XCOM 2
Archmage Class
62 条留言
Kelvae  [作者] 2024 年 6 月 26 日 下午 12:58 
@LightenedDark I'm not sure what you mean, but the Templar Mage + Caster Gauntlets mod literally tells you how to prevent the class from being added, if that is the issue.
LightenedDark 2024 年 6 月 26 日 上午 10:57 
Stand-alone templar gauntlets so subscribers only have to add 1 class at a time?
Haterade 2024 年 5 月 22 日 上午 2:50 
@kelvae ty for the reply. I love the class it hasn't left my mod list since you posted it =)
Kelvae  [作者] 2024 年 5 月 21 日 下午 9:11 
@haterade nope, I couldn't find a way I liked to set it up to generate only with the other mana types, and honestly Archmage has sooo many skills that a occasional dead skill isn't a big deal
Haterade 2024 年 5 月 17 日 上午 12:58 
does mana font do anything for void types?
ENTERPRISE 2024 年 4 月 12 日 上午 2:14 
There was a recent update to the Mitzruti perk pack that affected the Templar Mage and Revised Caster Gauntlets mods, which seems to remove some of this class' storm tree skills.

I think the problem will be solved by modifying Templar Mage and Revised Caster Gauntlets and this mod in line with the updates in the Mitzruti perk pack.
Nazuluhis 2024 年 4 月 3 日 下午 1:01 
It's probably the hero class pack then.
Kelvae  [作者] 2024 年 4 月 3 日 下午 12:04 
I've used Jedi with it just fine, as long as they're not gaining Force themselves somehow.
Nazuluhis 2024 年 4 月 2 日 下午 4:00 
Well, it's manageable so long as the game doesn't crash mid mission
Nazuluhis 2024 年 4 月 2 日 下午 3:59 
Ah, so the nanosuit and jedi mods might conflict then
Kelvae  [作者] 2024 年 4 月 1 日 下午 11:47 
Anything with Focus like effects or modifications to Focus could potentially do so. Basically if there's another bar it adds, it can potentially conflict.
Nazuluhis 2024 年 3 月 31 日 下午 3:33 
Do you have any idea what kinds of mods would conflict with this one?
Kelvae  [作者] 2024 年 3 月 30 日 下午 10:31 
@Nazuluhis Hmm, I did a playthrough in January and don't recall any issues, though to to be honest I almost never reload I feel like I still would have noticed that. It could be due to a mod conflict, or update to Mitzruti's Perk Pack that outdates this mod? Can't really say for sure.
Nazuluhis 2024 年 3 月 29 日 下午 12:13 
For some reason mana breaks when you reload a save.
Avalon 2023 年 1 月 2 日 下午 9:59 
great! Thanks for your response :)
Kelvae  [作者] 2023 年 1 月 2 日 下午 1:09 
Not inherently no, but you could use Weapon Skin Replacer mod to add MZFocusMaxBoost to the gauntlets. It's pretty simple, but it would only apply once regardless of if you have it on the gauntlet or the class tree. Otherwise I'd have to make a separate ability to do that, which I'm not opposed to...
Avalon 2023 年 1 月 2 日 上午 11:57 
Any way to change that in the .ini? I feel like it'd be appropriate for the mana to increase proportional to the Focus increase
Kelvae  [作者] 2023 年 1 月 2 日 上午 9:00 
@Avalon nope, but the damage of the Storm Tree (and Strength obviously) scales with Gauntlet level.
Avalon 2023 年 1 月 2 日 上午 6:03 
Do Gauntlets which increase Max Focus also increase Max Mana for Archmages?
Kelvae  [作者] 2022 年 9 月 4 日 下午 8:39 
@jahsinha you do not need it for just the Archmage, you might need to disable the Templar Mage class in classdata, but I don't think you even need to.
jahsinha 2022 年 9 月 3 日 下午 11:49 
Do I need PZ's Multiple Faction mod - a dependency for Templar Mage and Caster - to use this? I don't want to use that mod ( All I want is to choose my class, not have them randomly assigned). Functionally, this seems like an independent class and doesn't need Multiple Faction to work. Can anyone confirm?
Kelvae  [作者] 2022 年 4 月 23 日 上午 10:06 
@Elmer Fudd hey thanks, glad to hear it worked out and that you like the mod. Sometimes, modding X-Com is like voodoo, you just sacrifice a goat (or save file) and then things work out.
Infinity Squidward 2022 年 4 月 22 日 下午 2:31 
No he didn't. But I fixed it, strangely enough, by just starting a new one. Didn't change any mods, any settings, or anything. Anyways, my issue is fixed. Also, love your mod :)
Kelvae  [作者] 2022 年 4 月 22 日 下午 12:30 
@Elmer Fudd do you have an autopistol equipped? Because they shouldn't be able to equip one, and if they can it's because of some other mod. They should use primary gauntlet and secondary psi-amp.
Infinity Squidward 2022 年 4 月 20 日 下午 12:22 
I'm sure no one reads this anymore. But if anyone knows how to help, this is annoying me a lot and it would be great to solve it. My archmage is animated correctly in squad select and armory, but the moment he goes into battle, there's an autopistol floating near his hands and it looks really silly when he tries to do things.
Kelvae  [作者] 2022 年 1 月 25 日 上午 11:39 
Animations hopefully fixed now
Kelvae  [作者] 2022 年 1 月 19 日 上午 9:58 
@TrooperCoon yeah, I really want to fix that, but it would break anyone's Archmage that's currently in a campaign, so I'm reluctant to make the change myself
Nero 2022 年 1 月 19 日 上午 8:33 
Nevermind i just saw trashergx's comment
Nero 2022 年 1 月 19 日 上午 8:33 
Is there any way through config edits to make the archmage use the animation from Templar Gauntlets For Soldiers Animation Patch? Them seemingly carrying invisible primaries kind of bugs me
Kelvae  [作者] 2022 年 1 月 10 日 下午 3:55 
@A Very Kupo Guy Ok, it should be better now, it works a bit differently though, it's kinda just a weaker Void Lightning now.
Kelvae  [作者] 2022 年 1 月 5 日 上午 8:50 
@A Very Kupo Guy Yeah I tested it recently and it has some problems, I'll try to rework it soon. It was kinda a rushed replacement to another ability that was too good. It does work, but not consistently.
A Very Kupo Guy 2022 年 1 月 4 日 下午 6:42 
Addition to the last comment: now I used it on a Viper, from concealment, and it chained to the Purifier nearby, but still no effect on the main target.
A Very Kupo Guy 2022 年 1 月 4 日 下午 5:26 
So I've used Void Burst twice, once on a Sectoid and once on a Priest. Both times absolutely nothing happened. Is this ability supposed to be able to miss?
ThrasherGX 2021 年 11 月 27 日 下午 4:10 
Link to Mitzruti's mod:
ThrasherGX 2021 年 11 月 27 日 下午 4:08 
Just as a tip for those using this mod, Mitzruti recently released a mod that provides support for templar animations with non-hero classes, and it does work with this class. However, in order to make it work with Archmage, you must open the Archmage mod's XComClassData.ini file and replace:

