XCOM 2
Knox's Proficiency Plugin: Templar Knight
49 Comments
Lucian Lunara 13 May @ 3:28am 
i ahh ... cant believe i didnt reply lol i swore i did just checked and nope... my bad its the skill will to survive
KnoxAHHHHHHHHHH  [author] 19 Jun, 2024 @ 10:47am 
@blackxreaperii If you can get me the ability name, I can see if there is an issue in the mod. My guess is likely due to one of the abilities probably used an icon from proficiency templar, which I keep using in my campaigns, even though it isn't dependent for this mod.
Lucian Lunara 19 Jun, 2024 @ 9:22am 
curiousity how would i go about fixing an icon that is missing for me. its name evades me but it its something about will it gives 1 armor and i believe another buff. its currently missing its icon image and it bugs me slightly.
Soul 10 Jun, 2024 @ 11:23am 
Oh yeah patching that would be weird,those are funny "bypass" that I appreciate.
Must say the dream of being able to make a full templar+knight team gettin closer lmao.
KnoxAHHHHHHHHHH  [author] 10 Jun, 2024 @ 10:25am 
@Soul I've always thought that would be possible, good to know it is. There is no intent for me to patch this, so enjoy both of them.
Soul 10 Jun, 2024 @ 10:20am 
Just a funny interaction I got playing covert infiltration
My Templar Knight was captured
I was able to make a new one out of promotions
Was able to rescue the captured one
Got 2 templar knights,love it
Lucian Lunara 8 Jun, 2024 @ 5:40pm 
Understandable I was curious
KnoxAHHHHHHHHHH  [author] 8 Jun, 2024 @ 12:59am 
@blackxreaperii Deflecting Strike was a cut perk in development, it was basically Rend that would make the unit Deflect 1 attack. There were issues getting the Deflect mechanic to work after an ability usage, so I simply left the code and worked on something to replace it. If it is worked on in the future, it will only be for my perk pack.
Lucian Lunara 7 Jun, 2024 @ 10:59pm 
So I managed to do some testing now that I found the passive version of arcwave. And it doesn't work with knights rend. So there's that oh well. However what is deflecting strike? I see it in a few places. But I'm not sure what it does
KnoxAHHHHHHHHHH  [author] 7 Jun, 2024 @ 9:22pm 
@blackxreaperii In response from top to bottom

Reflect was attempted to be patched into the Templar Knight as its Tier 3 Proficiency Ability. Unfortunately I was unable to get it working, but if I do get it working, it will be added at Tier 3. Base game Reflect wouldn't be able to be added since it is dependent on the base Focus mechanic and not the special one that Templar Knight uses.

Arcwave for this class was not included, and I am unsure if Arcwave (from both base game and Proficiency Templar) will work with this class. It theoretically could work, but the Rend that the Templar Knight uses is different from both base game and Proficiency Templar and there is a chance it could not work properly.

Deflect can be increased above 25%, go to "XCOMKPPTemplarKnightSkills.ini" in Config and change "DEFLECT_CHANCE=" to whatever number you wish. Keep in mind that if the mod is updated, the number you set will be reset automatically.
Lucian Lunara 7 Jun, 2024 @ 8:39pm 
Some general questions.

Can this class have reflect ?
Can this class have arcwave ?
Can this classes deflect% be increased at all ?

One of my favorite things about the templar is the deflect and reflect skills. I've always loved them and would like to atleast see deflect proc more then 25%
KnoxAHHHHHHHHHH  [author] 18 Mar, 2024 @ 4:04pm 
@Mr.DiQBiGG Thanks for bringing this to my attention, my best guess is due to a minor coding oversight in my earlier projects that is easily fixed, but I'm current unaware if there are any mod conflicts that would cause the Gauntlets to not work as intended.
Mr.Nuke 17 Mar, 2024 @ 2:47pm 
This is actually a cool nerf. "No primary". I have some mod that adds void rift to the alien psiamp and it's pretty OP. So nerfing the Templar knight down to a Psi amp + shield and auto-pistol (thanks to dedicated pistol slot 2.0) is actually working well. But I think the issue could be resolved in the pistol slot config of this mod with the great job you've done here. Thanks!
Mr.Nuke 17 Mar, 2024 @ 2:31pm 
This class doesn't allow a primary weapon for me. Even though "gauntlet" is the set primary in the config. I can't even choose a primary. I'm also running the proficiency templar plugin as well.
Any ideas why that would occur?
Mask 27 Feb, 2024 @ 3:28am 
So there is a spot reserved for new added Templar Shield Rework skill? Cuz I don't use it. Looked at blanks, couldn't find any. Thank you.
KnoxAHHHHHHHHHH  [author] 26 Feb, 2024 @ 6:17pm 
@Mask This could likely be because of Iridar's Templar Shield (listed in compatibility), if you don't have it, it likely is the missing spot

