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coupled with:
[WOTC] Extended Vision (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1721551490)
Increased Cover Bonus (Wotc) (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1124274560)
[WOTC] Dynamic Pod Activation (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1131829513)
you get a brand new tactical game
The idea is that it still has the randomness of vanilla, but if your soldier does get hit by some lucky shot, it likely would not kill them, considering it like a graze of their arm. I'm not really a modder, so I don't know if your mod is capable of doing this, especially when having to add critical/dodge into this calculation.
There's actually a mod called RealisticDamageModel on the nexus for Enemy Unknown that does exactly what I'm talking about. I was just wondering if there was a config you had somewhere to allow this, but I guess not. Unfortunately, I'm assuming this wouldn't be very easy to make possible.
I was following / trying out different mods in parallel, that's why. Not playing atm, and I don't remember using these two mods in the same game, so I can't help you with that; sorry.
p.s. Your link is broken because of the parentheses.
From a previous comment by dani :
"stock damage is simply added based on MISS chance. So if you have a +2 on miss (advanced stock) and you have an 80% chance shot I will add .4 to the output damage (.2 * 2). Repeaters (insta kill chance) are not affected, those can still happen in this mod."
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126684731
> if another mod, or my own .ini tweaks, were to change Deadeye accuracy penalty and damage bonus, would this be fully reflected in the shot
Yeah that should definitely be the case we simply used the values supplied by the game and when those are changed through INI files those should be picked up. If you find any bugs with that just let me know. Hope you enjoy the mod!
Sorry for the trouble! Here, have a <3
- Hmm shame about all the potentially "wasted" accuracy... Still, Deadeye might be the perfect fit for turning excess accuracy to damage, and I can always fine tune the base damage/accuracy values to achieve the desired effect.
I just wish the mod used weapon type instead of specific skills for the "exclusion list" so I could automatically make the vanilla system apply to all native sniper skills (e.g. Deadeye on Sharpshooter), while not applying to sniper skills given to other classes (e.g. Deadeye on Ranger). Oh well, can't have everything :)
Thanks! About your questions:
- Link to non-WotC => I don't know what happened but the entire description was gone, probably after the last minor bug fix update. Thanks for letting me know. I restored it, which includes a link to non-WotC version.
- Use total aim or cap at 100% => It caps at 100% otherwise we indeed would deal more damage than intended and than in the base game.
- Config option to ignore damage from shots below certain hit chance => Hmm not sure about that one, I understand it might be annoying to deal with 1 / 2 damage shots but turning them off completely doesn't really sound like the way to go. I'm also not actively playing/developing this at the moment so I cannot promise this will be added anytime soon! The mod you linked can be a good alternative, I assume it works fine together with this mod :-)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1970813574
- Would you consider adding a config option to straight up ignore the damage from shots below a certain chance to hit? For example, anything below 20% would do zero damage (effectively a miss), but after that it'd scale normally. I think this would solve the problem I saw mentioned in the comments without touching cover or hunker down values or anything like that (the problem with soldiers being permanently on vacation / getting papercut to death; I'm concerned about this too).
- I was also gonna ask about excluding sniper rifles but you seem to have that covered :)
Thank you very much for the mod, and thanks for reading my wall of text.
First of all, this is EXACTLY the mod I was looking for, to the point I was considering making it myself, so thanks for saving me the hassle :P
A few things:
- You may want to include a link to your non-WotC version in the description; it's such a waste to have all that information in that page and not point people toward it.
- Does the hit chance in <hit_chance> * <weapon_damage> use your total aim, or does it cap out at 100%? What I'm wondering is if it's possible to do overkill / precision damage with total aim above 100.
I just pushed an update which should fix this. Every first Overwatch shot should now just miss.
No rush. lol
I think I only had one enemy firing, hence my surprise. :-D
@Ulthwe No that's not possible at the moment. Not sure if I have time to add it either to be honest so for now it is simply not possible.
Another quick question. I'm taking damage when running through enemy overwatch with Lightning Reflexes. Not, you know, a LOT... lol but still. Is this how it is supposed to work with this mod? ;-)
Liking the mod so far overall. Thanks. :-)
@RambelZambel
Thanks for the info. Reflect is a fairly complex ability to rework to never cause a miss anymore. If a Templar has Reflect I would have to disable that ability and instead reduce damage to the Templar a bit (similar to Graze), but Reflect also deals damage back to the attacker and I would also have to do that somehow. This is too complex so I will leave Reflect as is. Even Deflect is fairly complicated, the chance to deflect is based on focus level and I'm not sure I can easily work that in. So that one will probably stay like this too.
As for the Berserker Queen; I checked it and it does not use StandardAim for hit calculation. Rather, it uses a "Stat Check" which means it hits based on a soldier stat, in this case Strength. So the higher Strength the less likely you get hit. I do not adjust those abilities. Also, since that ability can apply AoE stun / disorient it's actually good it can miss otherwise it's very powerful.
Berserker Queen Aoe can still miss, Reflect on Templer also
Thanks for informing me :) I just released an update which I believe should fix the issue with that mod.
@Theobald Thanks, glad you enjoy this mod!
and yes its only the abilities from this mod, not suddenly all, but u found it faster by urself :D
I had a look and see their abilities (IRI_Punch_Ability and 3 others) were indeed not modified by this mod. I exclude abilities that set "bIgnoreBaseDamage" because it seemed to be used for non-direct damage abilities (like Homing Mine). Not sure why that mod sets that to true, but anyway that's why they are excluded.
I can probably include abilities with that set to true as I check more properties. In the end if I enable this only affects 3 game abilities (PartingSilk,HomingMineDetonation, ArcWave) and I'm now checking if they work fine if I apply this mod to them. Looks fine. This mod also works for their abilities.
I'll likely release an update soon that will make that mod's abilities work with this mod.
That mod only seems to add a new melee ability, which should not interfere with this mod at all. Do you mean that specific mod ability can still miss, or all abilities can suddenly miss like regular shots? If it's only that ability I'd have to look into why. If suddenly everything doesn't work anymore, well that does not make sense :)
You have solved the wonky difficulty-spike-on-starting-and-then-it's-snowballing-easier that plagued the game since ever.