XCOM 2
[WOTC] Zelfana's Assorted Fixes
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Opdatering: 19. maj kl. 13:39

New features
* FixDuplicateActionPointCosts - Merge duplicate action point costs on all abilities. This is done in a smart way by keeping the "highest" cost as the final result. The game doesn't expect abilities having multiple AP costs and doesn't handle them correctly so abilities shouldn't have more than one action point cost and it is usually in error if they do. Free and not-free costs are handled separately as there are valid use cases for that (eg. require 2 points but use 1).
* FixInterruptActions - Prevent being able to use abilities that grant action points or reserve action points for overwatch or other reactions during an interrupt turn from Skirmisher Interrupt or Battlelord or equivalent. This is done by removing 'skirmisherinterrupt' from AllowedTypes on action point costs of all such abilities. Most forms of overwatch, Combat Presence and Interrupt/Battlelord themselves already do this in their ability creation code.
* AllowSelfActionPointsForInterrupt - Skip applying FixInterruptActions on abilities that grant non-reserve action points to only the user which is technically the original functionality for such abilities.
* FixWeaponUpgradeExclusions - Fix weapon upgrades being excluded only one way. The game doesn't check exclusions both ways so they have to be done both ways manually. This will go through all weapon upgrade templates to check for MutuallyExclusiveUpgrades and check each of those weapon upgrades for exclusion of the other weapon upgrade.
* FixHolyWarriorEvac - Fix Holy Warrior effects not getting removed if the source unit gets removed from play by evac or other means. This is achieved by adding the PriestRemoved ability to all abilities having an effect with the name "HolyWarriorEffect". PriestRemoved was already on Priests in multiplayer but not in single player for whatever reason. Will also enable bUniqueSource on PriestRemoved just in case it actually is given to the unit from elsewhere as well. Units with Holy Warrior that are able to evac include MOCX Psi Agents, Priests from Double Agent and modded soldiers.

Internal code changes
* FixDeadEffects now also checks ThrownGrenadeEffects and LaunchedGrenadeEffects on X2GrenadeTemplates, and TargetEffects on X2AmmoTemplates
* RemoveEnvDamage now also checks AbilityMultiTargetEffects
* ChangeActionPointCosts and ChangeCooldowns now run after IterateAllAbilities so that FixDuplicateActionPointCosts gets to run first
* FixLostHeadshotNames checks for existence of X2Effect_TheLostHeadshot on LostHeadshotInit to determine if headshots are enabled so that it can work with any mod that removes it instead of only checking for the mod No Lost Headshots. ValidHeadshotAbilities config array is also cleared if headshots are not enabled.

Opdatering: 29. okt. 2024 kl. 0:14

New features
* FixIcarusJumpingIndoors: fixes being able to activate IcarusJump and other abilities using X2TargetingMethod_DLC_2IcarusJump from inside buildings and other locations that are not valid as target locations either

Opdatering: 6. okt. 2024 kl. 23:49

improved internal handling of FixFriendlyTargetConditions to enable fixing ability target conditions as well as effect target conditions

Opdatering: 28. sep. 2024 kl. 9:13

Changes to internal code
* Improved FixLostHeadshotNames handling to remove all headshot AlternateFriendlyNameFn delegates if No Lost Headshots is loaded

New features
* FixMeleeAttackHitCalc with an array ConvertToMeleeAbilities, converts ability hitcalcs to count as melee attacks
* FixShadowDetection, fixes most soldier classes not having a value set for MinSuperConcealedDistance which causes them to have zero detection radius while in Shadow concealment

Opdatering: 9. sep. 2024 kl. 14:31

New feature: FixDoubleDippingDamage

Fixes abilities double dipping on damage due to having a set damage value without enabling bIgnoreBaseDamage which causes them to apply an assigned weapon's base damage in addition to the ability's own damage.

Usually this is not a problem as these abilities are not normally assigned to weapons but some mods do assign them and this causes them to do much more damage than intended.

Default config includes Whiplash as it is often assigned to ripjacks due to Whiplash Overhaul or modders assuming it needs to be assigned to a weapon.

Opdatering: 6. sep. 2024 kl. 14:47

New bugfix FixCutsceneInteracts; removes story related interact abilities from non-soldiers as they are known to crash the game when they aren't used by one of the base game soldier characters.

Opdatering: 1. aug. 2024 kl. 16:38

New Options:
* FixChosenTraitExclusions - fixes missing exclusions for traits in cases where a trait excludes another but that other trait doesn't exclude the first trait
* FixFriendlyTargetConditions - fixes not being able to use some abilities properly on mind controlled or hacked targets

Commented out config for existing options:
* Made turrets immune to Unconscious, Bleeding and EleriumPoisoning (this was already in the config mod)

Opdatering: 25. mar. 2024 kl. 16:43

Added bRequireGameplayVisible to the Ragestrike visibility condition fix. It was usable on enemies in the fog of war within movement range.

Opdatering: 15. mar. 2024 kl. 12:24

New feature: FixLostHeadshotNames

Changes the displayed ability name when targeting the Lost. Instead of displaying simply "Headshot" for everything it will instead display ability's name followed by "(Headshot)" so "Fire Weapon (Headshot)" for StandardShot, for example.

Note: Extended Information breaks this functionality and will only show the ability's original display name. It also never respected the original functionality either or any mod utilizing the AlternateFriendlyNameFn delegate.

Opdatering: 8. feb. 2024 kl. 21:54

FixFreeActions will now also fix non-free turn ending abilities that have zero action points and only require any points because bConsumeAllPoints makes them do that. Overdrive would break these as well.