018 @ 11:54pm 
@j2ddeline That's strange. I will have a look.
Badger Nov 17, 2018 @ 8:52am 
These unfortunately aren't compatible with the LWOTC classes and perks pack; as soon as I loaded them it reverted all the classes from that mod back to the stock 4 and stripped all the class presets from my character pool. It didn't affect the added Akimbo class I have though, just the full class overhaul by LW perks.
chrdr52723  [author] Nov 14, 2018 @ 9:24pm 
@Prov Actually the solution that was posted previously is based on the assumption that you use all of my Hero Rebalance mods. I updated partial solution. For the record, previous solution is here: https://pastebin.com/Sd5eBDCk
Prov Nov 14, 2018 @ 8:32pm 
It worked. Major props, thanks for the help
Prov Nov 14, 2018 @ 8:01pm 
Thanks a ton.
chrdr52723  [author] Nov 12, 2018 @ 2:56am 
@Prov It was SWR Hidden Potential WotC. See updated compatibility note.
YOUR FAMOUS GAY DAD Nov 10, 2018 @ 9:11pm 
Firm agreement with the pretense of "Templars need Bladestorm." This might make them a sliiight bit too good in the early game, but hey, they're supposed to be super psychic badasses, why not.
Prov Nov 10, 2018 @ 10:19am 
If there's anything I can do to help let me know. I know ♥♥♥♥♥♥♥♥♥ about modding, but if I can lend a hand, I'm happy to try.
Prov Nov 10, 2018 @ 10:18am 
Yeah no worries man. Take your time. I'm sorry my modlist is so huge.
chrdr52723  [author] Nov 10, 2018 @ 9:56am 
@I'll let you know when I found the source of the problem. This may take a day or two...
Prov Nov 10, 2018 @ 9:06am 
https://pastebin.com/bSsJcqSq

I didn't see anything obvious from the mod launcher, so I'll just drop my list here. It's huge, but most of the mods are cosmetic.
Prov Nov 10, 2018 @ 9:02am 
Makes sense. I have a really huge list of mods. Let me see if I can find a conflict.
chrdr52723  [author] Nov 9, 2018 @ 11:44pm 
@Prov My guess is one of your mod modify XComClassData for whatever purpose, and confilict with this mod's XComClassData, resulting in templar losing all it's Squaddie perk.