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Or a way to exclude the effect on squadsight and/or melee
I'm guessing this update never made it to the base game version? It was the reason I finally gave up and disabled explosive DR; it just didn't make sense to chuck a grenade behind cover and have the cover protection apply to it...
I can't wait to get the DLC so I can use the up-to-date versions of these great mods. Looking forward to that more than the DLC itself :)
I made low cover ineligible for damage reduction in the INI
However a stun lancer with low health in low cover was being suppressed by a soldier with a cannon, and when it moved, it took full damage from the cannon but got 1 point of armor from its cover, leaving it with 1 hp left
Video proof: https://youtu.be/hfXLXFgHrBg
But. This mod in the mid game and late game becomes more of a burden. When your quick math says three 6-7 damage shots kill a 16 hp enemy... And it turns out to be false while the damage indicator is always off by 1 whole damage.
It might sound like I am whining, but just wait until enemies get tanky, and one of your characters misses a guaranteed kill because of this mod.
Best solution I can think of would be to include an array of abilities that ignored cover DR - just giving binding armor-piercing would also let it ignore other sources of DR.
That's right, I've used those three without the weirdness you've described. There's that "Multiple Attacks Increase Chance To Graze" mod too, I don't use that
I wonder if I need to start a fresh game to fully remove the effects of this mod then? Still not 100% concrete that this is the culprit but if you use the above 3 and not this without issue I'm guessing this mod has issues.
No, I'm subscribed to this mod and its discussion thread but I haven't enabled it in a campaign yet. I do use "Panic Mod WOTC", which I forgot about when I last posted.
I don't really have any great ideas for diagnosis, it sounds like the problems don't happen in a consistent, repeatable way. My usual approach is to create a test save and then repeatedly reload and try to trigger the bug with different enabled mods. Changing mods mid-tactical mission can create its own problems though. So identifying what's causing the problem can be hard, particularly if it's only happening some of the time.
I've been using "EU Aim Rolls" and "Extended Information" without those problems you describe.
What problems have you encountered yourself? And do you by any chance use Panic mod, Eu Aim Rolls, Extended Information or Multiple Attacks Increase Chance To Graze?
I ask as they are other mods I was looking at as the culprits.
This comment in the X2Action_DisplayCoverDR.uc - "It seems that misses contain a hit result but no damage results." has lead me to my conclusion as the mentioned issues are to do with missed shots causing unexpected reactions listed below.
1; Missed shots stop suppressing units suppressing.
2; Missed shots proc panic checks.
3; Units that have already taken damage, somehow regain their health/armour for no apparent reason.
Hope this helps if anyone else may have had similar issues.
This mod should be used with
https://steamcommunity.com/sharedfiles/filedetails/?id=1373823382
Which does enviromental(cover object) damage reduction.
I hate seeing aliens go down to it as well, it takes the tactics out of the tactical combat.
For instance, I would like to try the mod to add in the LW tech tiers:
https://steamcommunity.com/sharedfiles/filedetails/?id=1275622993
It changes the damage for most of the weapons to more smoothly integrate. Will that be a problem?
enemies get cover damage reduction even if the nade is thrown behind the cover
https://github.com/X2CommunityCore/xcom2-launcher/releases/tag/v1.2.1
Go to your steam folder/steamapps/workshopcontent/268500/1126684731/ config/xcomcoverDR.ini
Make sure you have notepad ++ installed
Minor deal, thought you should know :)