XCOM 2
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Robotic Heal Fixes
   
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2 Aug, 2016 @ 11:17pm
2 Aug, 2016 @ 11:50pm
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Robotic Heal Fixes

Description
FIX 1:

- You can no longer heal robots and turrets with the regular Nanomedikit and Medikit (I laughed when i took the screenshot believe me). Gremlin Heal does NOT have this problem.

Copied the Condition code from the Gremlin Heal ability to the abilities NanomedikitHeal and MedikitHeal.

FIX 2:

- The Mimic Beacon is now considered a Robot and cannot be healed also. You will probably never notice this bug unless you made the Mimic Beacon both capable of withstanding more than 1 hit and you allowed it to remain on the map multiple turns.

The Mimic Beacon will take damage from electricity such as the EMP Bomb, Capacity Discharge, Combat Protocol and Bluescreen Rounds accordingly. It did dodge my Capacity Discharge however so I think there's code to avoid AOEs from some abilities, but it technically would take more damage if it connects. The EMP Bomb did work however.

-= POSSIBLE ISSUES =-

Not tested in Multiplayer (Mimic Beacon).

-= COMPATIBILITY =-

No overrides, but does overwrite the base target conditions of both abilities.

-= LW2 COMPATIBILITY =-

Unknown if fixed. I suppose it is, so I'm going to say that this is not needed anymore.
7 Comments
Juravis  [author] 16 Nov, 2016 @ 5:01pm 
Yes but i havent checked if its for all robotics
tyranthym 16 Nov, 2016 @ 3:31am 
has this bug been totally/partial fixed by the latest version? please let me know
Juravis  [author] 29 Oct, 2016 @ 2:40pm 
Looks nice
Nider001 29 Oct, 2016 @ 12:42pm 
Thank you!
Juravis  [author] 29 Oct, 2016 @ 10:10am 
Sure
Nider001 29 Oct, 2016 @ 8:37am 
Can I include this mod into my own project?