XCOM 2
[WOTC] Zelfana's Assorted Fixes
 This topic has been pinned, so it's probably important
Zelfana  [developer] Apr 23, 2022 @ 11:39am
Full Feature List
Here is the full list of features possible with this mod. The default config in Zelfana's Assorted Fixes Config has all bugfix features enabled with some of the enhancements.

Features


  • Bugfix: FanFire was always not turn ending, Quickdraw had nothing to do with it.
    * Found in Quickdraw Fix, only including the fix to FanFire.

  • Bugfix: Wraith didn't have a cooldown, letting you activate it when it was still active. Set to be equal to its duration.
    * New in this mod.

  • Enhancement: Change turn-endingness and cooldowns of more abilities. Some suggestions in the config.
    * This is basically a more simplified but also more compatible version of Ability Editor.

  • Bugfix: Inspire was usable on soldiers who weren't able to act. It was also requiring line of sight despite the description claiming otherwise. Also fixes a few other abilities.
    * Found in Ability Tweaks, expanded to also include line of sight fix and other abilities.

  • Enhancement: Hide spammy Rend Focus damage bonus message that comes up every time a Templar attacks. We get it, you lift.
    * New in this mod.

  • Bugfix: Evac buttons weren't hidden while out of the Evac zone.
    * Found in Ability Tweaks.

  • Bugfix: Heavy Weapon icons duplicated when empty. They will now be hidden properly.
    * Found in Ability Tweaks, implemented programmatically to catch all heavy weapons.

  • Enhancement: Hide more abilities when they are out of ammo or charges. Various item abilities in default config.
    * New in this mod.

  • Enhancement: Hide abilities if there are currently no valid targets. This is a workaround to enable hiding with both unavailable and empty ammo/charges.
    * New in this mod.

  • Enhancement: Hide Stabilize and GREMLIN Stabilize if there are no targets, you can still see the charges on the Heal ability.
    * New in this mod.

  • Enhancement: Force any ability to be always visible. Default config includes Reaper Claymore and bondmate Dual Strike so you can always see their charges.
    * New in this mod.

  • Bugfix: Fixed Revive, Holy Warrior, Icarus Jump and Teleport being set as offensive and therefore breaking concealment.
    * Found in Ability Tweaks, but implemented differently (by only setting hostility instead of overriding concealment behaviour).

  • Enhancement: Change hostility for more abilities.
    * New in this mod.

  • Bugfix: Fixed Squadsight not working on some abilities. This also fixes Covering Fire and Guardian not working with Long Watch.
    * Found in AWC Squadsight Fix, but this is an improved way to fix these. Core Collection Meta Mod also fixes some of these but doesn't allow adding more in config.

  • Bugfix: SPARK BIT Hack bonus wasn't displayed in the Armory UI.
    * Found in SPARKs Rebalanced.

  • Bugfix: Made Templar Ghost immunities match Psi Zombies, namely Poison and Mental are added. Also adding Bleeding and EleriumPoisoning to both.
    * Found in Ability Tweaks, but it only added Poison.

  • Bugfix: Robotic and robot-like organic (Codex, Spectre) units weren't immune to Bleeding. Also adding EleriumPoisoning because they're immune to the damage anyway.
    * Found in Ability Tweaks, reimplemented in a more compatible way.

  • Bugfix: Chryssalid Cocoons weren't immune to all mind altering effects. They were already immune to Stun so adding Disorient, Unconscious and Mental.
    * Found in Ability Tweaks, but not adding acid immunity that the mod was doing to Chryssalids in general.

  • Bugfix: Avatar immunities were lacking Panic immunity.
    * New in this mod.

  • Bugfix: Turrets weren't immune to Unconscious. Also adding EleriumPoisoning because they're immune to the damage anyway.
    * Unconscious immunity is done for ADVENT turrets in Long War of the Chosen as well by them getting RobotImmunities, this is fine.

  • Enhancement: Add or remove immunities on abilities, characters and character groups. This is mostly for the immunity bugfixes but no harm making it fully configurable.
    * Configurable Immunities already does this for character templates but not for abilities or character groups, and Create Custom Abilities: Immunities can create new abilities with immunities but can't change them in existing abilities.

  • Bugfix: Soldiers were being awfully quiet when using Throw Axe, the ability had a lot of speech variables unset.
    * Found in Ability Tweaks.

  • Enhancement: Change ability confirm sounds.
    * New in this mod.

  • Bugfix: Confirm sound was missing on some abilities.
    * Found in Ability Tweaks, expanded slightly.

  • Bugfix: Proper icons for cut SITREPs that have existing templates in case they are enabled by mods.
    * Found in Ability Tweaks, Juggernaut changed to match the one used in Restored SITREPs.

  • Bugfix: Various Overwatch/Reload/Hunker Down All mods' abilities weren't doing action point costs correctly and broke when a SPARK used Overdrive.
    * Found in Core Collection Meta Mod, but expanded to fix all similarly done action point costs automatically which includes some base game ones.

  • Bugfix: Fixed Various Options not adding Overwatch All to sniper rifle and pistol users.
    * New in this mod.

  • Bugfix: Fixed Frostbite being usable on Frost immune targets. Nothing in the vanilla game is immune to Frost so this doesn't change anything if you don't have mods adding Frost immunity to units or abilities. Prevents wasting the ability if you have mods making units Frost immune.
    * New in this mod.