(I'll respond again if it is found to be a coding error instead of not having the mod)
Mask 24 Feb, 2024 @ 11:14am 
Although I don't see a blank line in skill decks, there is an empty skill on xcom tree. Is it intended or he couldn't pull a skill from the deck?
KnoxAHHHHHHHHHH  [author] 12 Aug, 2023 @ 8:45pm 
At the moment it doesn't, in the future if it is simple to add, I will likely implement it.
x-the-Andy-x 12 Aug, 2023 @ 8:38pm 
does it give the same bonus vs the chosen as per the vanilla templar? great mod, ty for the time and effort to make it.
Zigg Price 25 Jun, 2023 @ 3:51pm 
Gotcha. Alright, probably self inflicted. I will take a look at some point.
KnoxAHHHHHHHHHH  [author] 25 Jun, 2023 @ 12:21pm 
You are not supposed to have 6 focus at the start. This might be a mod conflict or due to you editing the conflict. In "XComKPPTemplarSkills" you can see where the focus limits are set, if you edited any of those it might cause issues. I would need to investigate at a later date to see what issues are being caused.
Zigg Price 25 Jun, 2023 @ 12:08pm 
I am trying out this class, and I have noticed I have 6 focus to start. THis might be my fault, as I was playing with the configs. Is there a setting that is supposed to reduce my focus at the start of the game? Or could this be a mod conflict issue?
Zigg Price 18 Jun, 2023 @ 7:23pm 
Oh man, you're awesome. I wanted to play this class so bad. I can't wait to try it out.
KnoxAHHHHHHHHHH  [author] 18 Jun, 2023 @ 7:01pm 
As of the most recent patch, the Templar Knight no longer needs Proficiency Templar to work.
KnoxAHHHHHHHHHH  [author] 18 Jun, 2023 @ 3:48pm 
Whenever I worked on the rework update originally, I didn't intend on having to remake every APA Templar ability, but as it turned out, I should of done that in order to save me time now.
KnoxAHHHHHHHHHH  [author] 18 Jun, 2023 @ 3:47pm 
Out of all the APA Templar Abilities that were originally in the mod, currently only Rend stands, I might be able to make a small update today or tomorrow that'll implement a custom version of Rend that I can just plug in to make it completely not rely on APA Templar anymore.
Zigg Price 18 Jun, 2023 @ 3:31pm 
Was glancing around in the config files. I don't see this class actually reference the Proficiency Templar a whole lot. I see a few references to his "APA_Skillname" skills, but those are easily overwritten. So is it just a few skills that are referenced, or is there something deeper that this class needs from the Proficiency Templar?
Kinsect 6 Apr, 2023 @ 1:29pm 
Nice!
KnoxAHHHHHHHHHH  [author] 6 Apr, 2023 @ 1:28pm 
@Kinsect As of the Rework Update, the Templar Knight now is able to use Iridar's Templar Shield, it has been added to the AWC and can appear on Corporal through Lieutenant in the XCOM row.
silverleaf1 18 Mar, 2023 @ 8:57am 
@Knox I have had an unexpected result. I created one of this class and in the starting perks the XCOM one just shows a question mark. All classes are Proficiency Classes except for Akimbo, Bounty Hunter and Solo Operative.
Kinsect 13 Mar, 2023 @ 5:56pm 
jahsinha 21 Feb, 2023 @ 11:02pm 
They can't. I added the BowCaster to the allowed weapons to no avail on the class. Still great but that BowCaster is gotdamn cool. I use it with Alpha's Templar.
KnoxAHHHHHHHHHH  [author] 21 Feb, 2023 @ 12:31am 
I know this is a late response, but I believe no, and if they did I would prefer to prevent them from doing so, this class is meant to be a more melee focused version of the base Templar, with all it's ranged attacks being cooldown based.
Kinsect 3 Feb, 2023 @ 12:35pm 
Can they use the BowCaster's?
jahsinha 3 Sep, 2022 @ 12:41pm 
I am enjoying this take on the Templar. Good one. Shock Trooper and Rocketeer are also good so far. Nice work man
KnoxAHHHHHHHHHH  [author] 16 Aug, 2022 @ 3:54am 
This issue was fixed in the most recent update from code in the Commander class provided by Shiremct.
silverleaf1 11 Aug, 2022 @ 4:11am 
KnoxAHHHHHHHHHH I am using more than 200 mods so it is hard to know if there might be some unexpected interaction. This situation does break the game in any way and using a mod like Choose My Class will make it possible to stick the one limit except if the class is given as an award.
