XCOM 2
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[WOTC] Unit Flag Extended
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Nov 13, 2020 @ 11:07am
Jul 17, 2024 @ 7:37am
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[WOTC] Unit Flag Extended

Description
What is it?
This is a re-upload of a vanilla port. I failed to contact the original authors, but I think my changes are substantial enough to warrant a new mod.
This mod follows in the footsteps of Additional Icons and WOTC Additional Icons

So what does this do?
This mod, like the two it is based upon, expands the 'UI Unit Flag' display to have more information. This includes new icons for display and a loot indicator.
By default it will display Loot, Damage, Aim, Defence, Mobility, Will and Health.

That sounds just like the other versions ... what's new?
Well, first is the inclusion of all stats, Loot, Damage, Aim, Defence, Mobility, Dodge, Hack, Will, Health, Psi Offense, Shields and Armour.
You can toggle by config whatever you want.
You can also set to display on multiple lines if it exceeds the bar length(on by default).
  • I have made a new set of icons for all stats, except loot, which is a re-scale of the original.
  • Each stat text can now be individually coloured
  • Each stat icon can now be coloured
  • Mobility can be displayed as the stat or 'in tiles'. Defaults to stat.
  • Will can be displayed as actual stat or % of max. Defaults to %.
  • Health can be displayed as current/max or just current.
  • Loot can be toggled to only display after scanning protocol, battle scanners or scouting by Reaper target definition. Defaults to shown, no scanning needed.

  • FIXES: the damage stat now includes breakthrough damage bonuses
    Damage looks at Secondary Weapon Damage if Primary Weapon Damage is 'none'
    If still 'none', or no Weapons found, attempts to calculate min-max from Perks ...
    This should help show damage for melee enemies like Faceless and Chryssalids.
  • FIXES: Status effects on the unit are now displayed. Coloured Icons are an option.
  • FIXES: the offset for focus bars, including from mod-added CHL focus bar
    (the CHL bar is the one used by classes like Akimbo, Samurai, Proficiency Heroes)
  • FIXES: the offset for all alien rulers, including modded rulers
  • FIXES: the offset for when a soldier is bound or grabbed from a number of sources
  • FIXES: the offset for environmental objects like Psi Transmitters.
    (these will also only display their health)

  • The WOTC Will bar can now be toggled on/off and recoloured.
  • The Health and Shield bars can be hidden for both enemies and friendlies.
  • The Health and Shield bars can be recoloured to the team colour.
    By default the health bar is coloured and enemy shields.
    Frost Legion Damage Reduction Shields are now 'frosty' blue.
    Rulers have individual colour settings for their Healthbars. Defaults in the screenshots.
  • The Name can be coloured by team colour. Defaults to 'yellow/gold'.

  • Includes the HUD Target Icon next to the name.
  • Config Option to display the bars in set segments
    - with a %fill based on current/max (off by default)
  • Config Option to hide the cover shield icon
  • Config options.. lots of config options...
Known Issues
  1. Basegame has an issue where the UIUnitFlag sometimes fails to initialise and display.
    A save/reload should fix this. Added a console command that might fix this: RustyFix_UFE_RefreshUnitFlagOfActiveUnit > refreshes the unit flag of the currently active/selected unit [/stike]
    ~ Command does not fix, it actually makes it worse ;(
  2. Reload/Mid-Tactical Load, sometimes has an issue where the display scrunches up.
    See the screenshots. A blue move/action should fix this.

  3. Base game has an issue where the Shield Preview bar locks to flashing until an action is committed to, I tried to fix this but couldn't, the issue lies in the flash code not resetting the preview correctly. I have a fix by MCO in this mod, however it conflicts with Gotcha Again so is disabled by default. See the Update notes for 29th January 2021, v1.7.
    This MCO is not required at all with Gotcha Again Redux
  4. If you recolour the enemy shield bar/ablative HP and an ally unit gets mind-controlled the ablative bar gets recoloured to the enemy colour. It does not reset back to friendly colours. (Normal health bar works as expected). While this is undesirable I'm not going to fix it, as I think it's a cool little nod to 'this unit was mind controlled this mission'.
Compatibility
Overwrites UIUnitFlag by MCO and will NOT work with any other mod that does so, such as;
WOTC Additional Icons
Show Health Value WOTC
Numeric Health Display WOTC
Tactical Information Overhaul

Works with YAF1 Autopsy Required , which has settings to control the display of information from this mod.

