XCOM 2
Paladin Class
45 Comments
turbo∞love 15 Jun, 2024 @ 7:24pm 
Would love an RPGO version of this wonderful class
Thorke 13 Sep, 2023 @ 10:47am 
Laying on of hands does not revive despite having improved skills
DarkTemplarX  [author] 14 Jan, 2023 @ 6:45pm 
As I've mentioned before, I have no way of maintaining any mods I've posted to the workshop since my hard drive with my source code broke years ago, and I didn't have any backups.
Sorry that they're broken, and I'd fix them if I could, but they're just outdated nowadays.
DS-OP Marcia V. 19 May, 2022 @ 6:49am 
Dont know what is causing this but im unable to give my paladin a melee weapon and the primary slot is always reserved for a modded rifle
Krad Wolf 15 May, 2021 @ 11:16pm 
If it helps, you clearly have it holding a shield so instead of just dodge you can give it a path that works like shieldwall from war armor or sparks. Even give it the ability to make a distant shield wall from the Templar making a high pillar. There are a lot of defensive abilities you can apply to a 3rd tree involving defense.
TheDuke37 17 Apr, 2021 @ 2:41pm 
@DarkTemplarX
I mean I'm not complaining as my Paladan single handedly stopped a Sectopod Prime by just hunkering in full cover because it just would not move, even as i was taking hits.
But this has happend frequently enough that I thought you should know.
DarkTemplarX  [author] 17 Apr, 2021 @ 2:36pm 
Uhhh... that's one of those things I never tested, because I thought I flagged it as unable to target strictly robotic units
TheDuke37 17 Apr, 2021 @ 2:22pm 
I have no clue on whether or not this is a bug but for some reason, when the Paladin tried to intimidate a mech (which obviously failed.) said mech would (even if it had a better shot on someone else) essentially "lock-up" and stand still, while litterally trying over and over again to shoot the paladin.
TLDR: If mech gets insulted/intimidated, it wont do anything else except try to shoot the Paldin.
DarkTemplarX  [author] 15 Feb, 2021 @ 4:38pm 
yeah, sounds like a D&D Paladin to me xD
TheDuke37 15 Feb, 2021 @ 11:12am 
Don't get me wrong, I enjoyed this mod and its a good idea. But its slightly underwhelming with the fact that theres only 2 paths in terms of class, and that most of its abilities are slightly underwhelming. Its a bit too dependent on its sword; with no way to protect itself when going in for the kill, it becomes more of a liability.
Grimolfr 30 Sep, 2020 @ 6:13pm 
I just looked in the downloaded XComClassData.ini file and there are a lot of missing quotation marks on the +ExcludedAbilities entries that are probably breaking this for everyone.

+ExcludedAbilities=LightningReflexes"
+ExcludedAbilities=Shadowstep"
+ExcludedAbilities=Bladestorm"
+ExcludedAbilities=RapidFire"
...
+ExcludedAbilities=BulletShred"
+ExcludedAbilities=CoveringFire"
+ExcludedAbilities=EverVigilant"
+ExcludedAbilities=Sentinel"
WeaponisedMoron_2 9 Aug, 2020 @ 5:36am 
Does this work with Musashi's true primary secondaries?
DarkTemplarX  [author] 6 Jun, 2020 @ 1:30pm 
@davipro There are a lot of reasons why this could happen. Do you have Primary Secondaries installed and enabled? Do you have any other mods that might possibly interfere with this?

Not to be rude, but "game broke send help" is not descriptive enough for me to be able to help you.
davipro 6 Jun, 2020 @ 4:31am 
My soldier has no weapon... what should i do?
Damwrongname 11 Apr, 2020 @ 4:42pm 
Anyone could provide me woith the paladin class name to add to the .ini for RPGO ?

I do not know what happen but recently RPGO has lost the ability to let me train soldiers stats even the classes that comes with the RPGO mod itself.

I was able to fix 9 of the 23 different classes I got by adding the .ini file name to the RPGO mod but I still have 14 more classes that I cannot train stats anymore.
Aurelius 28 Feb, 2020 @ 12:41pm 
@DarkTemplarX Completely understandable. Modding can be very time consuming and really uses a lot of extra energy. I seem to have gotten it working on my client side by adding the line +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="glaive" to the XCOMClassData.ini of your mod (1784889753).

