XCOM 2
Fighter Class
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
DarkTemplarX  [author] 23 Oct, 2019 @ 2:19pm 
@Prinze Ezrik You might have a mod that changes class progression based on levelups. From a technical standpoint, the base armor and defense, as well as the +3 defense per level other than captain and the +1 armor at captain are all functions of class levelup, not the squaddie ability. This is the same progression that determines how much HP, aim, will, etc., the soldier gains at each level.

Therefore, if you want to get the bonus armor and defense, try going into whatever mod changes class progression and change it back.
Alex Poland 23 Oct, 2019 @ 10:28am 
I am not receiving bonus armor & defense from the first perk
Mirahael 23 Aug, 2019 @ 10:48am 
Any chance you'll be planning to incorporate an 'XCOM' skill pool? While I believe you need the enhanced skills-UI mod (can't remember the name exactly) I think it might make a good addition in some way, with the right skills to pool from that is.
DarkTemplarX  [author] 22 Aug, 2019 @ 3:44pm 
Fighter is compatible with Ballistic Shields, as mentioned in the mod's description. Works pretty well too.
Mirahael 22 Aug, 2019 @ 1:03pm 
Planning to use this for a new campaign/run, is the Fighter Class compatible/works well with the Ballistic Shields on the Workshop?

EDIT: Using it for an XCOM 2 remake of TF2's Demoman as his Demoknight Subclass, which I tried using the Paladin WOTC Class, but found it a bit tricky to use as an effective unit sadly.
DarkTemplarX  [author] 18 Jul, 2019 @ 1:32pm 
Aight that's cool, but I don't really plan on re-making the Fighter. I'll get back to you if I change my mind. Thanks for your input tho.
RJC9000 18 Jul, 2019 @ 10:21am 
I can't do much in creating new skills from scratch at the moment, as I'm still learning how to use the SDK. Only reason I could try the plugin was because the plugin just requires you to write .ini files.

My idea of Fighter involved making it work as a melee version of Long War 1's Crit Infantry, a frontline soldier that can attack twice per turn, but requires team support and Crits to kill lategame enemies (would likely involve reducing the damage buffs of Weapon Spec to +1 and Mastery to +3 to emphasize Crit damage). However, I think it starts looking more like the Champion archetype from DnD5e rather than Pathfinder inspired.

I think I'll wait to port Fighter until you rework the class with more unique skills. Will do Sorcerer first to add a pure spellcaster (haven't tried Psionics and Biotics focus more on CQC/debuffing on Vanguard and Adept respectively).
DarkTemplarX  [author] 18 Jul, 2019 @ 1:03am 
As for Brigadier rank skills, Tank could have Armor Mastery. In PF, it reduces damage taken by 5, so +5 armor and maybe +5 or 10 extra Defense? Offense is a little odd, my first thought was to move Bladestorm and all the following skills up a rank, and put in Power Attack (see my Paladin class). You could also leave them where they are and add a skill that increased critical damage, or a passive that makes all sword attacks hit multiple targets near the main one? I'll leave that to you, but do let me know and I can add them to the base Fighter class as Brigadier skills :)

One last thing, my Paladin class also suffers the same issue of having no Brigadier skills, and also just being redundant with other melee only classes. Sorcerer you could absolutely do out of the box, if you feel it would fit the RPGO system.
DarkTemplarX  [author] 18 Jul, 2019 @ 1:02am 
@RCJ9000 I agree that Samurai makes the Fighter redundant, I built this mod more so I could learn the tools to make more advanced classes, like my Sorcerer.
After giving the instructions a quick gloss over, I think I can do it, but I'm currently a little busy IRL (to the point where my next mod will probably take a long time to release), so feel free to do it yourself. I will make sure to credit you if I end up uploading it in your stead.
RJC9000 17 Jul, 2019 @ 10:05pm 
For RPGO: Musashi linked me the following for making plugins.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1280477867/1762481957305827362/
If you don't want to do the plugin yourself, I don't mind doing it for your classes (with your permission), starting with this one. Got a few problems though:

The first problem I have is that I am inexperienced with uploading/using the SDK. (ie, I'd do the .ini files and send to you via dropbox, then you upload the plugin.)

The second problem I have is that imo Musashi's Samurai makes the Fighter redundant, with Samurai being a frontline melee class, but with other tricks like reposition after kills and attacks like Whirlwind Strike (Rapid Fire with a resource cost). Idk how you'd want to differentiate Fighter.

The third is that Fighter lacks a Brigadier rank and idk what you'd want for a final perk to keep it in mind with Pathfinder.
DarkTemplarX  [author] 25 Jun, 2019 @ 12:13pm 
@SolarNougat I will take a look at that for future stuff, this was supposed to be more of a basic "learn the tools" type of experiment
@Detercuhmahfix haven't tested adding mid campaign, but considering I've added plenty of class mods mid campaign, and this is just a standard one, it should be fine
endersblade 25 Jun, 2019 @ 11:59am 
Holy cow, I can't remember the last time I saw the original perk screen lol.

Looks interesting, I'll wait for someone to RPGO it.
Detecuhmahfix 25 Jun, 2019 @ 9:25am 
Looks intriguing. Reckon this is safe to add mid-campaign?
SolarNougat 25 Jun, 2019 @ 4:49am 
FYI there is already a shield equipment pack mod by Musashi and extra skills that use shields from Favid's Extended Perk Pack.

If you want to make a shield wielding class, that is.
NightNinja54 25 Jun, 2019 @ 4:37am 
Cool!
DarkTemplarX  [author] 25 Jun, 2019 @ 2:31am 
would be great, but I am NOT good at making models
Rhalius 25 Jun, 2019 @ 2:25am 
Seems very nice but we really need some additional sword and shield models, preferably medieval or fantasy looking and not modern.
YamiNeko 25 Jun, 2019 @ 2:12am 
Nice Mod Bro, Much cool.
DarkTemplarX  [author] 25 Jun, 2019 @ 2:05am 
that's the idea, yeah. paladin is next, fighter was first because I was using it to learn the mod tools
HydraGC 25 Jun, 2019 @ 2:00am 
Are you going to make more classes based on pathfinder out of curiosity?