XCOM 2
Non-tile-snapping grenades
43 Comments
Nasarog Aug 29, 2017 @ 7:11pm 
Nice, thanks for the reply.
-bg-  [author] Aug 29, 2017 @ 7:02pm 
grenades no longer snap to tile by default in wotc
Nasarog Aug 29, 2017 @ 12:18pm 
Willl this be updated for War of the Chosen?
[=VF=]-Ray Jefferson May 13, 2016 @ 10:18am 
this mod work with new dlc and new patch?
RoyCosta Mar 4, 2016 @ 1:11am 
canu guys expplain whit this mod does ty in advance
Loso3svk Feb 24, 2016 @ 11:00am 
anyway i unninstall non snapping mod as i dont want to break custom grenades if i install them
Loso3svk Feb 24, 2016 @ 10:59am 
oooh that was it, i just downloaded the new version, and i just shreded some armor, thanks for making it clear :)
-bg-  [author] Feb 24, 2016 @ 10:53am 
@Loso3Svk it's the grenade damage falloff, grenades now have % chance to shred if it falls below 1, also please check if you are using the old entry or the updated one, the old one have a critical bug of 0.7 shred has 0.7% chance to shred instead of 70%
Loso3svk Feb 24, 2016 @ 10:26am 
this mod or the damage falloff mod broke my granades, now they no longer shred
-bg-  [author] Feb 20, 2016 @ 11:51pm 
Mod being renamed! The new mod is now called Grenades throwing tweaks http://steamcommunity.com/sharedfiles/filedetails/?id=629228359 , the reason I create a new mod instead of renaming the existing one is because doing that will break all existing saves (unless you follow the warning sections in the description), I will leave this mod available just will not be updating it (there's also features that requires renaming due to invalid characters in this mod).
Sarasin Feb 20, 2016 @ 6:58pm 
I suppose that makes sense with something like for example Killzone the game needs to know which tiles count as being under overwatch and it can't do anything halfway. The cone attacks working like that is strange, like it is just applying the effect of the cone to every tile instead of working in the same fashion as grenades. Ah well sounds like it would either take access to tools that aren't avaible or an overhaul on how those abilities function.:steamsad:

Either way thanks for looking into it at least this way there isn't tile snapping most of the time, so thanks again for your work.
-bg-  [author] Feb 20, 2016 @ 4:27pm 
ok I looked into the heavy weapons, the cone targets are not exactly snapping, just the rendering of the edge of the cone is based on the tiles affected, which makes it seems like it's snapping when the actual targeting is not snapping, the snap has to happen because you cannot target a tile halfway, it either affects the tile or does not affect the tile. For blaster launcher, it uses a function I have no access to.
Sarasin Feb 20, 2016 @ 12:08pm 
If possible the cone abilities and I think that is pretty much it right? Trying to fiddle around with shredstorm cannons is super annoying. Abilities such as saturation fire also would fall under that category. If it isn't possible thanks a bunch anyway awesome mods ;)
-bg-  [author] Feb 20, 2016 @ 12:01pm 
@Sarasin I have another mod that unsnaps psi abilities, what other aoe abilities do we need to unsnap?
Sarasin Feb 20, 2016 @ 11:56am 
Any chance you could either add to this mod non tile snapping all the other AoE abilities or make a seperate mod for that? I really love the non tile snap and it always annoys me that when using other abilities it still snaps.
Una Feb 18, 2016 @ 10:18am 
@Lumpy Liquid Toast "OH OH OH! I just saw it!!" -> Even without this mod this... still happens to me regularly. Objects block trajectories, leading to a very tight squeeze to get a path off... mousing over a tile in the back shows the grenade coming short, but backing up just a teeny bit doesn't... but backing up too far then suddenly does. While the aim snaps to grids, the grenades are still influenced by objects, so you could find spots where it would bounce just right to actually get a bit further, etc...

This mod just makes aiming the grenade just right less fiddly.
Lumpy Liquid Toast Feb 16, 2016 @ 3:51pm 
@Zodyr Agreed. I was here looking at this mod (which is great, mind you, even though I've decided not to use it) and I realized that there's something really nice about being able to see without a doubt whether or not your explosive will hit that last target. No finagling it around hoping for an "OH OH OH! I just saw it!!"
Zodyr Feb 16, 2016 @ 12:34pm 
"Why do the devs feel like they have to control how we play our games though?"
Well...that's a bit of a silly question now, isn't it? They have to do _something_ and that something will always allow certain things and disallow others.
I very much prefer the new way, for example, I HATE pixel hunting.
Rune Trantor Feb 15, 2016 @ 10:49pm 
I audibly gasped in joy when I read this title.

