XCOM 2
Crit Chance Change Redux
13 Comments
诺风一指!!!! 23 Sep, 2024 @ 9:25pm 
这是干啥的呀?
Zero 5 Apr, 2021 @ 2:19pm 
Something for the devs:
Uses XModBase 2.0.1

Could it be upgraded to 2.0.2 or later? Otherwise this mod will be undoing a Highlander fix:
https://x2communitycore.github.io/X2WOTCCommunityHighlander/tactical/GetStatModifiersFixed/
ParadoxicalOutcome 25 Apr, 2020 @ 7:03am 
The amount of times I get critted through high cover by a flashbanged enemy has been ludicrous and was my most disliked part of the game. Yet, I felt that EU Aim Rolls just changed too much. Thank you for porting this over to WotC.

Seriously, I have to rant. What was Firaxis thinking?! It doesn't make gameplay sense (It makes -aim modifiers much less useful when the chance of you getting blown off a building via assault rifle fire from sniper range stays basically the same no matter how many you tack on), it doesn't make logical sense (Oh, okay, so getting flashbanged, set on fire and pinned down does nothing to change the probability of the shooter nailing his target in the head, makes perfect sense), and it sure as hell does not make the game more fun or interesting. It's one of the worst changes to happen from EU to 2.
Dawnpromise 19 Mar, 2020 @ 4:16pm 
Interesting, I'll be trying this out on my next campaign.

It does seem more logical than the EU rolls system where crits are just a 'lucky shot'. I don't suppose this could be tweaked to make a high aim soldier gain an increase to crit as well?
SentySent 20 Jan, 2020 @ 6:38pm 
Will consider adding an option to suppress the logs to improve game performance?
sighnoceros 19 Dec, 2019 @ 11:31am 
Shouldn't the hit chance in the screenshot be 9% based on the description? Is this -1 per 2 below 85% or -2 per 1 below 85%?
General Disarray 3 Sep, 2019 @ 12:15pm 
Ok cool. So far it seems to be working quite well. I assume it applies to enemy units as well?
I am looking to duplicate the LW2 aim calculations where aim helps crit (and vice versa) and this is definitely along those lines. Thanks for this. Now to move onto incorporating grazing fire in some way...
RealityMachina  [author] 1 Sep, 2019 @ 7:19pm 
Extended Information should work fine: it overrides "X2Action_ApplyWeaponDamageToUnit", and grabs the information it needs from any hit calculation an ability has, it doesn't care what specific hit calculation it has.
General Disarray 1 Sep, 2019 @ 4:32pm 
Actually, the screenshot seems to have EI running, so I am not sure...
General Disarray 1 Sep, 2019 @ 4:31pm 
Since it overrides X2AbilityToHitCalc_StandardAim(), I am guessing it won't work with Extended Information either?
AaronOnMoon 30 Aug, 2019 @ 5:33pm 
Ah, well I'm not sure what a onposttemplate is, (I just goof around with the inis a lot) but I can now see the newly added compatibility section of the description, which clears up my next question. thanks Reality!
RealityMachina  [author] 30 Aug, 2019 @ 5:17pm 
Yes-ish. Instead of a mod class override the mod overrides it with onposttemplatescreated.
AaronOnMoon 30 Aug, 2019 @ 5:07pm 
so just to be clear this mod overrides X2AbilityToHitCalc_StandardAIm correct?