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I'll check it out next time I'm in game. Could be a while as I got distracted by Dwarf Fortress.
Not sure if that will work.
I added the following text into the blank Steam\SteamApps\workshop\content\268500\748756564\Localization\XComGame.int
;Place localized text in this file
[FlashbangGrenade X2GrenadeTemplate]
BriefSummary="The Flashbang Grenade disrupts and disorients targets in a very large radius, inflicting significant offensive penalties."
TacticalText="<Bullet/> Flashbang grenades don't do damage, but disorient and disrupt targets in a large radius.<br><Bullet/> Warning! Friendly squad members will also be affected."
ThrownAbilityHelpText="Disorient all hostile and friendly targets in the affected area."
LaunchedAbilityHelpText="Disorient all hostile and friendly targets in the affected area."
BriefSummary="The Flashbang Grenade disrupts and disorients enemies in a very large radius, inflicting significant offensive penalties."
TacticalText="<Bullet/> Flashbang grenades don't do damage, but disorient and disrupt enemies in a large radius.<br><Bullet/> Friendly squad members will not be affected."
ThrownAbilityHelpText="Disorient all hostile targets in the affected area."
LaunchedAbilityHelpText="Disorient all hostile targets in the affected area."
XCOM EU and XCOM 2 don't have a ballistic's simulation for unit targeting.
I don't think anyone want to remake every map in the game with cafe tables.
1000 sheets of paper = 1 meter
The gauss rifle in xcom long war is meant to be the equal of the magnetic weapons used by the advent. It was written that the bullet went through the test dummy and burrowed itself 5 meters of bunker concrete. One tile in xcom is 1,5 meters. You would be able to shoot through at least 2 tiles with a magnetic rifle.
The old ufo/xcom/rebelstar games had bullets who could kill your own soldiers, the bullets actually existed and stopped moving forward when hitting a wall. In xcom2 the bullet will hit the wall and then continue through the walls and kill the target, no matter how many walls there are inbetween the shooter and the target. It doesn't matter if it's a convential or magnetic: all firearms in xcom2 can shoot through the walls.
This for example would make a flanking on two soldiers only be able to hit the target who stands closest since the second will be protected from line of sight, though in xcom2 line of sight stretches beyond one tile, more like 1.5tiles in all directions. Very annoying when standing behind 3 walls and the enemy flanks you from an angle that visual is impossible.
If you desperately wanted that I suppose you could code a system where whenever you miss a target it rolls for damage against nearby enemies but the firing animation wouldn't line up. Your soldier would miss, the plasma beam would fly off somewhere to the left and the soldier next to the Muton you missed would just drop dead.
Imagine tabbing through your whole squad every mission too.