XCOM 2
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Flashbang Blinds WOTC
   
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Jan 25, 2019 @ 11:49am
Nov 10, 2019 @ 11:00am
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Flashbang Blinds WOTC

Description
-= Description =-
Flashbang Grenades cause 50% blindness in addition to all their original effects. The blindness rating is configurable in this mod. The original game Assassin grenade is 0.278 (so 27.8% of your original sight). Don't set this too low, the AI will panic and do stupid things like run around on itself (I wouldn't go below 33%). The default of 50% is somewhat tame to prevent problems while adding some depth. Units will not consider you for AOE and ignore you which is fun. Vanilla WOTC sight range is 27m (18 tiles) in a straight line, it goes down diagonally somewhat.

-= X2Effect_Blind Bugfix =-
The original game X2Effect_Blind affects Robots and any unit immune to disorient indiscriminately. The flashbang grenade has a fixed version of those functions, so they will not affect Robots or units immune to disorient. The assassin grenade is not fixed, so it can blind a Spark. I don't want to play in that code to fix one very specific, rare occurence.

-= Assassin Grenade =-
I have hotfixed the Assassin grenade to also be 50% as I find 27% to be too intense to match this mod. You can also change this in this mod's config files. To make things fair, the Assassin Grenade will also now cause Disorient otherwise she would just be carrying a nerfed version of your starting grenades.

-= Curability =-
I don't think the Darkness is curable with Revival Protocol. Solace makes you immune however, that's been tested.

-= Affects both sides =-
And lastly very important, XCOM is also affected. Enemies that flashbang you causes 50% blindness. If you are running my ADVENT Future AI the Stunlancers, ADVENT Priests and ADVENT Generals will Flashbang your units. Good luck commander.

-= Version =-
1.01 Fixed grenade launchers because I'm an idiot.
1.02 Added support for Launchers and Hand Grenades mod (T1 and T2 smoke launchers)
1.03 Added the ability for MountainMist to poison and for ConcussiveGrenades to do damage. Both off by default.
51 Comments
Xddc Dec 11, 2024 @ 10:41am 
There's an perk in my mods that makes flashbangs affect robots and the chosen by adding an EMP effect in the classes skill tree. Any chance to make it so this bugfix doesn't end up affecting that?

"-= X2Effect_Blind Bugfix =-
The original game X2Effect_Blind affects Robots and any unit immune to disorient indiscriminately. The flashbang grenade has a fixed version of those functions, so they will not affect Robots or units immune to disorient. The assassin grenade is not fixed, so it can blind a Spark. I don't want to play in that code to fix one very specific, rare occurence."
Juravis  [author] Apr 3, 2024 @ 3:47pm 
No further development takes place here, ask the person who made the Superior Explosives mod to copy my code into theirs or adapt it might be easier
Canthyse Apr 3, 2024 @ 9:24am 
any chance to support Superior Explosives mod? Only T1 blinds, the rest doesnt
Juravis  [author] Jan 23, 2024 @ 8:20pm 
I hardcoded the changes I would have to add them in.

It currently supports "Launchers and Hand Grenades' - An Explosive Weapon Pack" as a mod only.
jesarablackheart Jan 23, 2024 @ 6:40pm 
I am using WOTC_SuperiorExplosives, which adds a tier 2 and tier 3 flashbang FlashbangGrenadeMk2 and FlashbangGrenadeMk3, would this make them blind as well (and if not, can I add them to this so it does)?
XpanD Aug 27, 2021 @ 3:24pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
Juravis  [author] Aug 14, 2021 @ 11:20pm 
You are correct sir, this was old info i've updated the description.
Iridar Aug 14, 2021 @ 8:17pm 
> Vanilla WOTC sight range is 27 I believe
It's 27 meters, equal to 18 tiles.
Empusae Mar 31, 2021 @ 4:25am 
How to add blindness effect to grenades from SPARK Launchers Redux?
HotelCharliHill Mar 29, 2020 @ 2:18am 
ok, thanks. I'll try 0.35 then