This snapping bullshit is SO bullshit. OTL
CatraGirl Feb 15, 2016 @ 2:50am 
awesome!
-bg-  [author] Feb 14, 2016 @ 8:18pm 
Azimuth Feb 14, 2016 @ 12:42pm 
If that was their intent, I'd do it another way - that is - allow pixel hunting, but with a chance to miss the center a bit. That is, you think you will hit targets at the very edge, but you throw and miss a little, so the explosion hit a little bit another area, lets say, half meter to the left or right or front.. like it was with rocket in Xcom1 (sometimes).
-bg-  [author] Feb 14, 2016 @ 12:33pm 
it's their game they get to decide how it should be play as a vanilla experience, but they also gave us the right to tweak to our liking (hence modding and ini)
dr46onfusion Feb 14, 2016 @ 12:32pm 
Why do the devs feel like they have to control how we play our games though?
-bg-  [author] Feb 14, 2016 @ 12:22pm 
@eswee I think they do that to remove pixel hunting, which is not exactly great in strategy games, but since people request for the return of pixel hunting....
Azimuth Feb 14, 2016 @ 11:38am 
Very cool. I wonder why did they (devs) remove this old way of targeting...
Pachislot Rockman Ability Feb 14, 2016 @ 10:49am 
Beautiful, been hoping for this since Day 1, thank you.
Eirshy Feb 14, 2016 @ 2:49am 
@Mautty just because that's the way it worked in LW doesn't mean it's not a stupid way. Complete freeform with no snapping at all would be ideal. Do admit that's in the description and I somehow didn't notice it. Probably just read the first line and was like "GIMME!" so I stopped checking

@-bg- Sorry missread the reason for making the next one its own mod as well. Don't mind me.
Any chance we could get the snap-to-targets ousted as well?
-bg-  [author] Feb 14, 2016 @ 12:35am 
@The Blue Jelly major gameplay changes that directly affect existing items/abilities will always need overwrites. If I make a seperated grenade that uses its own ability then it wouldn't need the overwrite.
MLEM MLEM MLEM MLEM Feb 13, 2016 @ 11:58pm 
Jelly, its 'supposed' to still snap to targets. Its the point of the mod (as read in the description at least) to make the mod behave like grenades in XCOM:EU/EW where they could be free thrown around the tiles but still snapped to targets.

I have to admit that the dang tile snap has been infuriating, causing me to miss what would have been cover destruction of 2 split locations which in turn would have been a monumental difference in some missions. Plus the tile snap is just annoying imo...
Eirshy Feb 13, 2016 @ 11:19pm 
Seems to still snap to targets when there's enemy soldiers sitting the the tiles... Otherwise absolutely lovely.

I look forward to your eventual non-overriding fix, and I look forward to the psi one.
Dymacos Feb 13, 2016 @ 9:56pm 
So awesome! Thanks
Zombra Feb 13, 2016 @ 8:34pm 
Glad to hear the psi mod is coming then :steamhappy:
CatraGirl Feb 13, 2016 @ 8:32pm 
alright, thanks for the tip. :)
Would still be appreciated for all the other stuff. :P
-bg-  [author] Feb 13, 2016 @ 8:31pm 
for the beam thing, it's not that hard to adjust the angle, you can just point the target further away and you can control the angle more precisely.
CatraGirl Feb 13, 2016 @ 8:30pm 
Would be much appreciated. Was just playing with my Psi ops earlier and was so annoyed that I couldn't hit the three targets with that beam thingy, even though it would have perfectly fit, but it snapped to the tiles and wouldn't allow me to center so that it would hit all three of them. :/
-bg-  [author] Feb 13, 2016 @ 8:28pm 
I will make it a different mod, because these mods do replace existing classes and I want to make them seperated whenever possible to prevent 1 mod becoming incompatible with too many mods.
Zombra Feb 13, 2016 @ 8:25pm 
Thanks. This will cure a great deal of ass pain when trying to target with AOEs.
Does it affect Psi skills? Feel free to add that fix to this mod, I'm sure anyone who wants one will want both :steamhappy:
LEGO™ Master Yoda Feb 13, 2016 @ 8:14pm 
awesome mod
CatraGirl Feb 13, 2016 @ 8:00pm 
much needed mod, you should do the same for Psi skills. :)
Glay Feb 13, 2016 @ 7:26pm 
Subbed in a heartbeat.
- Feb 13, 2016 @ 7:04pm 
You are a god.
SakuraKoi Feb 13, 2016 @ 6:53pm 
Awesome!

(I do not need to say anything else, do I?)