XCOM 2
Flashbang Tweaks
17 Comments
Lobuno 6 Jul, 2020 @ 6:00am 
@shavedllama, thanks for the tip !!!
shavedllama 5 Jul, 2020 @ 11:23pm 
Flashbang radius change wasn't working for me until I renamed the header:
[XComGame.X2Item_DefaultWeapons]

to:
[XComGame.X2Item_DefaultGrenades]
Lobuno 19 Sep, 2019 @ 6:21am 
This mod shows weird behaviour when adding it mid-campaign.

I added this mod to my ongoing campaing (in which I never built any flashbangs) and flashbangs completly disappeared from game. No posibility to add them to my soldiers (they just didn't show) or build them (they just disappeared from the "build items" menu). So I just removed the mod.

After that I reloaded my game and build just one FlashBang, exit the game, re-added this mod, loaded my game and now it seems to work as intended. Flashbangs are removed from the "build items" menu and are available to my soldiers in infinite ammounts.

Hope this helps someone.
Mice 28 Aug, 2019 @ 8:59am 
always wondered how allies simply ignored the blinding flash and noise before
General Disarray 14 Aug, 2019 @ 2:09pm 
No sting on the disruptors? Probably too OP for vanilla pods I take it?
Californiadreaming 13 Aug, 2019 @ 1:19pm 
I really like this mod, but when I added mid-campaign after having already built a couple of flashbangs, ALL my flashbangs disappeared. Is this a "new campaign only" thing? I hope not.
Ness 12 Aug, 2019 @ 3:29am 
Could be possible to apply the logic of AP grenade in units that are covered away from the grenade?
Lebowskichild 11 Aug, 2019 @ 2:56am 
@Chris the Thin Mint, appreciate you looking into Balanced Finite Items.
Chris The Thin Mint  [author] 11 Aug, 2019 @ 12:13am 
@Lebowskichild @Swanky PGO should be fully compatible, as it doesnt change the Plasma Grenades project. Balanced Finite Items is more difficult, im gonna have try some things. Flashbang blinds WOTC only patches the normal Flashbang, so i'll have to add that effect to the Disruptor ones. Expect a patch soon.
Swanky 10 Aug, 2019 @ 10:57am 
Great idea. I would like to know whether this was compatible with PGO (as Lebowskichild also asked) and if it was compatible with Flashbang blinds WOTC.
Arkhangel 10 Aug, 2019 @ 9:30am 
@Flashstriker: A Flashbang also disables by concussion, which isn't going for stopped by "shielding your eyes."
Lebowskichild 10 Aug, 2019 @ 5:51am 
@Chris the Thin Mint. Would you consider making the mod compatible with Proving Ground Overhaul & Balanced Finite Items?
Lago 10 Aug, 2019 @ 4:48am 
Ooh, I like the look of this.
Flashstriker 10 Aug, 2019 @ 2:18am 
Ah I see. That makes sense then. Thanks!
Chris The Thin Mint  [author] 10 Aug, 2019 @ 2:11am 
@Flashstriker Glad you like the mod. The change to friendly fire was made for two reason: 1) The effect of a flashbang isnt just visual, you can't quite shield yourself either way and 2) It makes it more consistent with other AoE weapons. Consistency is also the reason why Disruptor Grenades are unlocked from Plasma Grenades (renamed to Elerium Grenades), since that project upgrades your infinite grenades while Advanced Explosives upgrades your special ones.
Flashstriker 10 Aug, 2019 @ 2:00am 
Oh, one more thing - Surely the Disruptor Grenades should be recieved from the Advanced Explosives Proving Grounds project, rather than the Plasma Grenade project?
Flashstriker 10 Aug, 2019 @ 1:57am 
Oh man I really like these changes. Although to be fair, it makes sense that your allies aren't effected considering they know it's being thrown and so know to shield their eyes. Still, I don't really mind, makes them more tactical. Glad you gave them an upgrade as well