KnoxAHHHHHHHHHH  [author] 11 Aug, 2022 @ 4:02am 
Pain, I'll go check through the code sometime this week, make sure it's just XCOM being XCOM and not me doing something wrong
silverleaf1 11 Aug, 2022 @ 3:48am 
No captured units. I don't mind having two of them; I just wanted to advise you about the unexpected result.
KnoxAHHHHHHHHHH  [author] 11 Aug, 2022 @ 3:46am 
The only scenario that comes up that might cause this is if your soldier is captured and you manage to get a new one before rescuing the original soldier, if this isn't it then it might be something on my end, but hopefully it's just XCOM being XCOM
silverleaf1 11 Aug, 2022 @ 3:18am 
KnoxAHHHHHHHHHH I did not change any settings in this mod and I have my second operative in this class. The only other templar classes I am using are the ones that are part of the Proficiency Classes mod. I look forward to your next class.
KnoxAHHHHHHHHHH  [author] 7 Aug, 2022 @ 6:57am 
Although a neat idea, it is not something I would plan on doing because I have already have an idea for my last psuedo-hero class that I plan on making which won't be in either of the 3 faction classes.
Branch 7 Aug, 2022 @ 5:11am 
One thing Ive been kinda doing by messing with Proficiency Ini for the skirmishers consort is making them Pseudo Ironman. I equip a LW Gauntlet as a main weapon allowing them to utilize the flame thrower and rocket while still being able to shoot with their Kiruka Autogun. The idea is that they have everything they need in their gauntlets not needing to equip any weapon and keeps them from being disarmed. Sort of like a Tech oriented Templar. Makes the heat mechanic make more sense too since its all from the gauntlets connected to their suit. Im happy with what I have but it would be neat to see someone develop this idea for a class more, adding more damage to their Autogun or something. Combine this with Jet packs and you essentially have a War machine character. Just sharing an idea for the future.
Haite 5 Aug, 2022 @ 11:42pm 
@Knox Replied in the Reaper Scout mod, not a single offence taken my friend! Thanks a ton for the mod and thoughts! :)
KnoxAHHHHHHHHHH  [author] 5 Aug, 2022 @ 5:04pm 
I hope I don't seem like I'm insulting you, because I truly appreciate the comment, it allows me to reflect on what I see as strong from someone else's opinion. Keep asking these questions, because it lets me go through the code and think about the class, this allows me to know what I need changed, because I'm not the only one who uses this class.
KnoxAHHHHHHHHHH  [author] 5 Aug, 2022 @ 4:41pm 
Due to the lack of pistol and ranged attacks almost always being on cooldown, this class is meant to be more melee focused, that is why base game Invert and Exchange are used instead of Shiremct's APA_Exchange.
Templar Knight's have the ability to be mobile, but they have to rely on their Psionics to get to enemies if they are out of range.
KnoxAHHHHHHHHHH  [author] 5 Aug, 2022 @ 4:38pm 
The class is meant to be similar to the Proficiency Templar but played with a different style, the Pistol is gone and was replaced with a Psi Amp for more Psionic Capabilities besides just simply the base Psionic Attacks. The Templar does technically have a perk similar to the Skirmishers "Justice" with Kinetic Pull, allowing them to pull an enemy into Bladestorm range if they don't have the second action, or moving them into their Melee attack if they do have a second action.
Haite 5 Aug, 2022 @ 12:35pm 
I dunno... he seems too similar to the regular templar. How about mixing in some flame abilities and take off the pistol? There was an alternative hero class called Dragon Templar around here, you could take some inspiration from that one.
Other idea could be using rockets, or grappling hook. A mix between templar and skirmisher would also be interesting considering they both benefit from movement
But still, it would be nice if he sacrificed something to be so aggressive, to feel more fresh and different
Nero 5 Aug, 2022 @ 2:11am 
👀