XCOM 2
[WotC+Classic] Reliable Smoke
60 Comments
Phoenix May 8 @ 5:46pm 
@Dragon32 So I don't need this if I have X2WOTCCommunityHighlander v1.27.1 through steam right? Just double checking
agris Mar 18 @ 8:02am 
@Dragon32

Not for the classic X2 highlander, though.
Dragon32 Dec 21, 2021 @ 2:30am 
If you don't use the flank protection option then this is deprecated by the Highlander
https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/releases/tag/v1.22.3
Riekopo Dec 21, 2021 @ 1:20am 
does need update?
花兔 Nov 24, 2018 @ 1:18pm 
@Dragon32
Thank you for your help :)
Dragon32 Nov 18, 2018 @ 2:05pm 
@兔毛:
I still use this with WotC. I don't think it's been fixed by Firaxis.
花兔 Nov 18, 2018 @ 12:57pm 
WOTC FIX?
Schadenfreude May 13, 2018 @ 9:55pm 
Sadly this mod seems to remove the Indicator, from the mod Extended/Perfect Information, whether or not you are about to move into a tile that's laden with smoke.

Other than that I love it, but would you consider looking into the Indicator incompatibility?

Cheers
Rambit23Z Oct 16, 2017 @ 12:21pm 
Nevermind. Just checked the files and noticed that it removes flanking bonus outright. Nice.
Rambit23Z Oct 16, 2017 @ 2:37am 
I play with the absolutely critacal mod, which gives a 200% chance to crit on flanks. I assume I can go into the .ini to make smoke give -200% crit chance, right?
Gong-Gle-E Sep 19, 2017 @ 2:50pm 
Do you know change smoke bomb(=mk2) hit mod?

I configure "SMOKEGRENADEMK2_HITMOD=-40" in "DefaultGameData_WeaponData.ini", but not adjustment,,,
Datadagger Sep 6, 2017 @ 5:25pm 
thanks for the heads up
Anisotropic  [author] Sep 6, 2017 @ 4:25pm 
FYI this should absolutely still work with WotC. I've tested it successfully and none of the code has changed around smoke grenades. They didn't even touch the bug that this mod fixes, get it together Jake!
Timbermaw Sep 2, 2017 @ 4:51pm 
Still kinda unreliable even with this mod i must say
Datadagger Aug 30, 2017 @ 6:48am 
Will this be updated to work with WOTC?
Echo May 27, 2017 @ 11:51am 
Is this mod still needed or has LW2 caught up and patched it?
ADVENT Avenger Feb 1, 2017 @ 1:06pm 
The LW2 smoke calc is flaky, sometimes it kicks in and sometimes it ignores the target it is on. It's unreliable (which is ironic).
marshmallow justice Jan 28, 2017 @ 11:26am 
with patch 1.1 maybe this isn't needed now, it did say that it was fixing some smoke issues
ADVENT Avenger Jan 21, 2017 @ 8:56pm 
Confirmed that LW2 doesnt have the correct tiling, this mod is still required unlike what the Compatibility list says.
PizzaSHARK Dec 26, 2016 @ 2:12am 
Could we get a version of this that won't conflict with other mods that make adjustments to smoke grenades, please? Kind of stupid we have to beg modders to fix UI issues that Firaxis should get off their butts and do on their own :(
Nider001 Dec 10, 2016 @ 8:51am 
Is it ok for me to include this mod into my own project?
Blackadder Dec 9, 2016 @ 10:58am 
I can report the same as Thane. Alternative mod launcher doesn't list a conflict but removing either Reliable Smoke or Shadow Ops LW makes the geoscape run smoothly as opposed to ~5 FPS with both activated.
Cheux Nov 12, 2016 @ 6:44am 
Ok, the conflict is between this mod and the Shadow Ops LW mod, wich includes changes with smoke grenades...
http://steamcommunity.com/sharedfiles/filedetails/?id=790582498&searchtext=
Cheux Nov 12, 2016 @ 12:09am 
Yes I did. I followed everything and even installed the game again. Nothing worked.
Dragon32 Nov 11, 2016 @ 4:26pm 
@Thane:
Weird. I'm using this mod (and about 280 others...) without any Geoscape lag. Have you cleared out your config folder in Documents since the latest patch?
Cheux Nov 11, 2016 @ 4:15pm 
I am using it but no conflict appeared. I found it by checking / unchecking several mods until I found out it was this one
Dragon32 Nov 9, 2016 @ 9:53am 
@Thane:
Give the Alternate Mod Launcher a go for potential conflicts. Useful guide and linkage:
Troubleshooting: Mods not working properly / at all
Cheux Nov 8, 2016 @ 10:40pm 
I had the geoscape lag with this mod. I don't know where is the conflict (over 200 mods). Any idea?
Dragon32 Jul 18, 2016 @ 2:10pm 
@ DjAci:
Steam\SteamApps\workshop\content\268500\650751923\Config\XComReliableSmoke.ini
DjAci Jul 18, 2016 @ 1:39pm 
Where can I find the ini to disable flank bonus?
Razor4884 Jul 5, 2016 @ 2:47pm 
Does this work with the latest DLC?
ADVENT Avenger Jun 26, 2016 @ 11:25am 
@Anisotropic Would it be hard to make the Smoke Color configurable? Or if its impossible, make a couple of preconfigured colors? The hot pink-violet bugs me.
theworld Jun 18, 2016 @ 9:54am 
> Ever lost soldiers to the smoke grenade's buggy UI?
Never lost soldiers to the smoke grenade's buggy UI because I never used it.
marshmallow justice May 30, 2016 @ 8:34am 
Yea it seems like it does last time I played.
alh77 May 18, 2016 @ 9:21am 
Does this mod still work with the last patch (may) ?
Gong-Gle-E May 5, 2016 @ 4:57pm 
before late-march patch,

