XCOM 2
[WotC] RW Realistic Aiming Angles
84 Comments
thibaulthc 23 Aug, 2024 @ 2:33pm 
hi; is there a version for non-WOTC and is it compatible with LW2 ? tx
BustyWusty 5 Dec, 2022 @ 12:10am 
where is the file to change? ive loked in every config file
Darkling 13 Oct, 2022 @ 1:08am 
I've released a patched and adjusted version here
Alakhai 28 Jul, 2022 @ 3:29pm 
Is this mod configurable in Mod Manager? Is it possible to change values, or switch on/off funcionality, like FarCover? I could not find it in DGC.ini
Thanks for owsome work!
Gaforb 12 Jan, 2022 @ 6:19pm 
Similar to Blaze's comment below, this mod negates the 20% aim penalty on Spray that ABB's cannon's are meant to have.
Blaze 20 Oct, 2021 @ 7:46pm 
Note for anyone trying to figure this out later: This mod seems to not play perfectly nicely with Complicated Red Fog ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1897187029 ), in that it prevents one from using the percentage-based red fog penalties due to this mod not using the latest updates to the highlander.
Olof Plays 1 Oct, 2021 @ 9:16am 
Ah, yeah, that's what I have, but wouldn't work at first, but worked on second mission! :)
Also btw Lux, if you want, you're more than welcome to check out my YT channel and join my upcoming Xcom covert infiltration legendary/honestman playthrough https://www.youtube.com/watch?v=VWHLUIbQRbY
You can send in a soldier for my rooster if you will :D
Lux Manifestus 30 Sep, 2021 @ 11:22am 
Olof Plays 30 Sep, 2021 @ 11:18am 
Thanks Lux, I've gotten it to work now. Btw, do you know what ui mod to use to get to see the aiming angle to hit chances like in the screenshots?
Lux Manifestus 26 Sep, 2021 @ 9:15pm 
Yes, it's integrated. You don't need bg's mod; you can just remove it
Olof Plays 26 Sep, 2021 @ 9:07pm 
(Because if that is the case i will naturally just remove -bg-s EU mod)
Olof Plays 26 Sep, 2021 @ 9:07pm 
I'm talking about -bg- Eu Aim Rolls mod btw.... but maybe I'm just being an idiot here, am I? lol When you say "EU aim roll functionality built in" you mean it's totally integrated? It doesn't need a "support" mod to make it work?
Olof Plays 26 Sep, 2021 @ 8:52pm 
Okie, Lux, I did the ini changes to what I want.. but AML still gives me a mod conflict betwen this mod and the EU Aim Rolls mod itself.. is this a false positive conflict perhaps? The conflicting internal calss is UiTactialHUD (UIScreenListener)... I'm not knowledgeable enough in modding to tell from that..
Olof Plays 26 Sep, 2021 @ 8:31pm 
Oh... that's all I have to do Lux? K, will check it out
Olof Plays 26 Sep, 2021 @ 8:30pm 
Ok I found a mod by RealityMachina called Crit Chance Change Redux that does something similar to what EU Aim Roll does, but in contrast to the EU aim mod, this one does NOT display a conflict in AML next to [WotC] RW Realistic Aiming Angles... So this may be a combo that is safer to use... I'm going to playtest soon and I may come back here and update you guys if i remember! of my findings :)
Lux Manifestus 26 Sep, 2021 @ 8:28pm 
Click on the 'Change Notes' tab above for more info on the EU aim roll feature
Lux Manifestus 26 Sep, 2021 @ 8:26pm 
It has EU aim roll functionality built it. You activate it in the config .ini file
Olof Plays 26 Sep, 2021 @ 7:45pm 
Unfortunately this does display a mod conflict with EU Aim Rolls mod in AML... I have not tested it so it might work anyway, can anyone verify this?
GigaSmoot 14 May, 2021 @ 6:42am 
I'll be modifying a couple of the INI values, but I really like most of the concepts in this mod, and I really appreciate the effort that you put into it! Do you have any idea whether this is compatible with LWotC?
Thalioden 10 Feb, 2021 @ 4:34pm 
I think you are understanding AlwaysRollForBothDodgeAndCriticalEvenWhenOneUnsuccesful correctly. I have that one enabled.
Thalioden 10 Feb, 2021 @ 4:32pm 
@Narlindier I'm not sure what "IndirectFireGuaranteesHit" does. I have it disabled in my config.
Narlindir 9 Feb, 2021 @ 10:16am 
also AlwaysRollForBothDodgeAndCriticalEvenWhenOneUnsuccesful is set to false
but as I understand it it should be on true, otherwhise a crit cant turn a graze into a normal hit if its not even beeing rolled for
or am I misunderstanding his code here?
Narlindir 9 Feb, 2021 @ 10:06am 
Do you know what is meant with "IndirectFireGuaranteesHit"?
Narlindir 9 Feb, 2021 @ 9:38am 
@Thalioden thank you so very much!
Thats really cool
I will try that out asap ^^
Thalioden 8 Feb, 2021 @ 3:38pm 
@Narlidir Look at the last change note (in January 2020). It says EU Aim rolls has been incorporated into this mod. If I recall correctly, it is not on by default. You have to go into the config and activate it. So the EU aimrolls functionality has been added to this mod. However, it is not compatible with the EU aim rolls mod because they conflict.
RedDobe 8 Feb, 2021 @ 1:29pm 
I don’t use EU aim rolls, but thought that it override the same class. You can probably check it by using a mod that shows hit chance/crit/miss breakdown.
Narlindir 8 Feb, 2021 @ 11:08am 
RedDobe look at the last picture
he explicitly states support

