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7. Balance changes; normally the radius is taken from iRadius on Gremlin weapon templates, you can change that with Template Master, it is originally 40 so idk where he got that 18 from
8. Balance change, but take a look at Iridar's Vanilla Classes
9. Check out Killzone Concealment Tweak which doesn't actually work but neither does Ability Tweaks, this I might add tbh
10. Visual config stuff bottom of XComGameCore.ini
11. That isn't even being applied in his code (it's applying to AvatarReflectShot whatever that is) but it is also almost never an issue
12. This is range limit for Codex teleport that was removed by Firaxis so a balance change
I have not implemented a lot of the things in Ability Tweaks because they are more on the side of balance preferences and I am mostly interested in fixing bugs.
For the suppression stuff you can probably just use Suppression for Suppression and add the various abilities I haven't added to that yourself.
1. I wouldn't want to touch this because it's an indexed array but the relevant config is VANISH_EXCLUDE_EFFECTS and this only affects enemy vanish abilities
2. This is a flag on character templates meant for flamethrower panic that is a cut feature
3-4. Use WSR or Repurpose Abilities or another mod that does these
5. It's hardcoded but you can change iEnvironmentDamage on weapon templates with Template Master
1. Mark/holotarget preventing concealment
2. Codex not afraid of fire
2. Spectres having shadowstep instead of lightning reflexes
4. XCOM Avenger turrets having Guardian
5. The Lost's melee environmental damage lessening (couldn't find in base game .ini's)
6. What is the scanning protocol out of center targeting bug?
7. Scanning protocol 18 -> 20 radius, 2charge -> 5 cd, marked, with target definition
8. +1 Pillar's variable duration
9. Killzone no reaction penalty & disrespecting concealment
10. 50% less ridiculous missed shot trajectory
11. Reflect ignoring LoS
12. Teleport to only within a certain range within squadsight
It adds an additional ability with different targeting condition (same one used by Revival Protocol) which doesn't need the fix. So it is compatible simply by not being affected.
I don't have anything from Ability Interaction Fixes in this mod, you should use it as well.
Sorry not responding sooner but you can use [WOTC] Ability Editor by Boundir to add focus cost to Parry.
Yes, most of the fixes are compatible with everything and everything can be turned off if they are not compatible. I use Weapon Fixes and plenty other bug fix mods as well without problems.
There are some optional features not enabled in the config mod, they are mentioned in full features and you can see them in the config. Mostly they are game balance tweaks.
Fuck yeah!
You can also add these yourself if you're not currently subscribed to the config mod:
+BrokenFreeActionAbilities = SmartOverwatch_Trigger
+BrokenFreeActionAbilities = EvacAll_Trigger
+BrokenFreeActionAbilities = SystemInfiltration_Trigger
+BrokenFreeActionAbilities = ScoutingProtocol_Trigger
+BrokenFreeActionAbilities = GremlinLootProtocol_Trigger
Which Overwatch All and Hunker Down All mod(s) are you using? I have included all I know of in the fix but maybe I have missed something.
If Sparks have the Hunker Down All ability when they arguably shouldn't then that's a different issue for that mod to fix although chances are it won't be fixed if the author hasn't been active.
I personally don't use Hunker Down All as I don't see a reason to use it.
That's going to require a mod class override to do and I would rather not introduce any in this mod. Maybe you can suggest that as an additional feature in Target Destructibles Last as it would most definitely need to override the same class?
Thank you for suggestion, seem to have missed that mod.
Hellweave fix I can add, it was doing electrical damage. As a bonus I'll enable configuring for it since it didn't have that.
Arc Wave animation change is actually done by [WOTC] Ability Interaction Fixes . You should get that mod instead.
- changing hell weave damage to fire
- fixing arc wave attack animation (i think arc wave removes jumping attack animation, leaving only stationary one)
That is actually a Community Highlander feature and was done with it in that mod as well. You can enable it in XComGameCore.ini:
[XComGame.X2Effect_Burning]
; Will also affect acid
+BURNED_IGNORES_SHIELDS = true
[XComGame.X2StatusEffects]
+POISONED_IGNORES_SHIELDS = true
I can add those in the config mod's next update but I'm not going to update it just for this so it will take a while.
Honestly, there are too many features still in there to list. Do you have any suggestions what I should include in this mod?
The biggest thing I personally would like to stilll get from there are all the fixes to Suppression but that's a real can of worms. It's bit of a mess and still doesn't fix all the problems with it. That would be basically as big by itself as this whole mod so I think those fixes would be better as a standalone mod if anything.
Then there are some minor balance changes that I didn't feel like including because I wouldn't use them myself. One thing I might add soon is Inspire targeting fixes and making it equal with Combat Presence.
Ooo. I'll have to take another look, thanks.
I'm pretty sure you can change the icon position already in Los config. I set mine to like 225)
Cut it down some to fit it but I may have to move the full feature list somewhere else eventually.
abilities not having an action point cost and thus breaking when a Spark uses Overdrive
Oh. So is that why a SPARKs turn would never end? Glad I'm using the Core Collection mod then.
Re-wording to something like
; Fix the Overwatch/Reload/Hunker Down All abilities from the Various Options mod.
FixVariousOptions = true
Would make things clear for me at least. Everything else i found perfectly understandable.
If you're going to move the config file to another mod it could be worth putting a preemptive "this is too complex for MCM" sentence in the Description, I'm sure there'll be some comments about that. Oh, and maybe link to the wiki:
https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder
Yeah mod added things should be configurable as long as they add their stuff before OnPostTemplatesCreated gets called for this mod.
FixEvacHide includes Evac, EvacAll and AllEvac. There should be no problem even if the original mod(s) hide them themselves but disabling this doesn't let you unhide them if they do.
Various Options has the same bug that Overwatch All/Others has with the Overwatch/Reload/Hunker Down All abilities not having an action point cost and thus breaking when a Spark uses Overdrive. I'm using the same fix Iridar does for Overwatch All/Others to fix Various Options' versions. It also wasn't adding Overwatch All to pistol users because it was done through the regular Overwatch. I'll update the description a bit for that. The config does have some more explanation on most things.
Btw, I'm definitely moving the config to a new mod. It's such a PITA how Steam handles mod updates so this is a necessary evil.
Looks great!
Especially would like feedback on the default configuration included
I've had a quick look through but not tried this in game. I'd like to see what some of these changes look like.
From what I can see the icon re-ordering looks really good, I'd like to check it out in game though.
Could mod-added abilities be re-ordered too? I'd like to, for instance, move the Preview LoS ability further to then right in the ability bar.
Does FixEvacHide include the buttons from EvacAll? I'm struggling to remember if those only appear in the Evac zone now.
I don't know what this means
; Fix Various Options mod's xxx All abilities.
FixVariousOptions = true
Could some more explanatory text be added?
@Frizzeldian12 You mean requiring a previous perk in the perk tree like how the hero classes have? I'm afraid I can't help you with that. Haven't looked into how perk trees are handled in the code.