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🤣🤣🤣
Thanks for all the effort. Further in this run and everything is working. (I would have tested spark damage/repair, but I'm at that point where ALL my dudes/ettes are basically superheroes. 🤣)
I'll double check that with a mission where I let the spark get damaged...and fix it.
Although, I also gotta say, that I really like the idea of engineering repair bays, so I might end up with that option 'off' after testing.
(zero issues with 'tired'...that makes perfect sense.)
For anyone reading this, I have never bought the "all better on the battlefield, and magically hurt later". We have psionics and crazy 'fantasy' elements blended within this title, so for me, if I take the time to fix my troops, losing them for up to 2 weeks for "injuries" feels like an annoying double jeopardy. Heh heh.
I figured that had to be the issue....now to figure out why my ballistic shield upgrades aren't increasing their stats. heh heh. (It never ends...which is kinda' fun as well.)
Turned that option off. Following mission, troopers who should have been 100%...were wounded.
This was working, so I'll say, at least 'mid-campaign', this is a regression.
@LightenedDark @Natsume, I've implemented the feature allowing the tactical healing / repairs to be used with SPARK units as well, with a seperate Mod Config Menu toggle to enable it :) I've done some quick testing and it seems fine but please let me know if you experience any issues!
@EvilBob22 Good job keeping the haters away. This entire modding community is wonderful.
Bonus points for giving me the ability to determine how much in-mission healing applies for the purposes of wound reduction. That's a welcome bit of flexibility when it comes to adjusting the desired difficulty of a given campaign.
Absolutely excellent work.
Also for anyone else reading the comments I've just added a new feature to the Mod Config Menu which allows you to customise the extent to which healing in the mission is allowed to reduce wounds. So for example, if you think that in-mission healing should reduce wounds by only a little, but not completely then you can now customise the % of healing received which will contribute to wound recovery. An example is provided in the MCM and mod preview text :)
'Tactical Healing' in this current campaign makes the ability to heal on the battlefield actually mean something.
My Valkyries thank you from the bottom of their health-conscious hearts!!!
p.s. from what I'm seeing this is giving a more logical time for wound times as well. (I previously used "sensible".)
1. Unsub
2. Resub
5. lanuched game
4. activated the mod through MCM on the titel screen
5. load my save from before
6. extracted everyone wounded soilder first and last to see
Its still the same wounds from the +hp. I am running [WOTC] Weapon and Item Overhaul if that helps show where the hp is coming from. I wonder if its baked into that save and I need to run another mission to see if the behaviour is different. Will report back when I get an extract mission (I have the blacksight mission to do so will run that and report back).
I have taken screenshots or can get the save file if that helps sorry to cause so much trouble if its on my end.
I did a facility lead to get rid of some avatar project where you plant the c4 and evac had 5 people at full HP no damage taken the mission and my last solider was on 2/11 hp that had been healed by a med kit(+5) and damaged again. Ended the mission with everyone wounded with 2-4 damage. 14 damage spread over the other 5 squad members and my 2/11 had healed to 3. I wonder if its something to do with a mod like Weapon and Item Overhaul giving HP to armour, Vests or another mod i have that's screwing with total HP.
If i reload the save with IGNORE_LOWEST_HP = false and extract it only shows 2 wounded soldiers and works as intended.
Guessing its something to do with that setting plus VIP extract to skyranger not the mission just ending.