XCOM 2
[WOTC] Suppressable Targeting Abilities
72 Comments
Lebowskichild 4 Jan @ 6:29am 
Could anybody tell me, does this mod affect mod type suppression abilities such as Area Suppression from the Long War Perks?
[kor]dalpongs 4 Aug, 2023 @ 2:05am 
does anyone know how can i modify this mod's ini file? i want to use only grenade snapping.
i found xcomgame.ini file but there was no [SuppressableTargetingAbilitiesWOTC.X2Cursor_Suppressable]
help me plz
p6kocka 9 May, 2023 @ 10:39pm 
yes
zin 3 Apr, 2023 @ 3:40am 
Is this compatible with LWotC?
Dragon32 21 Mar, 2023 @ 8:17am 
@zin
No
zin 20 Mar, 2023 @ 6:15pm 
hottt3 30 Nov, 2022 @ 5:28am 
It doesn't work for me. Maybe because I play with controller.
Azerbaijan_Technology 14 Aug, 2022 @ 11:49am 
Does anyone knows if this works with long war of the chosen?
-bg-  [author] 16 May, 2022 @ 12:09pm 
this does not patch out each ability one by one, it just override everything that uses X2AbilityTarget_Cursor and make them stop snapping. If any ability is making their own custom targeter they may not use that and will be completely unaffected by this mod.
Lux Manifestus 16 May, 2022 @ 9:46am 
Can you give us a list of abilities that snapping is removed for, so we can be sure we've removed it for all abilities?
Scroller 28 Jan, 2022 @ 11:38am 
@Dragon32 - Good to know, thanks. I decided to give it a go anyway so hopefully I won't encounter any issues either.
Dragon32 28 Jan, 2022 @ 10:36am 
@Scroller
I used it in a RPGO campaign without noticing any problems.
Scroller 28 Jan, 2022 @ 6:26am 
Would this mod conflict with RPGO?
Karzon 18 Jan, 2021 @ 5:28pm 
@SaRam : Steam\steamapps\workshop\content\268500\1130357884\config
412 10 Jan, 2021 @ 10:08am 
where is ini file? TT
-=[Novash]=- 23 Jul, 2020 @ 11:31am 
Not sure if anyone has reported this, but with this mod active, the [Blast Bomb] ability's AoE marker will sometimes show that it can target areas further away than it is really capable of, so even though it may look like you can hit a target, the bomb will actually detonate before it reaches its destination :xcom2grenadier:
kenanthebarbarian 23 Apr, 2020 @ 5:36pm 
@-bg- Is there a way to add a modded, throwable explosive to disable tile-snapping targeting? I'd like to add Iridar's Molotovs.
GargakOfTheEast 31 Mar, 2020 @ 2:42pm 
This mod is pretty cool, but it would be helpful if a suppressed enemy cannot simply use their own suppression ability back on your soldier.
Bell 8 Jul, 2019 @ 10:51am 
Is there a way to use this mod but turn snapping back on?
-bg-  [author] 10 Jun, 2019 @ 7:08pm 
no this mod do not change anything that touches those, regenerate your configs.
alberto_adm 10 Jun, 2019 @ 3:24pm 
BLADESTORM skills and also REMOTE START can not be acquired, nor if I have the requisites and AP required, some kind of additional ability to get them? But these are two very important skills for my style of play.

Could this MOD have interfered in the functioning of these two habiilities?

I do not know how to solve it.
-bg-  [author] 28 Apr, 2019 @ 11:02am 
the special cases for claymore only affects the tile snapping property, because the ability spawns the claymore upon throwing and it has to fit in a tile instead of in between
Dragon32 28 Apr, 2019 @ 2:44am 
Both ThrowClaymore and ThrowShrapnel are in XComGame.ini so I think they're affected. Proximity mines are basically grenades so they'll be affected too I think.
Cake_Knight 27 Apr, 2019 @ 7:53pm 
@Wyldesnelsson Yeah, this affects grenades, but not claymores. I never use proxy mines, so I wouldn't know.
Screamy 16 Apr, 2019 @ 4:11pm 
Does this affect grenades? If yes does it affect claymores and proximity mines?
initium 1 Mar, 2019 @ 6:40pm 
Thanks -bg-, good to know that. I'll run this along with "A Better AI" and hope that it picks up the suppression mechanic.

