XCOM 2
SWR Aiming Angles WotC
37 Comments
King of the Thannes 20 Feb, 2022 @ 9:21pm 
thanks for the info on how to fix it for LWOTC, been looking for that for a while :steamthumbsup:
Red nuts 25 Jul, 2020 @ 3:13pm 
Ok, thank you very much. Will have to try that.
Mertius  [author] 25 Jul, 2020 @ 9:02am 
@Red nuts I do not believe so. If it follows in the same vein as LW2, LWotC would modify the same section of the XComGameCore.ini, and likely in the opposite direction. In fact, looking at the file in Github, it does seem the "Good Angle" bonus is set to zero.

They may have a setting, but if not, you would need to manually alter the changes in their XComGameCore.ini file. These two values should be all you need to change in their file. :)
MAX_TILE_DISTANCE_TO_COVER=100
MAX_ANGLE_BONUS_MOD=.875
Red nuts 24 Jul, 2020 @ 10:30am 
Would this work for Long war of the chosen mod?
CDXarcana 25 May, 2020 @ 8:01pm 
Thanks for the clarification, Mod Author. And also, thanks for the amazing mod. Cheers!
Mertius  [author] 25 May, 2020 @ 6:42pm 
@CDXarcana Should be fine. I would be surprised if this caused any issues with most things, since it is just a quick tweak to the XComGameCore.ini file. Looking the other mod up, seems fine. Give it a go! :)
CDXarcana 24 May, 2020 @ 11:20pm 
Excuse me, Mod Author, just want to make sure of something. Does your mod work in conjunction with EU Aim rolls, or do they conflict?
Mertius  [author] 24 Apr, 2018 @ 6:01pm 
@Generic Online Player I do not believe so, as height advantage is separate IIRC. As such, this should only influence chance based on angle between shooter and target relative to cover.
EasyName12345 17 Apr, 2018 @ 11:23am 
Does this mod have Height Disadvantage?
[XDT] SunRunner 17 Apr, 2018 @ 2:18am 
Awesome! Thanks
Mertius  [author] 16 Apr, 2018 @ 11:57pm 
@SunRunner3 It applies it to both allies and enemies!
[XDT] SunRunner 16 Apr, 2018 @ 10:54am 
Does this mod apply these changes only to XCOM units or to enemies as well?
Stravask 9 Jan, 2018 @ 5:56pm 
@Mertius okay, thanks for the quick response, I appreciate it
Mertius  [author] 9 Jan, 2018 @ 5:43pm 
@Stravask Last time I checked, aliens get it too!
In fact, one of the ways I tested it out was to spawn dozens of Mutons around a target, and a Chosen or two. Since this works off the in-built "Good Angle," so as long as the aliens get that, they'll get this too!
Stravask 9 Jan, 2018 @ 12:09am 
Does this apply to aliens as well?

I miss this option, but if it just gives me an advantage, I'd prefer not to use it
Sad Feta 19 Sep, 2017 @ 2:00pm 
@spartan101_king Turns out it was lifetime stats, for me.
=[NK]= Col. Jack O'Neil 16 Sep, 2017 @ 4:50am 
It's not this mod, it works fine, I'm running about 150 mods and no conflicts. Get yourself the alternate mod launcher
Mertius  [author] 15 Sep, 2017 @ 2:29pm 
@【 the C 】 Oh, No problem. I'd think changing the cover values shouldn't cause this, and Good Angle (and thus, Aiming Angles) should automatically adapt for it, but it's worth checking.

That said, I just did a quick test, and Cover operated as expected. Low Cover for one side, High for the other. Even tested on the same piece of cover (Bus Station), with shooters in and out of cover, and at different distances. Aiming Angles should not take effect until nearing a Flank, and cover isn't additive.

Yeah, I'd verify your files, make sure that all the related configs are back at default, and see what happens then.
【 the C 】 15 Sep, 2017 @ 2:14pm 
@Mertius Oh, forgot to mention I have increased cover values. Low cover is 30 and high cover is 45. Maybe I'll check the same position with default cover values, to see if something got messed up. Might try verifying the files too. Thanks for looking at it.
Mertius  [author] 15 Sep, 2017 @ 2:05pm 
@【 the C 】That's....weird. The benches should be giving you a Low Cover Bonus of 20, and the Full Cover a bonus of wall should be giving you 40, and they should not add. I'm surprised Good Angle was even active in the first position, since past the 45* angle from full cover, Low Cover should take effect.

The Maximum benefit you can get from this modified Good Angle is +35 (nearly Flanking Full) and +18 Aim (nearly Flanking Low).

That may be a Firaxis Bug. I didn't notice any changes to how hitchance and cover are calculated for WotC, but I'll check again and make sure they didn't change things. In the meantime, you may want to verify the integrity of your local files.
Mertius  [author] 15 Sep, 2017 @ 1:53pm 
@reaper I'm sorry, but I have to disagree. Aiming Angles in Enemy Within offered a Maximum of +35 Aim against a full cover target (with +40 Defense) and +15-18 Aim against a Low cover target s(with +20 Defense). It does not offer any bonuses when Flanking, the same as EW, since it is merely reducing cover's benefits the closer a shooter gets to a flank. Also, Since it is not a Flank, the Cover is not removed and Critical Chance is not increased.