[XComGame.X2SoldierClass_DefaultChampionClasses]
+ChampionClasses = "Archmage"

with

[XComGame.X2SoldierClass_DefaultClasses]
+SoldierClasses = "Archmage"

This is because Mitzruti's mod does not apply the animation fix to classes marked as Champion classes.
boot96 2021 年 10 月 27 日 下午 1:49 
Wow. Literally no idea how I didn't see that, but there it is. Thanks!
Kelvae  [作者] 2021 年 10 月 27 日 上午 9:22 
It should be in their soldier abilities, at Squaddie and in the summary it's the first ability.
boot96 2021 年 10 月 27 日 上午 8:50 
Awesome! Thanks for that. Another thing, is there a way to see mana type outside of tactical? I didn't see one but I figured it was likely that I was just missing it.
Kelvae  [作者] 2021 年 10 月 27 日 上午 12:04 
It should be fixed now, I just made a fake version of Rend that doesn't have that cost in it. For an existing soldier you'll need to rebuild them, which will unfortunately also randomize their mana type, so you'd either end up with a new one or need to spam it until you get Flame Mana if that's what you want.
boot96 2021 年 10 月 26 日 下午 9:42 
Huh. Funky. So is that something Mitzruti would have to fix in their perk pack?
Kelvae  [作者] 2021 年 10 月 26 日 下午 7:47 
@boot96 Ok hilariously Rend has a hidden focus cost that's 0 unless it's a Ghost using it (from Templar Ghost skill) which is preventing Flame Mana from triggering, since it checks for a focus cost even if it's 0.
Kelvae  [作者] 2021 年 10 月 25 日 下午 11:21 
@boot96 Huh, that is odd... You're right, let me see if I can figure that out.
boot96 2021 年 10 月 25 日 下午 9:32 
I'm not seeing Rend generate any mana on kill with flame mana. Is this intentional?
Dęąth Viper 2021 年 10 月 22 日 下午 12:40 
eh. The more the merrier. Thanks man good work
Kelvae  [作者] 2021 年 10 月 22 日 上午 8:03 
The Templar Mage mod provides the Caster Gauntlets which this class tends to want to use. But more importantly it has a lot of code for this class's abilities in it so it's a hard prerequisite. They're different classes though.
Dęąth Viper 2021 年 10 月 22 日 上午 5:51 
is this used with the mage mod or are they affecting the same thing?
Archailect 2021 年 10 月 11 日 下午 10:41 
Thanks a bunch! :D
Kelvae  [作者] 2021 年 10 月 11 日 上午 11:06 
So... If you're using RPG Overhaul, you want to use the RPGO Archmage mod which doesn't require this mod at all. This mod unfortunately doesn't have animations that work correctly some of the time, but in the case of RPGO since your soldiers are all hero classes they do have the proper animations.
Archailect 2021 年 10 月 11 日 上午 2:57 
Hi! When one of my soldiers promoted to the Archmage class he's holding an invisible gun. Is that a problem with this mod or my load out? I use Musaishi's RPG overhaul if that means anything.
Kelvae  [作者] 2021 年 10 月 9 日 上午 11:11 
The Biotic has half the spawn rate of a normal class and is not guaranteed to show up, so it's super random.

For Archmage:
I was feeling the same about the free action stuff, I think one is fine, but two might be overkill, debating whether to change one to 1 action non-turn ending (so it competes with stasis and moving) or just do something different entirely. Also think I'm going to add a mana spending ability at Corporal in the Storm tree, because currently you don't even spend mana until Sergeant which I don't like.

Also making a balance discussion thread for anyone who wants to contribute.