  • Bugfix: Fixed Hellweave Vest doing Electrical damage instead of Fire damage. Also made it configurable, default damage is the same as original. Visuals will still show electric shock, changing that is out of my expertise.
    * Found in Ability Tweaks, but it wasn't configurable.

  • Bugfix: Fixed Viper Bind and Skirmisher Justice obliterating the environment. This prevents Vipers instantly exploding when they use Bind while taking cover behind cars.
    * Found in Ability Tweaks, but removed the damage entirely instead of only lessening it.

  • Bugfix: Fixed Spectre and Chosen Assassin being able to use their vanish abilities while flanked which often results in them being instantly revealed on your turn.
    * Found in Ability Tweaks, but only including the flanked part using a modified stealth condition for Vanish and VanishingWind.

  • Bugfix: Fixed Dual Strike staying available on a bondmate if they didn't need to use their followup shot.
    * New in this mod.

  • Bugfix: Fixed Solace affecting or trying to affect cosmetic units, non-units, robots or civilians. This stops the swirly effect appearing on GREMLINs and robots who are not affected anyway and civilians having their permanent panic removed.
    * Found in Ability Tweaks.

  • Bugfix: Fixed abilities that are meant to replace the medikit not being able to use the medikit's charges if it is not equipped in utility slots. This will only affect abilities that use the vanilla X2AbilityCharges_GremlinHeal and preserves the values set so should hopefully stay compatible without issues.
    * New in this mod.

  • Bugfix: Fixed some items showing weapon tech breakthrough damage bonus when they can't actually benefit from the bonus. Weapon tech will be removed from those items.
    * New in this mod.

  • Bugfix: Fixed Ragestrike not being usable on enemies the unit couldn't personally see. It can now be used on any visible enemy in range just like other melee attacks.
    * New in this mod.

  • Bugfix: Fixed effects that are removed on death/bleeding out on abilities and weapons getting applied when the attack kills the target or puts it in bleeding out. Mainly important with damage over time effects so they won't kill a bleeding out soldier.
    * New in this mod.

  • Bugfix: StandardShot and its derivatives would always display "Headshot" as their name when targeting any unit on the Lost team instead of when you are actually using a valid headshot ability against a valid headshot target. They will now instead check for X2Effect_TheLostHeadshot on the target. This does not display with Extended Information, though.
    * New in this mod.

  • Bugfix: Fixed Chosen traits excluded only one way. The game doesn't check exclusions both ways so you could still end up with two traits that should have been excluded if they were acquired the other way. This will matter for mods like Restored Chosen Traits.
    * New in this mod.

  • Bugfix: Fixed Combat Protocol bonus robotic damage and Disruptor Rifle crit bonus not working against mind controlled / hacked targets.
    * Combat Protocol fix is also in Ability Interaction Fixes. Disruptor Rifle crit isn't fixed anywhere else to my knowledge.

  • Enhancement: Allow more abilities working against mind-controlled targets.
    * New in this mod.

  • Bugfix: Removed story related interact abilities from non-soldiers and modded soldier characters as they are known to crash the game with those characters.
    * New in this mod.

  • Bugfix: Fixed Whiplash not ignoring weapon damage which causes it to do more damage than intended if it is bound to a weapon slot.
    * Whiplash Overhaul also "fixes" this by making it scale with ripjack damage intentionally. It will still work with this fix enabled.

  • Enhancement: Configure more abilities double dipping on damage to be fixed.
    * New in this mod.

  • Bugfix: Fixed Ragestrike not being tagged as bMeleeAttack in hitcalc which causes it to not count as a melee ability in some cases.
    * New in this mod.

  • Enhancement: Configure more abilities not set as bMeleeAttack to be fixed.
    * New in this mod.

  • Bugfix: Fixed super concealment (Shadow) being used by regular soldier classes giving them zero detection radius. All such classes will now get the Reaper class MinSuperConcealedDistance value if they don't have a value set.
    * New in this mod.

  • Bugfix: Fixed Icarus Jump and other abilities using the same TargetingMethod not needing vertical clearance to use. Target location already required vertical clearance but the source location did not.
    * New in this mod.

  • Bugfix: Fixed abilities having duplicate action point costs. The game doesn't expect abilities having multiple AP costs. This usually happens as a result of mods not handling them correctly in OnPostTemplatesCreated but there are a couple base game abilities that also get fixed by this.
    * New in this mod.

  • Bugfix: Fixed being able to use some abilities that grant action points or reserve action points for overwatch or other reactions during an interrupt turn from Skirmisher Interrupt or Battlelord or equivalent. Most forms of overwatch, Combat Presence and Interrupt/Battlelord themselves already have this limitation. Inspire is one of the base game abilities that gets fixed by this.
    * New in this mod.

  • Bugfix: Fixed weapon upgrades being excluded only one way. The game doesn't check exclusions both ways so you could equip two upgrades one way but not the other. This is usually a cross-mod compat issue.
    * New in this mod.

  • Bugfix: Fixed Holy Warrior effects not getting removed if the unit that used it gets removed from play by evac or other means. Units with Holy Warrior that are able to evac include MOCX Psi Agents, Priests from Double Agent and modded soldiers.
    * New in this mod.
Last edited by Zelfana; May 19 @ 1:58pm