XCOM 2
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[WOTC] EU Aim Rolls
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29.8.2017 klo 19.06
17.11. klo 22.54
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[WOTC] EU Aim Rolls

Kuvaus
Separates the rolls for hit, crits and dodge.

** Added LW style perfect information, enable via config **
** Ignores existing config for squadsight penalty and heigh advantage bonuses in your xcom config, you may customize these options in the mod's config instead which also provides additional options for customization (SteamApps\workshop\content\268500\1123516056\Config\XComAimRoll.ini) **

Gone are the days of troopers having 100% crit against people in heavy cover + aid protocol, since in XCOM 2, hits, crits and dodges shares a single roll, so if the crit chance is higher than hit chance, it always crits as long as the target can't dodge, dodge is less affected because the dodge roll is calculated based on dodge stat * hit chance.

In short: By default 10% hit 10% crit means 10% of your shot will crit, 0% normal hit, 90% miss.
With this mod 10% hit 10% crit means 1% of shot will crit, 9% normal hit, 90% miss.

By the default behaviour of this mod, rolling a crit will not roll for dodge, this is customizable in ini config. Enabling HYBRID_CRIT_DODGE will instead roll for both crits and dodge and results in a normal hit if both succeeded.

WARNING: As any XCOM 2 mods do, saving a game with a mod enabled will cause the save game only work if and only if the mod is enabled, since this is a tweaking mod using existing templates there shouldn't be missing content after disabling the mod so for now you'll have to use this mod to fix it if you decide to disable the mod http://steamproxy.com/sharedfiles/filedetails/?id=619141883

Problems? Follow this guide first! it may solve your problems (applies to all mods) http://steamproxy.com/sharedfiles/filedetails/?id=625230005

Compatibility Note:
This mod overwrites X2AbilityToHitCalc_StandardAIm, X2AbilityToHitCalc_StandardMelee and may not be compatible with other mods that overwrites the same class. [Totally not compatible with No Crit Dodging, choose only one]
Will detect the presence of XModBase Redux and apply its changes, but will not use its RedFog.ini configuration, as this mod already has a config option to enable good angles for enemies
Custom abilities that uses default.SimpleStandardAim will also not benefit from this change. (I can't override default.SimpleStandardAim) But you can add their template name into the INI to force this behaviour.
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23.2.2023 klo 4.54
PLEASE READ - for Long War 2 (LW2) users
Nemo Jr.
312 kommenttia
RandomIdiot1816 18.11. klo 9.48 
Ok, last comment, I think it had to do with the peek from concealment mod? I managed to fix it by using gotcha again redux, so everything works fine now
RandomIdiot1816 18.11. klo 9.31 
looking at it with AML (and with zero modding experience, sorry) I think it might be something to do with the "UITacticalHUD (UIScreenLitsener)" interacting with some other mods like 'peek from concealment'?
RandomIdiot1816 18.11. klo 9.16 
For some reason the mod keeps crashing my game, either while loading or when first breaking concealment during gatecrasher
Esran 18.11. klo 7.21 
That was exactly my setup (CHL, no XMBR). Have checked, the mod works again. Thanks for the fix.
-bg-  [tekijä] 17.11. klo 22.55 
Update is now live
-bg-  [tekijä] 17.11. klo 22.44 
Ok on double check, I had the checking function accidentally checking the opposite. Because that part of the code won't run without highlander, it only specifically would crash if you have CHL but not XModBaseRedux
-bg-  [tekijä] 17.11. klo 22.41 
ya it needs XModBaseRedux specifically. That part of code should not run if XModBase is not loaded, I am able to run without that mod or highlander on.
Esran 17.11. klo 14.20 
I think the Nov 17th update broke this mod. I am getting crashes whenever xcom gets in range of enemies and it becomes xcom's turn.

My logs show lines like

Failed to load 'XModBase_Interfaces.XMBEffectInterface'! Referenced by 'EUAimRollsWOTC.OldAimRoll:XMBGetAdditionalHitModifiers' ('---').

The patch notes mention XModBase Redux. I don't have that installed. Maybe the patch accidentally created a hard dependency on that mod?

Disabling the mod or installing XModBase Redux fixes the crashes for me, so I think it's likely the mod now accidentally requires XModBase Redux.
Skarsatai 2.0 17.11. klo 4.33 
you are back. finally. yes !!!!
loveblack88 17.11. klo 2.04 
this mod doesn't work anymore. make crash all time