i remembered, bomb get 40% def. bouns + bigger radius. (it same 'tech tree MOD')
but now your saying is true in my test...

thanks your comment
Anisotropic  [author] May 5, 2016 @ 3:57pm 
That's vanilla, I'm pretty sure it's not a bug. Smoke bombs have a bigger radius, and that's all you're supposed to get.
Gong-Gle-E May 5, 2016 @ 5:59am 
are you fix smoke bomb's defense stats?

why smoke bombs can only +20% cover??
DabHand Apr 28, 2016 @ 6:33am 
This needs more attention. :thumbs:
marshmallow justice Apr 23, 2016 @ 5:13am 
Has anyone come across reloading a save making existing smoke/new smoke no longer work within that mission?
TeK DeLorean Apr 18, 2016 @ 10:23am 
amazing work, thanks.
XiRiith Apr 14, 2016 @ 12:24am 
Great job for fixing the bug, thx Sir.
marshmallow justice Apr 13, 2016 @ 9:17pm 
My smoke grenades won't lie to me and not protect the units on the edges now? Oh joy! Thank you!
ADVENT Avenger Apr 13, 2016 @ 9:10pm 
@Anisotropic I love you so much.
Anisotropic  [author] Apr 13, 2016 @ 9:09pm 
While I was looking into the LOS problem, I found something even better.
I found a solution to the unreliable smoke bug! Turns out that FillRequiresLOSToTargetLocation() was actually removing tiles AFTER the previous LOS checks, causing smoke to sometimes not appear.

After removing that, it looks like the UI doesn't lie anymore - I even tried pixel-hunting with non-tile snapping grenades, and couldn't break it.
ADVENT Avenger Apr 13, 2016 @ 7:11pm 
So you're saying is your partly solved the problem by putting Smoke Grenade Env Damage > 0? Now thats funny. If you find a real fix it would be great, but in the meantime the search continues
Anisotropic  [author] Apr 13, 2016 @ 6:54pm 
After looking into it, I think you're partly right. You could set bIgnoreBlockingCover=true at the ability level, but sadly all grenades share the same abilities (ThrowGrenade and LaunchGrenade). So it might be hard to fix this for smoke specifically.

Interestingly, this means that even frag grenades should respect cover - but grenades which do environmental damage are handled differently. So if you give smokes environment damage, they could penetrate (weak enough) cover. It would look stupid in preview though since it would look as if it was going to destroy the cover.
ADVENT Avenger Apr 12, 2016 @ 5:11pm 
I tried returning false it doesnt work sadly. I feel the core function required to be changed is hidden in native core code. I'd like to make defensive grenades function just like offensive grenades, and hit every tile in the area, not just in 2D.
Anisotropic  [author] Apr 12, 2016 @ 4:59pm 
Yeah, I'm not sure how that works. It should work similarly to gas and acid grenades, do they bug out as well?

In theory you could make grenades ignore LOS by overriding X2Effect_ApplySmokeGrenadeToWorld and having FillRequiresLOSToTargetLocation() return false (in the code). Not sure if that would fix the bugginess or not - the real issue is not requiring LOS, it's just that the preview doesn't work right.
ADVENT Avenger Apr 11, 2016 @ 6:57pm 
I'm trying to make the Smoke Bomb/Grenade affect all tiles in a spherical radius, i find it too flat. It's outside my knowledge however I dont understand how the game populates tiles in 3D compared to the explosion point. If you could make the Smoke Grenade affect everything (like a Frag grenade) in the target sphere it would be awesome. Currently the cans have a weird LOS rule and are bad at covering different heights.