XCOM 2
[WOTC] Rocket Launchers 2.0
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Update: 14 Jul, 2019 @ 8:58am

-- Sabot Rocket now uses over-the-shoulder cinematic camera.
-- Sabot Rocket now correctly uses the Range Accuracy table of the rocket launcher it is fired from, including the accuracy penalty for firing with 1 action remaining.
-- Sabot Rocket no longer has a built-in bonus to Aim, and the built-in bonus to Crit is reduced to +50. However, it now receives Aim and Crit bonuses that scale depending on target size. Bigger targets are easier to hit, but harder to crit.

-- Shredder Rocket now has unique icons, and instead of applying Rupture it increases incoming damage by 33%, like in XCOM Enemy Within.

-- Give Rocket's ability name will change based on whether you're passing an Armed rocket or not.

-- New icon for Arm Rocket.

Update: 12 Jul, 2019 @ 1:55am

## BALANCE
-- Lockon Rocket +0.5 tile radius. That makes the AOE a proper square rather than a cross.
-- Other rockets: -0.5 tile radius. That gives the Standard Rocket the same radius as Launching a Frag Grenade through conventional Grenade Launcher.
-- Sabot rocket no longer destroys environment objects in a line. It deals damage to an environment object only if it misses the target, and hits that object instead.

## VISUAL

-- Sabot rocket will now actually discard sabot.

## FEATURE

At Beagle's request, each rocket can now be individually configured to require to be Armed before it can be fired.
-- Arming takes one non-turn-ending action.
-- Only one rocket can be armed at a time. If you attempt to arm another rocket, the previously armed rocket will be disarmed. There is an exception out of this rule.
-- If a rocket was armed this turn, it will remain Armed if Given to another soldier. If that another soldier already has an Armed rocket, the rocket that was Armed the latest will automatically disarm at the end of turn.

This feature is currently disabled by default for all rockets.

Update: 10 Jul, 2019 @ 10:53pm

-- AGAIN changed how the rocket launchers' Range Accuracy works.

In the previous update I made it so each launcher has its own Range Accuracy table for firing normally and with 1 action remaining.

Now Range Accuracy tables are global, and the game will automatically choose the appropriate Range Accuracy table based on the Rocket Launcher's technological tier.

In practice, it means if another mod will add rocket launchers that are compatible with my rockets, it will not be possible to configure separate Range Accuracy tables for those extra Rocket Launchers, the mod author will only be able to decide which of the Range Accuracy tables in this mod will be used by their rocket launcher by setting that rocket launcher's technological tier.

-- Gave +1 damage to Lockon rocket, for a 9 dmg total against the primary target, so it oneshots a Tier 1 Advent MEC at Legend difficulty.

-- Lockon rocket will no longer create fire before actually hitting the target. Because now it won't create fire, period.

-- Lockon Rocket can now miss, hitting something else. It will USUALLY avoid hitting other units, but it can still damage the environment objects. You can change it back to a guaranteed hit in the XComRockets.ini, if you want to.

Update: 10 Jul, 2019 @ 1:05am

-- Improved vertical targeting a bit, hopefully there will be less "through wall" targeting now.

-- Rebalanced rocket scatter values. In general, all rockets will be more accurate now, especially at within 10-15 tiles. Higher tier launchers remain more accurate at longer ranges.

-- Each launcher now has its own Range Accuracy table for firing the rocket with 1 action remaining (i.e. after moving). This range table is configured in such a way that penalty for firing the rocket with 1 action is less severe within 10-15 tiles, and then becomes more severe as the range increases. Previously the penalty was -30 at all ranges for all launchers.

-- Removed hidden passives that improved Range Accuracy of Advanced and Elerium launchers. The bonus from those passives is now given directly to the launchers through their Range Accuracy tables. As a consequence, you might see "Ability Template Missing" warnings in the armory. Don't worry, it's only a cosmetic problem that will eventually automatically resolve itself.

-- Added rocket template names to XComRockets.ini

-- Rockets can now be indiviudally configured to support only specific rocket launchers by name. All rockets support all launchers from this mod by default, this change is done specifically in case another modder decides to create a mod with additional rocket launchers that are intended to fire only specific rockets, such as a Stingray launcher to fire only Lockon rockets, or something like that.

-- Improved camera work for the Lockon Rocket.

-- Lockon rocket will now correctly hit the target rather than the future positon of the target's corpse.

-- Lockon rocket can now be fired directly at robotic enemies within soldier's line of sight, regardless if the target is holotargeted or not.

Update: 1 Jul, 2019 @ 7:07pm

-- Fixed broken resource cost for Powered Rockets.
-- Fixed scatter calculation to account for distance and whether the rocket is fired with only one action remaining.
-- Hidden the "missing localization" abilities from T2 and T3 rocket launchers.

Update: 20 Jun, 2019 @ 12:31pm

Initial release.