XCOM 2
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Fighter Class
   
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25 Jun, 2019 @ 12:10am
5 Jul, 2019 @ 9:31pm
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Fighter Class

Description
A sword-wielding class based off the Figher class from the tabletop RPG Pathfinder.

Skill trees are split into Offensive and Tank skills. Offensive skills focus on dealing damage, Tank skills focus on absorbing hits and evading shots.

Abilities:
Squaddie:
Armor Training: The Fighter starts with 10 defense and 1 armor. Defense increases by 3 per promotion, except on Captain, where armor goes up by 1 instead.

Offense:
Weapon Focus: +10 melee aim.

Weapon Specialization: +2 melee damage.

Bladestorm, as the Ranger ability. Free sword strikes on enemies that enter melee range or act within it.

Sunder: As a normal attack, except that it shreds 2 armor per weapon tier, with a 3 turn cooldown.

Improved Critical: +20 critical chance.

Weapon Mastery: +20 melee aim, +4 melee damage.

Tank:
Armor Focus: +10 extra defense and +1 extra armor.

Lightning Reflexes: each turn, the first reaction shot against you misses

Fortress, as the Psi Operative ability. Fighter becomes immune to Acid, Fire, Poison, and Explosions.

Protect Squad: Gives all allies within a radius a shield effect, as the Advent Shieldbearer ability.

Sustain, as the Psi Operative ability. The user can withstand fatal damage by entering stasis, leaving them with 1 HP.

Sacrifice, as the Spark ability. Redirects all fire in an area to the user, giving them bonus armor and defense in the process.

Feedback is appreciated! Is the class so strong that it makes Legend a cakewalk? Is it so weak that it isn't viable on Rookie? Leave a comment with any balance concerns.

Requires Primary Secondaries by Mushashi. Compatible with Dual Wield Melee and Ballistic Shields.

Due to some vanilla code borrowed from Shen's Last Gift, I'm marking it as a required DLC. I've not tested the mod without said DLC installed / owned.
30 Comments
BigMitchy 22 May, 2022 @ 8:08pm 
@philmakerguy it doesnt, it's designed to work with the old "Primary Secondaries". I actually had a problem with it a few months ago. If you use True Pri Sec then you dont get the extra damage from dual wielding. Just use the old version
philmakerguy 20 May, 2022 @ 3:59am 
Any idea if this class would work with "True Primary Secondaries?"
BigMitchy 15 Mar, 2022 @ 2:00am 
@DarkTemplarX damn that fucking sucks, well i'll try it out with the old Primary Secondaries mod and tell you how it goes
DarkTemplarX  [author] 14 Mar, 2022 @ 6:58pm 
@BigMitchy the new version of the mod might cause problems with this class, but I haven't had a chance to look at it so I'm not certain.

Unfortunately, my old hard drive that had all of my source code for these mods and modding tools installed on broke years ago, so I cannot update these mods anymore.
BigMitchy 14 Mar, 2022 @ 2:38pm 
idk if its meant to be like this or if something's gone wrong, im doing a modded 'fighter-only run'.
But my guys are currently only doing 3-5 damage, im tech 1 on everything.

If they have a ballistic shield and a sword, the sword slash is 3-5
If they're dual wielding swords, its still 3-5

I havent checked just the sword by itself, nor what a ranger with a sword does cause i cant remember the damage, but im pretty sure it was 3-5, so im not sure whats gone wrong.

Also im using the "true primary secondaries beta" mod instead of the old "primary secondaries mod", dont know if thats the cause of the problem?
Lord Leowulf 7 Apr, 2021 @ 7:36pm 
I have grimy loot and loot pinatas. Some of the patches that were put out broke older mods. The current launcher doesn't even let most of the mods out there even work, so people have to use an alternative launcher from the internet. If you made the mod a while ago while tired, then I can see how there might be a few bugs. :shen:
DarkTemplarX  [author] 7 Apr, 2021 @ 3:43pm 
@Lord Leowulf When I last used the mod (albiet quite a while ago), picking up stuff worked fine. I don't recall any game updates that could have broken it, so it's probably a mod interaction issue. Do you have any mods that change the loot system?

I recall making the ini files while very tired. It was also my first published mod, so there's bound to be some bugs with them, lol.

The ability exclusions just tell the class what not to get as extra training skills. I disallowed bladestorm because the class has it already, but as a different ability under a different name. I wanted the Fighter to have Bladestorm but with a different name and description, and that required coding (read as: copying) a functionally identical skill in order to do. The other two I thought would be too unbalanced.
Lord Leowulf 7 Apr, 2021 @ 5:17am 
For some reason, this class does not trigger picking up timed loot, VIPs, or civilian rescues. I looked at the XComClassData.ini file and manually fixed several things that had a closing double quote in a string without an opening double quote.

+AllowedArmors="soldier"
;+AllowedArmors=templar ; I commented out this one because faction armors are not to my liking. The armor class should be in double quotes.
+ExcludedAbilities="LightningReflexes"
+ExcludedAbilities="Shadowstep"
+ExcludedAbilities="Bladestorm" ; The description says the class has Bladestorm, but it's an excluded ability. I decided to comment out this line and the two above it. The other excluded abilities also have the same issue of not being in quotes properly.
DarkTemplarX  [author] 26 Oct, 2019 @ 4:07pm 
@Prince Ezrik Other than that one, I'm fresh out of ideas. There are lots of mods that do this. Try to think of any you have that add or remove soldier abilities, or change level up progress.
You can try it without that mod, and see how it works.
Alex Poland 23 Oct, 2019 @ 10:35pm 
@DarkTemplarX Do you know any common mods that do that? Does Soldier Development do that, because that's the only mod I could think of