XCOM 2
Flashbang Blinds WOTC
51 Comments
We go together 11 Dec, 2024 @ 10:41am 
There's an perk in my mods that makes flashbangs affect robots and the chosen by adding an EMP effect in the classes skill tree. Any chance to make it so this bugfix doesn't end up affecting that?

"-= X2Effect_Blind Bugfix =-
The original game X2Effect_Blind affects Robots and any unit immune to disorient indiscriminately. The flashbang grenade has a fixed version of those functions, so they will not affect Robots or units immune to disorient. The assassin grenade is not fixed, so it can blind a Spark. I don't want to play in that code to fix one very specific, rare occurence."
Juravis  [author] 3 Apr, 2024 @ 3:47pm 
No further development takes place here, ask the person who made the Superior Explosives mod to copy my code into theirs or adapt it might be easier
Canthyse 3 Apr, 2024 @ 9:24am 
any chance to support Superior Explosives mod? Only T1 blinds, the rest doesnt
Juravis  [author] 23 Jan, 2024 @ 8:20pm 
I hardcoded the changes I would have to add them in.

It currently supports "Launchers and Hand Grenades' - An Explosive Weapon Pack" as a mod only.
jesarablackheart 23 Jan, 2024 @ 6:40pm 
I am using WOTC_SuperiorExplosives, which adds a tier 2 and tier 3 flashbang FlashbangGrenadeMk2 and FlashbangGrenadeMk3, would this make them blind as well (and if not, can I add them to this so it does)?
XpanD 27 Aug, 2021 @ 3:24pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
Juravis  [author] 14 Aug, 2021 @ 11:20pm 
You are correct sir, this was old info i've updated the description.
Iridar 14 Aug, 2021 @ 8:17pm 
> Vanilla WOTC sight range is 27 I believe
It's 27 meters, equal to 18 tiles.
Empusae 31 Mar, 2021 @ 4:25am 
How to add blindness effect to grenades from SPARK Launchers Redux?
HotelCharliHill 29 Mar, 2020 @ 2:18am 
ok, thanks. I'll try 0.35 then
Juravis  [author] 27 Mar, 2020 @ 9:50am 
Higher is worse. 0.65 is less blind. Its a visibility multiplier, reduce it to increase effect.
HotelCharliHill 27 Mar, 2020 @ 12:19am 
Thanks, all I did was edit xcomgamedata_weapon data like so:

[XComGame.X2Item_XpackGrenades]
-MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.278
+MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.65 (thinking this is a higher blindness effect)

and xcomflashbangmodconfig to:

FLASHBANG_DARKNESS_MULTIPLIER = 0.65; 0.278 is the game default for blindness.

for a flashbangs it seemed great. but in my last mission an advent officer was blind and disoriented and ran up and killed a solider. But maybe because it was about 6 or so tiles.
Juravis  [author] 26 Mar, 2020 @ 11:09pm 
If you have any questions feel free. There is only one parameter so turn it up or down to your leisure and test it out in gatecrasher or in TQL mode if you debug.
HotelCharliHill 26 Mar, 2020 @ 8:04pm 
Yes, I see, it's a lengthy description. I think there is just a break down in communication. Thank you for trying to explain and for the patience.
Juravis  [author] 26 Mar, 2020 @ 8:17am 
Im not offended. I also explained extremely in depth the visibility calc in the mod description so 27 timss whatever percentage you put it will be the total visibility left after blindness.
HotelCharliHill 26 Mar, 2020 @ 12:11am 
I think you took offense when no offense was meant. So I need to alter the 0.278 figure? And I shouldn't go lower than what? If 15 tiles is 50%, and it shouldn't go below 5 tiles I believe you'd said, then it shouldn't go below 17%?
Juravis  [author] 26 Mar, 2020 @ 12:02am 
27.8 is the game default. The lower the value the more you are blinded IIRC.
Juravis  [author] 26 Mar, 2020 @ 12:00am 
Putting anything along 3 to 5 tiles visibility is like making it a stub grenade. The AI will act incoherently. Feel free to change it to 0.8 but you'll make your enemies easier. Also note this game has aliens so your real life argument is moot and a gun can certainly fire longer than what xcom allows, i could go on
HotelCharliHill 25 Mar, 2020 @ 9:17pm 
Hey there, I'm new to editing configs. Which ini am I editing? "XComFlashbangModConfig"???

I think three tiles is a little excessive... but an enemy being flashed seeing FOURTEEN TILES is ridiculous, just ask the terrorists at the Iranian Embassy hostage situation how they faired against the SAS after being flashbanged.

I'm thinking maybe 5 tiles visibility is reasonable because I don't want them panicking and running around. Or is that what "50%; 27.8%" means? 50 was the game default, and you lowered it to 27.8 which is 7 tiles? Clearly i'm confused... please help :)