and on my launcher there were no conflicts

the aiming angles work
but I dont know how to veryfy if EU aim rolls work as intended
do you know how to check for that?
RedDobe 8 Feb, 2021 @ 7:48am 
@Narlindir - this mod does not work with EU aim rolls, they both mco the same class.
Narlindir 8 Feb, 2021 @ 5:09am 
"EU aim rolls suppoerded"
is it hardcoded or does [LWOTC] EU Aim Rolls for Long War of the Chosen work too?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2219222037
Thalioden 12 Dec, 2020 @ 8:52am 
I love this mod! I use it in all my games, and I think it is the best aiming mod for the game.

I have a suggestion for improvement. For vertical good angles, high/full cover should be treated differently than half/partial cover. The thought is that if I have a 45% height advantage on a target, but the target is behind a full cover pillar, that really doesn't help the shooter very much. But if the target is behind a trashcan, that 45% height advantage is much more significant. Perhaps this could be accomplished by providing different height advantage settings for full cover targets vs half cover targets.
Vincius213 7 Jun, 2020 @ 8:10pm 
Does anyone know how to get a shothud that is compatible with this mod?
Kevin from HP Customer Service 10 May, 2020 @ 6:26pm 
Brilliant mod, popularity hindered by conflict with EU aim rolls :(
Great work nonetheless !
Get with bg and maybe find a way to splice EU rolls in this
=[NK]= Col. Jack O'Neil 24 Apr, 2020 @ 8:59am 
*EU aim rolls sorry
=[NK]= Col. Jack O'Neil 24 Apr, 2020 @ 8:59am 
I use ea aim rolls, with my own modifications for height by adding in multiple tiers.. My comment is way back in the comments section of ea
MrMister 24 Apr, 2020 @ 8:25am 
@=[NK]= SWR Aiming Angles lacks the fine-tuned vertical component, which is my facourite part of the mod.

On that note - krumiro, will you be porting this to Chimera Squad? I really, REALLY loathe the flat +20aim vanilla height advantage bonus, rather than the much more interesting defensive bonus of this with a hint of offensive bonus against cover.
=[NK]= Col. Jack O'Neil 5 Apr, 2020 @ 7:18am 
Misters is think swr aiming angles does that
MrMister 5 Apr, 2020 @ 7:01am 
Feature request: Add two variables in the .ini that set what the mod considers to be the full and half cover defense bonuses for maximum good angle bonus purposes. They are 20 and 40 in vanilla, but some mods change can change them (the Long War standard is 30 and 45). Currently there is no way to make your (awesome) mod's aim bonuses cap at those values.
Sirreal 13 Mar, 2020 @ 5:31pm 
\/ \/ \/ oops! just learned this is a vanilla bug.
Sirreal 9 Mar, 2020 @ 5:08pm 
Something I noticed while testing this mod out. If cover is destroyed and a character is taking cover next to the destroyed cover, the "Extended Cover" and "Far Cover" boosts can still be active even if there is no cover there. Mod conflict or vanilla limitation maybe? Otherwise, I really like this mod and the rest of your mods. Your features are good enough to be in an XCOM 3 IMO.
MrMister 23 Feb, 2020 @ 3:30am 
Two questions - I assume that the low/high cover maximums for good angle bonuses in your calculations are set to be the vanilla 20/40, and the maximum angles' bonuses won't change if one uses increased cover bonus[\url], right?And also, do non-cover-taking units benefit from the far cover mechanic? If they don't, they won't get any defensive bonuses for staying one tile away from an upper ledge, right?
ferrata_vi 3 Jan, 2020 @ 6:18am 
And, for clarification, I set the first three values to:

UseIndividualConsecutiveRollsForHitChanceCriticalChanceDodgeChance = true
PrioritizeCriticalChanceOverDodgeChance = false
AlwaysRollForBothDodgeAndCriticalEvenWhenOneUnsuccesful = true

So if I'm reading the sequence correctly...
-Shots will use three dice rolls to determine damage
-If I hit, and he dogdes, there will be no crit chance
-If I hit, and he doesn't dodge, a crit chance will apply

