XCOM 2
Gotcha Again
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Update: May 1, 2017 @ 1:03am

v1.38
-The indicator showing that hacking a door is possible will now trigger at range if hacking it is possible using the Gremlin.
-Fixed small bug with the PsiBomb-indicator.
-Switched to a better way of determining the tile to which LOS should be checked for all non-unit targets. Fixes some potential false indicators.
-A few minor performance optimizations.
-Fixed a load-order dependent conflict with Long War 2, caused by the Lone Wolf indicator grabbing the range needed from the Long War 2 files, causing loot drops to break.
-If concealment is being broken during a move, pod activation and overwatch indicators will now show if relevant on tiles after the one on which concealment is broken.
-Path-indicators will now show breaking concealment on the starting tile if using a melee-ability to move.
-Fixed issue with units unable to hack remotely not always generating indicators for non-unit hacking objects.
-Implemented overwatch-trigger indicators for running a suppression.
-Fixed a bug with the overwatch-trigger indicator when running past high-cover in some instances.
-Fixed a potential issue with all LOS checks.
-Fixed a (vanilla?) bug causing objective arrows pointing at rescued VIPs in a game loaded from a save after the VIP was freed to be using an incorrect icon.
-Fixed rare bug with indicators when controlling a Sectopod.

Update: Apr 18, 2017 @ 8:59am

v1.36
-Added the Avatars Dimensional Rift effect to also trigger the PsiBomb indicator instead of only the Codex's PsiBomb.
-Fixed issue with waypoint indicators caused by turning off the custom path-indicator system while in a tactical game.

Update: Apr 17, 2017 @ 8:59am

v1.35
-Fixed a bug with objective-indicators that would manifest after reloading a tactical save and could cause them to not be correctly updated.
-Indicators for ADVENT Towers will now be removed if the tower is destroyed.
-Changed the overwatch-trigger indicator to check for the Long Watch ability instead of just Squadsight when deciding
whether an overwatching enemy unit outside regular sightrange with clear LOS will trigger.
-Added hackable indicator for hostile units on overwatch if the selected unit has the Long War 2 ability Interference.
-Added path-indicator for if the final tile contains smoke.
-Added path-indicator for if the final tile is within the area of effect of an active PsiBomb.
-Added indicator for if the Long War 2 ability Lone Wolf will be active on the destination tile.
-Fixed a bug with very specific traversal-chains that did not generate break concealment and noise-markers.
-Implemented in-game configuration of the mod using Mod Config Menu.
-Fixed issue causing the custom path-indicator system to not be used when selecting targets for melee attacks.

Update: Apr 5, 2017 @ 2:26pm

v1.34
-Reinstated some of the indicator cleanups removed in v1.30 (specifically when previewing an ability, like where to throw a grenade).
-Redid the way the default indicators are created with the custom path-indicator system. They are now placed on a tile the vanilla system would place one, instead of investigating everything myself. This solves some edge-cases where an indicator could be missing for primarily poison, but the main motivator for it was performance increases.
This means that the options to show indicators for effects the moving unit are already affected by are removed since that is not something that is done in vanilla (and not really useful anyway).
Break-concealment indicators due to making noise are still done my own way since the vanilla system places them one tile earlier than they should be!
-Tried fixing an issue with the cursor not disappearing when using a controller.

Update: Apr 4, 2017 @ 10:02am

v1.33
-Thanks to an awesome tip from tracktwo, the break-concealment markers are now also present with the custom path-indicator system!

Update: Apr 3, 2017 @ 12:25pm

v1.32
-Tiles on fire will now be properly detected by the custom path-indicator, so I turned it on by default again. This means that overwatch-trigger and pod-activation indicators are back on by default as well!
-Fixed the issue with raised PsiZombies indicating that they would trigger an activation.
-Hazard indicators will no longer be shown for units already affected by that particular hazard. This can be re-enabled from the configuration file.

Update: Apr 2, 2017 @ 1:32am

v1.31
-Added option to disable the custom path-indicator system, necessary for generating the overwatch and pod-activation trigger indicators, and turned it off by default since it was causing incorrect indicators with tiles containing embers. Also turned the "VIP spotted by enemy"-indicator back on by default.
-Made hazard indicators (fire, poison, acid) in the custom path-indicator system take immunities into account.

Update: Apr 1, 2017 @ 9:42am

v1.30
-Added feature for indicating when overwatch-shots and pod-activations will be triggered.
-Fixed a few bugs that could potentially cause false indicators.
-Changed when indicators are cleared once more.
-Replaced the indicator for hackable units in squadsight and renamed the configuration entry for this.
-Turned off the special "VIP spotted by enemy"-indicator by default, since it is not needed anymore with the new pod-activation indicators.
-Enabled the LOS towards friendly units indicator for concealed units, where it will be shown below the concealed icon.
-Moved the LOS towards friendly units for friendlies that are bleeding out so it is shown below the bleedout counter.
-Added an optional alert marker for breaking windows/kicking in doors when not concealed. This is turned off by default.

Update: Mar 25, 2017 @ 9:33pm

v1.25
-Fixed the VIP Spotted by Enemy icons that I broke in v1.22.

Update: Mar 25, 2017 @ 11:27am

v1.24
-Fixed the issue with hacking objectives on ADVENT trains!
-Fixed an issue where only part of a target was within range, but distance was checked to a part that was not.