One other question. Is the removal of the snapping mechanic also applying to the psi abilities of both sides?

I hope you don't mind my saying that you and DerBK would make an awesome modding team. I would love to see some of the fixes and tweaks that you both produce in one mod.
-bg-  [author] 1 Mar, 2019 @ 5:55pm 
no, this doesn't touch the AI
initium 1 Mar, 2019 @ 2:55pm 
@-bg-
Does this mod effect the AI choosing to suppress over taking a low % shot?
And if so do you know if it works with "A Better AI" and "A Better Advent" to mimic the same behaviour?
✨ ジェニイ姫 ✨ 7 Oct, 2018 @ 8:51pm 
gotchya, thanks
-bg-  [author] 7 Oct, 2018 @ 8:01pm 
just remove all the status effect configs
✨ ジェニイ姫 ✨ 6 Oct, 2018 @ 9:54pm 
can these things be separated?
I don't care for the balance change; I just want to throw my grenades not per tile ;p
-bg-  [author] 16 Aug, 2018 @ 5:14am 
ok so it's the range limiting that causes it not the targeting method, fix uploaded
Mook 15 Aug, 2018 @ 7:30pm 
I had this problem with killzone, took some research but found someone else who had the same problem with picture examples. His solution was to remove this mod, which also worked for me.

https://www.reddit.com/r/Xcom/comments/7ha0zb/did_wotc_bug_out_killzone_or_is_it_my_mods/
-bg-  [author] 15 Aug, 2018 @ 7:09pm 
define unable to target properly. Cone targeting method does not snap by default so this mod does not touch it.
Mook 15 Aug, 2018 @ 6:18pm 
Pretty sure his mod is causing Kill zone to be broken and unable to target properly.
p6kocka 8 Jul, 2018 @ 10:34pm 
thank you
-bg-  [author] 8 Jul, 2018 @ 10:33pm 
both sides
p6kocka 8 Jul, 2018 @ 10:02pm 
Are also the enemies affected when they're suppressed? Or is it only on xcom side?
Naylind 13 May, 2018 @ 10:48am 
i think it work like LW suppression, reduce throw range drastically not the aoe radius.
Tiger's Eye 22 Mar, 2018 @ 8:50am 
Just startet a new game with this and my grenades are still locked to 3x3 tiles. Are there any known conflicts?
Derejin 3 Feb, 2018 @ 4:47am 
Thanks for making this!
GeminiGod 3 Feb, 2018 @ 12:05am 
Alternatively to the below idea, another possibility would be to make the chance to hit if target moves 100% but then are able to sucessfully break suppression. Not sure if this would discourge the AI from moving or not, but at least there would be a fair tradeoff with a guaranteed hit.
GeminiGod 2 Feb, 2018 @ 11:46pm 
Thanks -bg-.

Quick brainstorm thought -bg-: An interesting addition to this mod that would make it way more useful is if the suppression followed the target for their entire turn if they move (move -> chance to hit target -> suppression restablished at new position). In this mod's present form, suppression is still kinda useless because the target always moves and breaks suppression to throw grenade or whatever unrestricted. In real life the supressive fire would follow the target. I believe that change would re-establish this as a strategically valuable core ability like it was in EU LW. Maybe a slight debuff offset could be that it consumes 3 ammo instead of 2.
Dragon32 1 Feb, 2018 @ 10:37am 
Thanks for the update, -bg-!
GeminiGod 31 Jan, 2018 @ 9:33pm 
I have confirmed what Alexandr and others have mentioned. The claymore grid mapping (which is the correct size) when initially placed doesn't match the actual explosion damage (which is a smaller radius than it is supposed to be).
花兔 17 Dec, 2017 @ 2:07am 
This mod caused me
Claymore
abnormal
Juravis 11 Nov, 2017 @ 12:33pm 
Wait, this is the mod thats causing Claymore to only have 2 tiles sometimes and makes it so putting any value in the INI file makes it stick to 3 tiles? I searched so much for that. Please fix it!
k47 30 Sep, 2017 @ 3:52pm 
Would it be possible to make the Snapping removal configurable through the .ini?
Alexandr 21 Sep, 2017 @ 3:38pm 
-bg-, I can definitely confirm that the correct Claymore detonation AOE is the one shown in the preview when you go to detonate it, not the one when throwing it initially. I believe cover might be affecting the explosion somewhat, but that's not my purview