Is that right? Or did I misinterpret the sequence?
ferrata_vi 3 Jan, 2020 @ 5:54am 
You obviously put a lot of careful thought into your mods. I have subbed to many others, and this one looks really well thought out. I'm going to sub and give it (and a few others) a decent playthrough. Will happily shoot you a donation on Patreon barring any catastrophic issues.
krumiro  [author] 2 Jan, 2020 @ 6:49pm 
Basically in XCOM2 the %Hit is "eaten" from the "top" by %Critical and from the "bottom" by Dodge "cutting" the %Hit into 3 parts %CriticalHit+%NormalHit+%Dodge and if %Dodge is large enough then it can "eat" all of the remaining %NormalHit or even some of the %CriticalHit
krumiro  [author] 2 Jan, 2020 @ 6:48pm 
Example: 30% Hit Chance with 10% Critical Chance on a Chrissalyd with 20% Dodge Chance

XCOM1 - 3Rolls:
FirstRoll30%Hit -->
SecondRoll(10%of30%=)3%CriticalHit -->
ThirdRoll(20%of27%=)5%Dodge
(10%of 30%=) 3%CriticalHit,
(30%- 3%- 5%=)22%NormalHit,
(20%of 27%=) 5%Dodge,
(100%-30%=)70%Miss

XCOM2 - 1Roll :
(10%of100%=)10%CriticalHit,
(30%-10%-20%=) 0%NormalHit,
(20%of100%=)20%Dodge,
(100%-30%=)70%Miss
krumiro  [author] 2 Jan, 2020 @ 6:47pm 
Example: 90% Hit Chance with 10% Critical Chance on a Chrissalyd with 20% Dodge Chance

XCOM1, 3ROLLS:
FirstRoll90%Hit -->
SecondRoll(10%of90%=)9%CriticalHit -->
ThirdRoll(20%of81%=)16%Dodge
(10%of 90%=) 9%CriticalHit,
(90%- 9%-16%=)65%NormalHit,
(20%of 81%=)16%Dodge,
(100%-90%=)10%Miss

XCOM2,1ROLL:
(10%of100%=)10%CriticalHit,
(90%-10%-20%=)60%NormalHit,
(20%of100%=)20%Dodge,
(100%-90%=)10%Miss
krumiro  [author] 2 Jan, 2020 @ 6:47pm 
You will find these choosable variable in the usual .ini file:

EU ROLLS: DICE-ROLL SYSTEM OF XCOM 1
UseIndividualConsecutiveRollsForHitChanceCriticalChanceDodgeChance = false
"false" will ignore the other 2 variables

PrioritizeCriticalChanceOverDodgeChance = true
Hit?Yes-->Critical?No-->Dodge? OR
Hit?Yes-->Dodge?No-->Critical?

AlwaysRollForBothDodgeAndCriticalEvenWhenOneUnsuccesful = false
If both successful then they cancel out becoming Normal Hit


;EXTRA DICE-ROLL OPTIONS
GuaranteedHitsCannotDodge = false
IndirectFireGuaranteesHit = false
krumiro  [author] 1 Jan, 2020 @ 4:22pm 
Just uploaded an update adding “EU Aim Rolls” into this Mini-Mod.

YES!!! EU AIM ROLLS!! ;) After so much begging for it I decided to put some time on it and give it to you guys … but hey, at least ONE of you could have been kind enough to cough out AT LEAST a single Donation, just saying… O_o ...keep in mind that I spent lots time for a modification that I don’t even use/need/want but just because someone else needs it out there… probably I’ve been softened by Christmas… ;);
krumiro  [author] 1 Jan, 2020 @ 4:13pm 
I can ensure you that this Mini-Mod's Bonuses/Maluses are correctly applied to each shot, it's just that the "Extended Information" Mod is not allowing you to see them...

Although Extended Information can be used simultaneously with this Mod without conflict, on the other hand it is not compatible with this Mod

The reason is that, while XCOM2 is correctly using my overridden version of "X2AbilityToHitCalc_StandardAim" to add the Bonuses/Maluses and really use them, on the other hand Extended Information Mod (to "show" you the information) is "not reading" my "Override_X2AbilityToHitCalc_StandardAim" but the "default original" one of XCOM2...

The solution would be for you to kindly ask the Modder of Perfect Information to make his Mod "check" the presence of my Mod and, if present, read my Override_X2AbilityToHitCalc_StandardAim instead of the standard one X2AbilityToHitCalc_StandardAim... ;)
Krathemor 13 Sep, 2019 @ 9:43am 
There definitely seems to be something wonky going on with this mod. Percentages do not line up from before the shot is taken and the flyover text from after (from Extended Information mod I think?). I love the concept of these changes, but not being certain of the aim percentages kinda defeats the purpose...
MrMister 9 Aug, 2019 @ 10:21am 
So, during the day I tried this mod, two 100% shots missed, one mine and one from the enemy (sectoid firing on civilian; I knew it was 100% from Extended Information).

Got any idea what might've caused that?