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Steam/steamapps/common/XCOM 2/XComGame/Config/DefaultGameCore
then search (ctrl+f) for "XComGame.X2AbilityToHitCalc_StasisLance" and modify it's base chance to what you want.
If you do changes to the gremlin and the skull jack you can boost the hack rating to 200+. From my review of the code the rating for the gremlins is not quite balanced at I believe 37 and 67 for mk2 and mk3. In my own personal use tweek I did a 0, 50 and 75. Made more sense. I threw up a guide on some the locations in the files to tweek things. If anyone wants the info for others just ask and I can probally point you where to go.
Hope this helps and if you are going to throw this together in a mod please afford proper respect for contribution of work. Take care.
; corporal
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),\\
To Opposing Force there is a line in the files to up the skull jack to hit chance I would have to review it again to tell you which it is. The way I changed out my files was a small change to up the hit ratio as the rank goes up and hack rating increases. I also upped the HP requirements of the Skulljack to take out enemies at 10 HP instead of its 4 if you use skull mining. Just felt right do to the nature of the Skull mine process that it would be a little more violent and therefore able to take more HP. Let me know what you think.
i actually use the Accurate Swords mod that makes ranger sword attacks a guaranteed hit, but swords have a damage potential roughly similar to one gunshot. skulljack/mine on the other hand is an instant kill regardless of how much hp and armor the enemy has, if it hits. taking out an elite shieldbearer in cover with full hp and armor (and even ignoring an active shield on top of that) can be a big deal, so i think the risky nature of that attack is more than justified.
plus, skullmine can also get you some intel, giving it use beyond taking out an enemy in battle.
Thanks for finding the hit value! I'll take a look. I think I'd personally want it to be closer to 90 than 70 when it comes to hitting. At least it has parity with the sword. But this is a personal change, so I don't think I'd include it in the mod. If I do it would be just as easy to change back to vanilla values if people desired.
but if i add it in a few game-days, it should scale in pretty well.
You have got to be kidding me.
SkullJack -> SkullHack ---> SkullCrack ----> SkullFrack
I'm not sure if you've already been informed or you figured it out, but you can totally change the hit chance of the Skulljack/Skulllmine in the XComGameCore.ini file. It's under the XComGame.X2AbilityToHitCalc_StasisLance section and the BASE_CHANCE value is the Skulljack/Skullmine chance to hit.
Anyway,good luck with your mod :)
Other choices are SkullPiercing, SkullDriving/SkullDriver, SkullProbing, SkullSpike, SkullSeizing, SkullCrusher, SkullSplinter, SkullSundering, etc.
:)