Works with Extended Information and Gotcha Again Redux.
Not for Vanilla. Works with LWotC and CI.
Can be enabled mid save, mid campaign.

Credits and Thanks
As always many thanks to the good people of the XCOM2 Modders Discord.
Particular thanks to Iridar, Robojumper and Xymanek for help with the flash/UI aspects
And thanks to Grimy, SFlo and Alketi for the original mods.

Other Links
Mod is now built using X2 Mod Build Common [github.com]
Project is hosted on GitHub GitHub Link [github.com]

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
480 Comments
RustyDios  [author] Apr 27 @ 9:00am 
:( it's a long-standing bug I can't figure out or fix. I don't know what causes it, or how it happens. IT is supposed to be auto-fixed on a new round starting but even that isn't 100% effective.

the unit flag just gets somehow quite literally burned into the visual system, it doesn't even register as a flag anymore. mostly seems to happen with chosen.

the only known true fix so far is fresh load.
Kei Apr 27 @ 7:06am 
I’ve been using this mod extensively and have found it extremely helpful. Thank you so much for all your hard work.
I do have one question, though: in tactical mode, I sometimes encounter an issue where a unit’s health bar gets stuck on the screen and stays visible even when I move the camera — almost like a burn-in effect.
Reloading the save clears it (so it’s only a minor inconvenience rather than a serious issue), but I was wondering if there’s any way to fix it.
Phoenix Apr 20 @ 5:54pm 
Oh ok gotcha I thought I was going crazy haha. Thanks for letting me know :)
RustyDios  [author] Apr 20 @ 5:50pm 
Weirdly enough that is an optical illusion. All the icons+buffer are the same size and spaced exactly the same way. It's the same code loop that spaces everything.
It looks weird for the dodge icon because the arrow itself has more deadspace around it, but it's still a 32x32pixel square.. with a 5pixel buffer to the text ...
Phoenix Apr 20 @ 5:40pm 
Hey Rusty I just noticed something that bothers me a little bit. It seems that all the icons are evenly spaced except for the dodge number and health icon which are close together relatively. I believe it's because the dodge number is farther from its icon compared to the other icons. https://imgur.com/a/EzjZtcB (It's easier to see if you download the image and then zoom in on it).
RustyDios  [author] Feb 21 @ 12:44am 
no, not really. The configs are too extensive for MCM and better adjusted directly in the files.
I kind of hate implementing MCM options... yes it's great as a player feature.. but it sucks as modding experience. Just time consuming and unfun to do.... maybe one day, but it's not going to be any time soon, don't want to get your hopes up.
Medicman Feb 20 @ 11:20pm 
Chance this could get an update for Mod settings to add just a toggle for on/off for certain features?
RustyDios  [author] Feb 14 @ 12:39am 
Hmm, fair comments.
There's options in the configs of this to turn off the armour pip and display it as numbers.

Funnily enough the bars length does have a maximum size, where it will keep dividing instead of growing.. but there's also options in the config to display "one solid bar as a percentile" (just like another similar mod).

The default setup of this mod is great for a 'general' play, I feel the configs are extensive enough that you should be able to tweak it to however you want things to display honestly.
ArtanisKAI Feb 13 @ 9:39pm 
Just an opinion, especially to Rusty, i never used this not because of any issue, but because it kinda clashes with the setting i want for my own heavy mod play, which also includes higher number values, so the bars seems harder to use than the numbers only which another mod can do. My gripe is that, the armor value, at higher number which is needed for my modded configs, makes the hud looks very cluttered with nothing but yellow shield icons. Also at very high soldier HP, the bar becomes so big it becomes nothing but lines. This is a great mod on normal configs, but at my custom calculated high numbers it's not.
radgeRayden Feb 13 @ 6:11am 
Yeah I read about that as well, I'm not too convinced it's to do with this mod but thought it was worth a try. Well also a surprised it's not a common thing, now I have to figure it out :p