XCOM: Chimera Squad

XCOM: Chimera Squad

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Increased Critical Damage
   
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2 May, 2020 @ 5:37pm
5 May, 2020 @ 12:50am
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Increased Critical Damage

Description
Simple Description: All weapons/attacks, friendly or enemy will now crit for 50% of the base damage rounding up. Any attacks that don't have a critical chance/damage I left the damage at Zero, for example most psi attacks don't do critical damage.

As shown in the screenshot the default damage for a Legionairre enemy is 3, with 0 spread, but a 50% chance to do plus 1 damage and critical damage of 1. This means the critical damage range is between minimum of 4 and maximum of 5. With my changes that range becomes minimum 5 and maximum 6 damage. In this case the change isn't massive.

The second example, the basic assault rifle you start with has 4 damage with spread of 1 and critical damage of 1. This means the range of damage is between 4 and 6 if you critical. My change makes the range minimum 5 and max damage 7, so critical damage is 2.

Now when you get lucky enough to have a critical hit but you roll minimum damage, you won't end up doing less damage than your maximum which is the case currently. Extra lucky would be getting the pinpoint breaching modifier then unleashing an upgraded shotgun on an enemy.

-Problems so far: -I can't find where to change the stats of the weapon upgrades in the assembly.
-Once guns start getting upgraded stats then the crit damage starts to fall behind. For assault rifles and smg's they go up to 5 damage 1 spread but crit stays at 2, this means that the weapon critical damage does drop away slightly but its still more damage than the base game.

If theres any problems or you know of any changes I should make let me know. Also if someone knows where I can find the upgraded weapons and enhanced weapons stats that you do in the assembly since currently I can only adjust the base stats.
19 Comments
Toppopia  [author] 16 May, 2020 @ 2:40pm 
At first I was thinking of having damage be half of what you roll but I don't think you can do anything fancy with the weapon stats besides having a number.
1var_N13tsn3bur 16 May, 2020 @ 1:01pm 
instead of having the calculations be based off of minimum damage (aka the base dmg) could you try having the crit calculation be based off of the damage that would be done before applying the crit? idk if that is possible, I'm just spitballing ideas cuz I like the idea of the mod and I would love it if the crit scaled
Toppopia  [author] 5 May, 2020 @ 1:26am 
I've gone and reverted the changes to enemies critical damage in 2nd and 3rd acts as for now Xcom weapons don't have that buff . So critical damage for enemies is still based on the standard damage and won't go up as you progress through the game.
Toppopia  [author] 3 May, 2020 @ 8:40pm 
I have now made the mod from scratch so theres no random smg template in the game or anything strange. Sadly though in my checking of the damage a typo meant the assault rifle was doing damage on par with the shotgun which is not in the base game. I have now fixed it so it performs the same as the smg. To me it felt nice having a good assault rifle but since all this mod aims to do is adjust critical damage I couldn't leave that unintended buff in the game. I apologize for any problems this may cause.
Toppopia  [author] 3 May, 2020 @ 5:52pm 
@Player Yeah thats what I thought too. Why is my crit damage only the base damage? That doesn't seem right... Then I saw a dev post that critical damage was only +1 which is why I made the mod, now theres an extra incentive to flank enemies and keep yourself from being flanked.
Player 3 May, 2020 @ 5:47pm 
i had wondered about crit damage in the game, sometimes i would see the yellow and get excited but the damage was really low
Toppopia  [author] 3 May, 2020 @ 3:41pm 
@striker979 Ok this is strange, even using vscode to change the values and run the game in dev mode won't let me modify the damage values. The critical changes I have previously work but any changes I make arn't taking effect. Seems to be working fine in game so unfortunately I have no idea how to help. Sorry
Toppopia  [author] 3 May, 2020 @ 7:49am 
Huh, weird, I just ran my code in the dev build and its not accepting my changes either. I'm going to have to look at this tomorrow since its nearly 3am. Thank you for bringing this to my attention.
striker979 3 May, 2020 @ 7:43am 
I cant even change numbers apparently. I did:
XCOM_ASSAULTRIFLE_BASEDAMAGE=(Damage=10, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
XCOM_SMG_BASEDAMAGE=(Damage=10, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Luck=15, Tag="", DamageType="Projectile_MagXCom")
XCOM_SHOTGUN_BASEDAMAGE=(Damage=10, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
XCOM_PISTOL_BASEDAMAGE=(Damage=10, Spread=0, PlusOne=50, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
The SMG and pistol have their damage increase as expected but the AR and shotgun are unaffected. Thanks for the help btw.
Toppopia  [author] 3 May, 2020 @ 7:22am 
I'm not sure how mods in Chimera Squad work when you adjust the value in the mod folder, maybe its just a simple copy folder to the not steam mod folder and tinker with it, in that case you should beable to just change the numbers. If I can be more helpful i'll try but I am not even a basic modder by any stretch. I doubt I can do anything more complex than adjust numbers like i've been doing.