Thanks
Shavy 9 Mar, 2020 @ 6:06pm 
LWOTC?
Charlemagne 8 Feb, 2020 @ 4:36am 
It's OK just wanted to know. It still gives you some advantage.
Juravis  [author] 7 Feb, 2020 @ 10:12pm 
The mod has reduced blindness, just increase it to whatever you prefer. You cant make it 3 tiles it will destroy the AI and they wont fire on you and just run around.
Charlemagne 7 Feb, 2020 @ 3:48pm 
The blinded effect doesn't seem to affect them really. It says that they are blinded, but they fire as if they weren't. When my soldiers are blind they can only fire about three tiles away.
neIVIesis 30 Dec, 2019 @ 9:09am 
I second @RedDobe. It would be cool to have Flash bangs affect ALL units on the radius, including friendly fire just like all other grenades do.
Juravis  [author] 10 Nov, 2019 @ 10:32am 
1.03 Added the ability for MountainMist to poison and for ConcussiveGrenades to do damage. Both off by default.
Star¤Dagger 9 Sep, 2019 @ 7:30pm 
@RedDobe, SpecOps units are in communication, and when they throw out a Flashbang it is known in advance, otherwise they would be useless, and would indeed affect both sides. I can only imagine that X-Com uses simple Flashbang protocol and is not blinded by the flashbangs they throw. And one throwing a FB without using the proper protocol MIGHT make it through the mission without being shot, but wouldn't make it back to base in the skyranger ;)
RedDobe 29 Aug, 2019 @ 2:50pm 
There is another mod that does this, flashbang tweaks, just wanted to check with you first.
Juravis  [author] 29 Aug, 2019 @ 9:58am 
Not in this mod but its possible
RedDobe 29 Aug, 2019 @ 9:55am 
@advent avenger - do you think that you can also make flash bangs affect allied units? Not just the opposing team.
Varric 8 Jun, 2019 @ 7:09am 
It's working for me now. Thanks for the quick fix, ADVENT Avenger.
Brave Sir Sausage 8 Jun, 2019 @ 3:20am 
Thanks!
Juravis  [author] 7 Jun, 2019 @ 8:03pm 
@RoyalCascadianFunPolice Done. 1.02 uploaded.
Juravis  [author] 7 Jun, 2019 @ 10:18am 
I can modify items but not abilities with this mod. But ill check both of those later today
Eendee 7 Jun, 2019 @ 3:48am 
@ADVENT Avenger
SPARK Launchers Redux mod have a Flashbang-launcher thing for SPARKs/MECs. The template is [RM_FlashRain X2AbilityTemplate] I guess.
Brave Sir Sausage 7 Jun, 2019 @ 1:56am 
Remember the Launchers and Hand Grenades mod , which adds its own flashbangs and grenade launchers.
Juravis  [author] 6 Jun, 2019 @ 6:00pm 
Grenade Launcher is patched, I can't believe I overlooked that one. It has it's separate array. I won't bother with the technicals but it should now work.

Also if anyone knows of a popular Flashbang mod (a mod that adds an item that Flashbangs), give me the grenade template name and I'll also fix it. But if you use a mod with additional flashbangs it wont work as is.
Varric 6 Jun, 2019 @ 4:06am 
I’m having an issue with the grenade launcher as well. Every time I fire a flashbang from the launcher, disorient is applied but not blindness. Just throwing a grenade works perfectly fine. But somehow flashbangs are not blinding when fired from a launcher. Tbc, I don’t have any other grenade mods installed; no customs, nothing.
Juravis  [author] 4 May, 2019 @ 7:59pm 
My mod does not modify custom flash bangs from mods only the base one and assassin grenade.
JJLuckless 4 May, 2019 @ 4:27pm 
Should the blindness status effect also apply to flashbang fired from grenade launchers? My flashbangs only disorientate when fired. Would perks for custom classes that affect grenades cause issues?
Kanario97 4 Mar, 2019 @ 7:37am 
Spanish translation:

[FlashbangGrenade X2GrenadeTemplate]
FriendlyName="Granada cegadora"
FriendlyNamePlural="Granadas cegadoras"
BriefSummary="La granada cegadora interrumpe y desorienta a los enemigos en un radio muy grande, lo que inflige importantes sanciones ofensivas y pérdida de visión."
TacticalText="<Bullet/> Las granadas cegadoras no hacen daño, pero desorientan y perjudican visualmente a los enemigos en un radio grande.<br><Bullet/> Los miembros del equipo no serán afectados."
ThrownAbilityName="Arrojar granada cegadora"
ThrownAbilityHelpText="Desorienta y ciega a todos los objetivos hostiles en el área afectada."
LaunchedAbilityname="Lanzar granada cegadora"
LaunchedAbilityHelpText="Desorienta y ciega a todos los objetivos hostiles en el área afectada."
Juravis  [author] 8 Feb, 2019 @ 11:04am 
Too complex
Rhetorikolas 8 Feb, 2019 @ 3:37am 
This is very cool, would it be possible to add a timer for blindness? Or a way for the blindness radius to decrease each turn.
Juravis  [author] 28 Jan, 2019 @ 9:12am 
In this mod's INI file, remove the line mentioning the assassin grenade.
slnich2 28 Jan, 2019 @ 4:05am 
If I wanted to change the Assassin grenade back to 27% where would I go?
d_valroth 27 Jan, 2019 @ 6:31pm 
Never mind me, I forgot you get the sword and the shotgun from her, not the grenade.
Juravis  [author] 27 Jan, 2019 @ 1:34pm 
I don't get it
d_valroth 27 Jan, 2019 @ 1:05pm 
Nice! Thanks also for allowing the Assassin change to be reverted, as it's more balanced with the unique item durability mod.
Juravis  [author] 25 Jan, 2019 @ 5:30pm 
Mod only affects the Flashbang Grenade.
Laharl 25 Jan, 2019 @ 5:29pm 
How would this work with Blinding Protocol from the proficiency classes? That is, does it affect specifically only flashbangs or all flashbanglike effects?
dmc32 25 Jan, 2019 @ 5:06pm 
Thanks, this is good and it affects both sides.