Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So two questions. First in the original mod low prio work was on Dodge and HP, but never finished is this in the work for this mod in the future to?
And second you have in the XComSoldierDevBase the option to disable classes from reciving boosts. While this is nice a prefared option would for me personal to have diffrent grow factors and limits for diffrent classes. Is ther a way to archive this? Like doubling the reward lines in the XComSoldierDevSkillEvents config but then use the +ExcludeClassesFromX line so it do not trigger for this class and only the other one apply?
AP/ComInt balance: Yup, that should work.
ComInt rewards: These are for the entire squad. Doing it per-soldier would be cool, but would probably get very chaotic in the UI unless I got creative with text boxes or the like. I don't want to stray from the original mod too much (since this mod is intended as a drop-in replacement), but that could be a fun feature for a future project.
; ###### Combat Intelligence ######
; Chance to upgrade each valid unit's combat intelligence by one level.
FlawlessComIntChance = 5 ; IF I WANT A 5% CHANCE TO GET THIS REWARD*********!!!!
ExcellentComIntChance = 0
; ###### Ability Points ######
; Chance to give bonus XCOM ability points.
FlawlessAPChance = 0
ExcellentAPChance = 0
The original mod mentioned that it did not work with overwatch (and therefore I reckon all reaction shot abilities), did you manage to fix that issue in this release?
There's also this, from the change notes:
"You may notice the occasional "Skipping ability, not the first of its event chain" message in the log, including on attacks that you'd expect to trigger an event otherwise. Ignore these for the time being.
The original mod (and the Redux by extension) uses a workaround to prevent unexpected/duplicate skill events, but this check also breaks legitimate events sometimes. I'd like to fix this properly, but have not yet found a reliable way to distinguish between good and bad events. Needs more time in the oven."
In practice things should mostly work fine, but feel free to poke if you find anything particularly broken. (be sure to add log output if there is any)
On the original topic: what about crit chance? like every successful critical hit have a very small chance (something like 1% or 0,5%) to grant +1% critical chance (with a max of +10%)?
Strength has a tiny range, I don't think I've seen it go above 3 or 4 points yet? Classes already set a starting amount there as well, so that's probably not worthwhile.
I would like to do something for HP at some point (if I ever get around to it), though I think I'd want it to be slightly broader than that. Doing something like that on the strategy layer could be interesting, though... (rare survival bonus for successfully recovering from a grave wound? would make sense as a roleplay mechanic)
Not likely to be something that'll happen soon, but yeah, could be fun at some point.
(sorry for multiple notifications, messed up the reply)
HP: every time a soldier is stabilized after going into bleeding out, rolls a chance to increase HP.
From https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/soldier_classes/#wiki_soldier_stats
eStat_Strength - a very rarely used stat, consider soldier's physical strength that could be used in calculations whether this soldier is "strong enough" to resist a physical attack or something like that
STR: similar to mobility (but not exclusive to dashing), but only when carrying a body.
(can also temporarily crank up the odds of getting a stat boost and restart the game, good way to check too)
May also be worth temporarily raising the dash stat boost chance to 100.0f -- that guarantees a growth event whenever a soldier that's not yet maxed does a yellow move. Good for testing.
PS: Thank you for your contribution to the XCOM2 community.
Faster soldiers do technically have a higher chance to trigger the boost event, as they can cross larger distances and rack up more per-tile event rolls. It's a tiny difference, though, and the actual boost is the same regardless of soldier speed.