Just figured I would post that here for reference, in case anyone else was trying to figure out how to add the glaive weapon to this class. Hopefully you have some free time in the future and get back to modding, since you've done such a great job with this mod. Cheers!
DarkTemplarX  [author] 28 Feb, 2020 @ 11:20am 
@Aurelius I'd have to figure out the internal name of the mod's weapons, but that'd be an easy fix. It's probably listed somewhere in the mod's internal files.

That being said, I have stated before that I am no longer actively maintaining my mods, due to IRL time issues. It also doesn't help that my hard drive that had the mod tools installed broke, and I still have to re-install them :(.
Aurelius 27 Feb, 2020 @ 2:34pm 
@DarkTemplarX Oh hey, just installed your mod and loving it so far. Would it be possible to get compatibility with the glaive mod without having to config edit? I think the paladin-glaive combo fits the archetype well. I believe all that you'd have to add is +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="glaive" but I'm not an XCOM 2 modder by any means, so I wouldn't know for sure.
Ramen 27 Dec, 2019 @ 8:06am 
@DarkTemplarX ah that's fine, good to know. I'll try out the mod anyways
DarkTemplarX  [author] 26 Dec, 2019 @ 12:35pm 
@Swanky has it right, they're not for strict DPS, but more for tanking and healing, there are other classes for DPS-ing. Even Holy Fire seems a bit too strong looking back on it, since it basically makes missions with the Lost a breeze (about the same as Rend the Lost does, but at least Rend the Lost is a lot of fun).
Also sorry I missed the comment, @Ramen, but no the mod is not in development as of the current future, sorry.
Swanky 26 Dec, 2019 @ 5:56am 
Actually not weak per se @Ramen, but definetly harder to play than your average ranger. I've been using my Paladins more in a support role or on clean up duty with Holy Fire since my soldiers tend to miss their melee strikes quite often without specialized skills / PCS. Can also be used as a healer, so the Paladin fills the support role quite nicely.
Ramen 22 Dec, 2019 @ 11:46am 
Haven't installed the mod yet but interested to try, is this still in development? I read @Swanky's comment about how it's a bit weak.
@DarkTemplarX have you tweaked the class a bit?
Swanky 27 Jul, 2019 @ 2:52am 
If you happen to add that last rank to the class, I would like to ask you to make it a separate file since it would clash with classes that do not have that rank progression. You could add those skills in a third row maybe, like with hero classes (or the CPU class).
DarkTemplarX  [author] 25 Jul, 2019 @ 2:23am 
@Dark unit an RPGO spec is not currently on my horizon, because of a combination of me having little free time right now and me having never used RPGO.
However, a nice person recently gave me the scripts to use my Sorcerer class with RPGO; once I get some free time I plan on adding Brigadier rank skills to the class, which are apparently also required for the RPGO plugin.
It'll happen eventually, but don't count on anytime soon. Sorry.
Kidshotgun 24 Jul, 2019 @ 7:20pm 
RPGO?
DarkTemplarX  [author] 24 Jul, 2019 @ 3:36pm 
@Swanky there will eventually be a re-balance of sorts, but not sometime within the next few days
Swanky 24 Jul, 2019 @ 2:32pm 
It's a nice class, but very hard to play. Using a shield tanks your mobility so you'll almost exclusively stay in the back ranks. You're not wielding a gun so that might make things... problematic. Smite looses a bit of its appeal around midgame for me. It's still useful but about the same amount of what another gun could do.
I'd change Holy Champion to be a bash attack of sorts, that stuns the target and, depending on movement range blue or yellow, does not end the turn. Should obviously have a cooldown, 3 turns or so imo. Other than that, Sacrifice (ability from Sparks) might work great as a Capstone skill, too.
Smite Evil might work well too if it's not turn ending.

