XCOM: Chimera Squad

XCOM: Chimera Squad

Increased Critical Damage
19 Comments
Toppopia  [author] 16 May, 2020 @ 2:40pm 
At first I was thinking of having damage be half of what you roll but I don't think you can do anything fancy with the weapon stats besides having a number.
1var_N13tsn3bur 16 May, 2020 @ 1:01pm 
instead of having the calculations be based off of minimum damage (aka the base dmg) could you try having the crit calculation be based off of the damage that would be done before applying the crit? idk if that is possible, I'm just spitballing ideas cuz I like the idea of the mod and I would love it if the crit scaled
Toppopia  [author] 5 May, 2020 @ 1:26am 
I've gone and reverted the changes to enemies critical damage in 2nd and 3rd acts as for now Xcom weapons don't have that buff . So critical damage for enemies is still based on the standard damage and won't go up as you progress through the game.
Toppopia  [author] 3 May, 2020 @ 8:40pm 
I have now made the mod from scratch so theres no random smg template in the game or anything strange. Sadly though in my checking of the damage a typo meant the assault rifle was doing damage on par with the shotgun which is not in the base game. I have now fixed it so it performs the same as the smg. To me it felt nice having a good assault rifle but since all this mod aims to do is adjust critical damage I couldn't leave that unintended buff in the game. I apologize for any problems this may cause.
Toppopia  [author] 3 May, 2020 @ 5:52pm 
@Player Yeah thats what I thought too. Why is my crit damage only the base damage? That doesn't seem right... Then I saw a dev post that critical damage was only +1 which is why I made the mod, now theres an extra incentive to flank enemies and keep yourself from being flanked.
Player 3 May, 2020 @ 5:47pm 
i had wondered about crit damage in the game, sometimes i would see the yellow and get excited but the damage was really low
Toppopia  [author] 3 May, 2020 @ 3:41pm 
@striker979 Ok this is strange, even using vscode to change the values and run the game in dev mode won't let me modify the damage values. The critical changes I have previously work but any changes I make arn't taking effect. Seems to be working fine in game so unfortunately I have no idea how to help. Sorry
Toppopia  [author] 3 May, 2020 @ 7:49am 
Huh, weird, I just ran my code in the dev build and its not accepting my changes either. I'm going to have to look at this tomorrow since its nearly 3am. Thank you for bringing this to my attention.
striker979 3 May, 2020 @ 7:43am 
I cant even change numbers apparently. I did:
XCOM_ASSAULTRIFLE_BASEDAMAGE=(Damage=10, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
XCOM_SMG_BASEDAMAGE=(Damage=10, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Luck=15, Tag="", DamageType="Projectile_MagXCom")
XCOM_SHOTGUN_BASEDAMAGE=(Damage=10, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
XCOM_PISTOL_BASEDAMAGE=(Damage=10, Spread=0, PlusOne=50, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
The SMG and pistol have their damage increase as expected but the AR and shotgun are unaffected. Thanks for the help btw.
Toppopia  [author] 3 May, 2020 @ 7:22am 
I'm not sure how mods in Chimera Squad work when you adjust the value in the mod folder, maybe its just a simple copy folder to the not steam mod folder and tinker with it, in that case you should beable to just change the numbers. If I can be more helpful i'll try but I am not even a basic modder by any stretch. I doubt I can do anything more complex than adjust numbers like i've been doing.
Toppopia  [author] 3 May, 2020 @ 7:18am 
These are the 4 lines that influence the damage, crit etc. They are in the XcomGameData_WeaponData.ini file in the mod folder.
XCOM_ASSAULTRIFLE_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")

XCOM_SMG_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Luck=15, Tag="", DamageType="Projectile_MagXCom")

XCOM_SHOTGUN_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")

XCOM_PISTOL_BASEDAMAGE=(Damage=3, Spread=0, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
Toppopia  [author] 3 May, 2020 @ 7:16am 
Ok I removed the smg. And about the damage of AR and shotgun. I did change the crit values of them to be 3 instead of 1. Which when I tested in the dev build it worked fine. I even have a screenshot showing it working. If I can fit it in the comment section I will post the lines I did.
Toppopia  [author] 3 May, 2020 @ 7:11am 
@striker979 Yeah I used the weapon template but I didn't see anything about a custom smg. I'm doing a playthrough now and I havnt seen the smg yet so i'll have to have a closer look.
striker979 3 May, 2020 @ 7:03am 
@Toppopia You must have used the weapon template project which adds a custom smg weapon into the game. The upgrades are the conventional, magnetic and beam in DefaultGameData_WeaponData.ini I believe. Out of curiosity, did you do anything different to change the crit damage of the AR and shotgun compared to the SMG and pistol? I've been trying to change the base damage for these weapons and succeeded with the SMG and pistol but couldn't change the AR and shotgun.
Toppopia  [author] 3 May, 2020 @ 4:22am 
@rocterius Can you explain what you mean by custom smg?
Toppopia  [author] 3 May, 2020 @ 4:20am 
@Fujuberry No I accidentally compiled shaders the first time and uploaded it. It shouldn't do that now. The mod was 68MB now its 0.6MB so there shouldn't be any shader related stuff in the mod now.
rocterius 3 May, 2020 @ 4:16am 
Pls make a version without the custom smg.
Fujiberry 3 May, 2020 @ 4:12am 
Wait, this mod changes the game's shaders?
Toppopia  [author] 2 May, 2020 @ 9:03pm 
I hope no one has any broken saves after I fixed the unnecessary shaders being in there. I finally got rid of them but there may be a chance textures screw up? I'm unsure so I apologize in advance for any problems.