Having Aiming Angles does not mean that 85%+ shots are guarunteed to hit, nor will it stop an Alien from critting you through full cover. That's the number generator.
That's not Aiming Angle's job.
【 the C 】 15 Sep, 2017 @ 12:56pm 
@Mertius It'll probably be a vanilla coding problem, but just in case you want to have a look at what I mean:

Position #1: Sectoid is behind high cover, but also has low cover next to him in the direction of the shooter. Game is giving me +30 chance to hit for aiming angle and giving the sectoid +45 defense for high cover. The result is -15 penalty to hit .

https://steamuserimages-a.akamaihd.net/ugc/879748069814972822/0A83FC8B2E12F22C4326BDB3A69F77D16C14128C/

Position #2: Sectoid is only behind low cover relative to the shooter now. No aiming angle modifier. The result is -30 penalty to hit due to low cover.

https://steamuserimages-a.akamaihd.net/ugc/879748069814975213/DC32B7EBE422FED371CFB99739A479FB63DC6375/

In the first case, the game is giving me the most beneficial angle, instead of giving me the cover whose perpendicular is at the lowest angle to the shooter. Is the fix to this up to Firaxis? Or can modders to something?
Owralekai 15 Sep, 2017 @ 12:54pm 
This mod is unfortunately nowhere remotely close to the aiming angles from second wave Xcom EW aiming angles so if anyone is hoping for those levels of aiming angles this mod won't be for you
Owralekai 15 Sep, 2017 @ 12:52pm 
From what I've seen it gives just overall better chances to hit rather than actually fixing the way the game handles aiming angles, I downloaded it hoping that it would fix my soldiers constantly missing 85%+ chance flanking shots while the enemies constantly manage to hit max range shots while on the exact opposite side of my soldiers full cover but sadly I wasted my time, the result is still the same even if my soldiers use hunker down
Mertius  [author] 15 Sep, 2017 @ 11:18am 
@【 the C 】 So, this is just a .ini change that modifies how the in-built Good Angle works, boosting the range it can take effect at and the bonuses it gives in order to better replicate the original Aiming Angles from Enemy Within. There's no actual changes to the scripting, or how Cover is calculated and assigned.

If you're in a situation where two cover types are assigned, to my knowledge it should assign to the "closest" cover, or the cover whose perpendicular is at the lowest angle to the firing character. In situations where both are equidistant (and yet not a flank), then it may apply on type, but Aiming Angles will compensate (albeit, up to 87.5%).

So, I'll admit I'm not certain I understand the problem, but I'm also not certain if Aiming Angles can fix said bug regardless.
【 the C 】 15 Sep, 2017 @ 5:04am 
There's a "bug" that makes it so high cover takes precedence over low cover even if aiming angles reduces the high cover bonus by a lot. Is it possible to fix it so the cover calculation takes into account the "final" amount of cover provided by objects, after applying the aiming angles modifier, when trying to decide if high cover is better than low cover?

If it's difficult to understand what I mean I can provide screenshots.
Mertius  [author] 14 Sep, 2017 @ 8:40pm 
@GoldenArbiter01, @Spartan101_King I do not know. All I can say is that it's very unlikely to be this one.
Sad Feta 14 Sep, 2017 @ 5:16pm 
Second on that movement crashing mod... I've scanned my mod list 30 times now in search of the one that's crashing the game on unit movement...
OGCattleman 11 Sep, 2017 @ 2:07pm 
which other mod? because im have same problem MajorHyrican
DaddyHammer 7 Sep, 2017 @ 6:23am 
no it was enother mod sorry :)
DaddyHammer 7 Sep, 2017 @ 5:43am 
become bug when will move become game crash maby not compatible with other mods ?
Postmaster 6 Sep, 2017 @ 6:13pm 
THANK YOU. I desperately needed my aiming angles!
Dęąth Viper 1 Sep, 2017 @ 1:06am 
Ahh gotcha
Mertius  [author] 1 Sep, 2017 @ 12:39am 
@frizzeldian12 Hmm, it shouldn't. I double-checked the .ini files to ensure that it was still necessary.

While Aiming Angles is incorporated into XCom 2, the bonus is not the full version seen in Enemy Within. It only gives about half the bonus, so this just bumps it up closer. Rather than a +10 and +20 from nearly flanking a half and full cover enemy, it give +18 and +35 respectively.
Dęąth Viper 1 Sep, 2017 @ 12:29am 
The new dlcalready incorporates this..
test 31 Aug, 2017 @ 7:06am 
@Boge I cant speak for this mod specifically but if it works in any way like the one in Long War for vanilla XCOM 2 (i dont see why it should work differently), then aiming angles do affect AI aim but the AI wont take advantage of it more so than normally in vanilla.

Hope that makes sense.
Boge 31 Aug, 2017 @ 6:56am 
Is the AI in this game smart enough to take advantage of this? Do these angles affect the AI's aim?