Still, great class, and definetly a keeper.
DarkTemplarX  [author] 24 Jul, 2019 @ 1:40pm 
@Paradoxxi I've had it work normally just as often as I've had the bug you're talking about, and I have no idea which mod adds the missing animations.
I know for certain that with just Primary Secondaries and New Promotion Screen, it is the bugged version you're experiencing 100% of the time. I have my suspicions that it is either Community Highlander of Extended Perk Pack that is fixing the animations, but I haven't the time to test right now.
Paradoxxi 24 Jul, 2019 @ 5:19am 
Is it normal the person with the shield and sword looks like they're still holding a gun? Or is there a mod that fixes that?
Elizabeth 9 Jul, 2019 @ 7:11am 
@Kad try the valkire class
Tardo The Ass-Monkey 5 Jul, 2019 @ 4:21pm 
Awesome. I think I will give this a go when I finish my current run. I have been looking for a nice healer/support class, but everything I've found uses the medkits, which ends up meaning there just isn't enough for the squad if things go sideways. Thanks for the quick response.
DarkTemplarX  [author] 5 Jul, 2019 @ 1:28pm 
@Kad infinite, with a cooldown. At some point I'm going to make Channel Energy also put LoH on cooldown

@M3tro_theexiled I like to have as few dependencies as possible. Sorry for the misleading pic but at the point I took it I hadn't yet given them a use for their default secondary weapon (psi amp) and also didn't want them to be able to dual wield swords due to how it would interact with Power Attack, so I gave them the option for shields. I see no reason not to drop a link to it in the description.

@toaster tech the shield mod is not requried, but their default secondary is a psi amp, which I believe they only use to boost intimidate's chance to panic attacking foes. I plan on expanding how many skills get a buff from it at some point
toaster tech 5 Jul, 2019 @ 12:17am 
seems interesting and fitting for the chaplain armor included in the 40k armor mod.. also is the shield mod requared, like can it be replaced by and pistol or something if you don't have the mod?
CallSignAlza 4 Jul, 2019 @ 8:32pm 
Can you make balistic shields a requierd mod? I feel like the picture is a bit misleading, which it was to me, and it would make the mod better in general, if not, then atleast just link it in the desc.
Tardo The Ass-Monkey 4 Jul, 2019 @ 7:35pm 
Does Lay on Hands have a limited number of charges, or is it infinite uses with a cooldown?
DarkTemplarX  [author] 3 Jul, 2019 @ 2:41am 
I'll take a look into RPGO, if it removes the vanilla Bladestorm skill then you can just use the config file to have the soldier learn a different skill in place of it, if RPGO has its own version of Bladestorm then that would fit fine.
Lordrin 3 Jul, 2019 @ 2:34am 
@DarkTemplarX Yeah I think it was something to do with eh RPGO and/or the extra Perk Packs that they used.
DarkTemplarX  [author] 2 Jul, 2019 @ 1:10pm 
That being said, while testing mods I had turned off the "new promotion screen by default" mod, and with the old promotion screen, the skills Mercy and Channel Positive Energy do not properly depend on Lay on Hands. Gonna go ahead and mark that as a required dependency, though it would not be the end of the world if you played without.
DarkTemplarX  [author] 2 Jul, 2019 @ 12:18pm 
@Drenic do you have any mods that change the skill?
Ah, the classic "it works on my end"
Mid Favila 2 Jul, 2019 @ 7:48am 
Nice, gonna be adding this to my campaign. Here's hoping Primary Secondaries doesn't shit itself on Linux, still.
Lordrin 2 Jul, 2019 @ 5:52am 
Great mod, small problem I've found however.
Lieutenant ability Bladestorm can't be purchased for me.
Flashstriker 29 Jun, 2019 @ 2:44pm 
This seems good, like a less OP Warrior of the Light. Must try at some point
DarkTemplarX  [author] 29 Jun, 2019 @ 12:38pm 
@MrShadowCX I'll have to check that mod out myself. Do note that the shields are not part of the base mod, they are from Ballistic Shields
Levko Melnyk 29 Jun, 2019 @ 10:07am 
this class looks neat, gonna give it a go
MrShadow 29 Jun, 2019 @ 8:27am 
This looks like it would be a good class for anyone playing with the Space Marine mod