XCOM 2
SamBC Jun 30, 2016 @ 11:18am
Patch Notes 30th June 2016
Taken from https://xcom.com/news/en-xcom-2-june-2016-patch

Gameplay – Base Game
  • Fixed an issue where units would not have their mission starting abilities and Gremlins would not follow
  • Fixed an issue with Wet Work where kills were not being tracked for the correct unit
  • Fixed an issue where Burning and Poisoned damage was causing free kills
  • Damage caused by Psi abilities will now ignore armor
  • Faceoff may now only target units that are not mind-controlled (by the shooter’s team)
  • Fixed damage preview for abilities that modify damage based on incoming damage amount
  • Fixed an exploit where replacing a PCS would not always remove the value it gave when equipping
  • Magnetic Swords are now referred to “Magnetic” rather than “Conventional”
  • Fixed an issue where the unit flag would not properly show a unit as concealed when loading a save game
  • Fixed a crash that could occur after selecting an AOE ability and then another (disabled) ability
  • Fixed an issue where Proximity Mines were not damaging every unit in a group move situation
  • Blademaster grants +10 Aim to melee and Hunter’s Instinct grants +15 to melee crit
  • [MP] Matches will no longer immediately end for the user when winning during the transition before their turn
Gameplay – Alien Hunters
  • Fixes instances of Alien Ruler soft hangs
  • Avenger Defense no longer fails if a Ruler is in the evac zone
  • Fixed an issue where the Skulljack objective caused MECs to stop appearing in tactical
  • Fixed a crash that would occur after the Archon King completes an Icarus Drop
  • Alien Hunter weapons have range bonuses/penalties applied
  • Fixed an issue where Alien Rulers were missing health after increasing the difficulty during a playthrough
  • Fixed an issue where Alien Hunter weapons would be lost after upgrading through GTS
  • Central can no longer bleed out on the Nest mission due to it causing a soft-fail state
  • Removed Freezing Lash’s minimum range of 3 tiles which prevented units from using the ability when standing next to an enemy
  • Berserker Queen’s Faithbreaker ability no long targets robotic units
  • Removed “Return to Resistance HQ” button from the Hunter Weapons POI complete popup to prevent players from getting into a state where project times are incorrect
Performance Improvements
  • Fixed an issue with Effects being ticked twice a frame
  • Optimizations to path solving memory footprint and performance
  • Fixed an issue where unnecessary game states were created on the Geoscape
System Support
  • Updates to allow Steam Workshop DLC to be enumerated before native script packages are loaded. Will allow mods that override XComGame.upk to work through Steam Workshop
Steam Controller
  • Removed button labels in save/load list that are not hooked up to anything
Modding
  • New flag bForceReselectAllGroupsForSpawn for use with multi-part mission schedules
  • Armor hit rolls have been deprecated as the game treats armor as 100% chance to absorb damage
    • Armor is now handled directly by ApplyWeaponDamage
    • ApplyWeaponDamage now has a bIgnoreArmor flag so that psionic abilities properly ignore armor
  • Tactical Quick Launch menu now supports the grenade slot correctly
  • Debug command X2ShowFullObject to display a game state object’s data
  • Bonus weapon ammo (e.g. Heavy Ordnance and Field Medic) is now handled through a delegate on ability templates: GetBonusWeaponAmmoFn
  • X2DownloadableContentInfo has new hooks:
    • AbilityTagExpandHandler, so new localization tags can be added
    • FinalizeUnitAbilitiesForInit, which allows special manipulation of a unit's ability list before the abilities are created in a tactical match
  • Effects now have the ability to be redirected from their initial target
    • EffectShouldRedirect figures out who gets the redirected effect
  • New character template flag, bDiesWhenCaptured
  • Character templates can now have forced first, last, and nick names
  • Character templates can implement the delegate GetPhotographerPawnNameFn so as not to be forced to use soldier pawns for pictures in the strategy game
  • Countries can now be hidden from character customization
  • Deprecated X2AbilityMultiTarget_SoldierBonusRadius (though it continues to work for now).
  • Base classes X2AbilityMultiTarget_Radius, _Cone, and _Line now support increasing the
  • AOE range based on passive abilities in a generic fashion.
  • Effects may add projectiles to a volley conditionally by registering in the
  • EffectsForProjectileVolleys array and implementing the function
  • GetProjectileVolleyTemplate. Effects that are always on should still use the perk system, but this callback allows for game state checks to add or not add the projectile to a volley.
  • X2Effect_GenerateCover can now generate cover for mobile units, instead of forcing it to disappear when the unit moves
Last edited by SamBC; Jun 30, 2016 @ 11:19am
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Showing 1-15 of 68 comments
OtakuFan Jun 30, 2016 @ 11:24am 
awesome !
And still no gamepad support.
Nasarog Jun 30, 2016 @ 11:25am 
Nice
Trippy Jun 30, 2016 @ 11:25am 
Excellent news.

