XCOM 2
[WOTC] Rusty Smoke Concealment
Showing 1-6 of 6 entries
Update: 28 Nov, 2022 @ 12:31pm

v1.4.1

UPDATE: Whilst the 1.4 feature DOES work, it can get rather spammy as units move across a smoke cloud and get concealed/revealed for each tile. Made the default setting for this feature be 'off'. - it's a nice concept, but until it can have a 'smoother' execution, this should be only for the people that want to have the smoke like that.

Update: 26 Nov, 2022 @ 11:48pm

v1.4

UPDATE: From the comments suggestion by Laharl the concealment effect persisting on the world-tile is now config editable. Default is set to on.
Meaning that after the initial "explosion", units running into the smoke will get concealed -- now if you get instantly spotted again isn't something I can control ... ... ...

Update: 13 May, 2021 @ 3:03pm

v1.3

BUGFIX: Fixes an issue with the previous update. I forgot that X2Condition_UnitProperty by default excludes friendly units .. duh! and needs to be set to not exclude them.

Update: 10 May, 2021 @ 6:00pm

v1.2

UPDATE: Added a config option in XComGame.ini that will limit the conceal effect to only friendly units caught in the area as by the suggestion from Abracadabralicious, default is false (affect everything)

Update: 5 May, 2021 @ 1:27pm

v1.1

Forgot to add ABA's Riot MECs Smoke >:)

Update: 5 May, 2021 @ 12:58pm

v1.0

Initial Upload