BTW were smoke grenades ever fixed? Was too scared to try when playing ironman.
orhida Jun 30, 2016 @ 11:27am 
noice :steammocking:
Averagedog Jun 30, 2016 @ 11:27am 
Man, looking at the mods changes it makes me wonder how many mods were just broken.
Nasarog Jun 30, 2016 @ 11:29am 
Originally posted by Averagedog:
Man, looking at the mods changes it makes me wonder how many mods were just broken.

Yup.
SamBC Jun 30, 2016 @ 11:34am 
Originally posted by SuicideKing:
Excellent news.

BTW were smoke grenades ever fixed? Was too scared to try when playing ironman.
Yes, they were fixed. No, they still aren't terribly useful.
SamBC Jun 30, 2016 @ 11:34am 
I'm disappointed by the lack of mentioned fix for the Steam controller double-click issue.
Black Jesus Jun 30, 2016 @ 11:36am 
Originally posted by Nu-men von Kryt !!XD:
And still no gamepad support.

Why not use a program like Xpadder or Joy2Key to remap the functions onto your gamepad?
Nasarog Jun 30, 2016 @ 11:37am 
Originally posted by SamBC:
I'm disappointed by the lack of mentioned fix for the Steam controller double-click issue.

Also the Berserker shake hasn't been fixed.
DaetherX Jun 30, 2016 @ 11:59am 
Originally posted by Black Jesus:
Originally posted by Nu-men von Kryt !!XD:
And still no gamepad support.

Why not use a program like Xpadder or Joy2Key to remap the functions onto your gamepad?

I made a "guide" Remove Unfinished Gamepad Support that you can download the inputs file that I deleted the lines of gamepad buttons already in the game. (Assuming none of the patches changed the input file to make what I did unusable. I haven't played in a long time.) You can then use JoyToKey or whatever to remap the buttons without the big middle finger from their abandoned gamepad support getting in the way.

The really sad thing is the ONLY reason there isn't full, finished, gamepad support is because of pure greed in their deal with Valve to sell Steam Controllers. The gamepad support has been like 90% or more finished since Day 1.

It would take someone who worked there less than two hours to finish it...
*5 Months Later*
Nope, still not done.
Black Jesus Jun 30, 2016 @ 12:03pm 
Originally posted by DaetherX:
Originally posted by Black Jesus:

Why not use a program like Xpadder or Joy2Key to remap the functions onto your gamepad?

I made a "guide" Remove Unfinished Gamepad Support that you can download the inputs file that I deleted the lines of gamepad buttons already in the game. (Assuming none of the patches changed the input file to make what I did unusable. I haven't played in a long time.) You can then use JoyToKey or whatever to remap the buttons without the big middle finger from their abandoned gamepad support getting in the way.

The really sad thing is the ONLY reason there isn't full, finished, gamepad support is because of pure greed in their deal with Valve to sell Steam Controllers. The gamepad support has been like 90% or more finished since Day 1.

It would take someone who worked there less than two hours to finish it...
*5 Months Later*
Nope, still not done.

What are you talking about? Go into XCOM 2's keybinding menu look up the functions you want to change. Tell Xpadder everytime I press A button to read it as the K key or whatever you want to change. I did it with a wired 360 controller and I didn't need any special files or training.

Hell you can even setup Xpadder to auto launch the profile with the custom keybindings everytime XCOM 2's executable hits memory on load up.
Last edited by Black Jesus; Jun 30, 2016 @ 12:03pm
DaetherX Jun 30, 2016 @ 12:08pm 
When I did it on day 1 there seemed to still be multiple things trying to happen when I did that so I went into the input file and removed the gamepad lines that interefered with me and uploaded it to pastebin in case anyone else wanted it since it's a text file.

EDIT: I'm glad if no one needs it using Xpadder. I was using JoyToKey (with wireless xbox360 controller) which has similar auto-keybinding-profiles when starting games you can set.
Last edited by DaetherX; Jun 30, 2016 @ 12:12pm
Black Jesus Jun 30, 2016 @ 12:14pm 
Originally posted by DaetherX:
When I did it on day 1 there seemed to still be multiple things trying to happen when I did that so I went into the input file and removed the gamepad lines that interefered with me and uploaded it to pastebin in case anyone else wanted it since it's a text file.

EDIT: I'm glad if no one needs it using Xpadder. I was using JoyToKey (with wireless xbox360 controller) which has similar auto-keybinding-profiles when starting games you can set.

Yeah JoyToKey is nice to I love both. I used Xpadder to fix a issue with Arkham City when I went back to play it again.
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Date Posted: Jun 30, 2016 @ 11:18am
Posts: 68