XCOM 2
[OLD] Absolutely Critical: BETA
22 Comments
Piggles  [author] 21 Mar, 2016 @ 2:34am 
New version released, see here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=649708315

Please remove this old version when possible, I hope to remove it altogether in a few months.

I decided to release a new mod instead of an update because of how differently the were implemented.

Any questions just ask here, or on the new version.
Arkan 20 Mar, 2016 @ 6:43pm 
Very Nice! :orb:
Prov 19 Mar, 2016 @ 4:44am 
Wow dude. You're awesome!
Piggles  [author] 18 Mar, 2016 @ 9:12pm 
@Prov
No worries, I throroughly enjoyed this in EU/EW as well.

Good news, I've made the new scripted version that should be compatible with virtually ever other mod and works flawlessy. I'll relase it in a few hours, not sure as a new mod or an updated version of this.
Prov 18 Mar, 2016 @ 4:04pm 
Thanks for getting back to me. I want to thank you for making this mod, it was one of my favorite Second Wave options in EU/EW.
Piggles  [author] 18 Mar, 2016 @ 2:04am 
@Prov
This mod is currently just an ini edit so there are many things it won't be compatibile with:
1) Any changes to XComGameData_CharacterStats.ini
2) Any mods that add new enemies
3) Probably other types of mods of haven't considered

So yeah, it's not very mod friendly in it's current state I'm afraid. I did intend to create much better version of this but I didn't get around to it. I may update it this weekend if I find the time.
Prov 17 Mar, 2016 @ 4:09pm 
My flank shots are still showing 50% and many aren't critting. Any compatibility issues that you know of?
Act1onCat 17 Feb, 2016 @ 11:41pm 
alright, ty once tried green fog on lw and couldnt sit down for 3 days, doesn't work with the hit 'n' run gameplay of 2 though
Piggles  [author] 12 Feb, 2016 @ 2:32am 
@残響の黒化

I would really like to, I might give it a crack one day. I'm currently trying some experimental mods to see what I can and can't do. I expect someone with more expertise will make it before I do :)
Act1onCat 12 Feb, 2016 @ 1:44am 
Are you able to create a red fog mod by any chance. I miss it from lw and cant find it anywhere else
Macho Hamster 10 Feb, 2016 @ 9:21pm 
Thank you, I have been asking for this since the first streams went up.
SakuraKoi 10 Feb, 2016 @ 11:02am 
The Second Wave Absolutely Crtical in EU/EW/LW doubled the Crit Bonus which should have been 50% but there enemies and allies also had perks which could confer immunity to critical hit or reduce the chance, there however units like Robots and Mechs were still +10% more likely to get critical hit IIRC.
Romual 10 Feb, 2016 @ 10:21am 
Did second wave version realy give you 100%? I remember it barely, but as far as I do it gave HUGE bonus, but not 100%
marsher 10 Feb, 2016 @ 10:03am 
Nice! I actually just did this one myself but with a small aim bonus along with it. I got so frustrated playing on Legendary + Iron Man difficulty, sending a unit to flank and then having a 70% chance to hit from 6 or 7 tiles away. It's definitely a new challenge to counter the benefit. When I get flanked I can pretty much say that that character is done for.
SakuraKoi 10 Feb, 2016 @ 9:04am 
Penalties on the Critical Hit Chance like Squad Sight may very result in that happening. You can see and break down the Critical Hit Chance in the tactical GUI.
Captain Rook 10 Feb, 2016 @ 6:44am 
Even though I loved the Second Wave Option myself, the flanking bonus can be quite easily and bugfree modded by hand in your XCOM 2/XCOMGame/Config - look for DefaultGameData_CharacterStats. Open with notepad, use "Edit" and "Find/Replace" to find the following: [eStat_FlankingCritChance]=40 and change to [eStat_FlankingCritChance]=100. You now have absolutely crit, which is a ton of fun.

Note: this goes for commander difficulty. On lower difficulties, the default flank crit is 50, so look for [eStat_FlankingCritChance]=50 and replace, with legendary it's 30 I think, just scroll down and look it up.

hope this helps, Commander! :steamhappy:
Unordinal 10 Feb, 2016 @ 6:42am 
When you do move out of Beta, are you going to upload to nexusmods.com as well? I'm going to be getting all of my mods from there since it's much safer.
Piggles  [author] 10 Feb, 2016 @ 4:28am 
@SakuraKoi thanks for the feedback :)

I'm working on an improved scripted version that will fix those issues that can't really be fixed nicely in the config alone.
Once I get that done I intend to move out of Beta.

Cheers
SakuraKoi 10 Feb, 2016 @ 4:13am 
So... what about the Muton Centurion Mod? I'd have my already properly tested Version of this released hours ago if it could have been made compatible...

and by the by, you can consider yourself lucky that melee attacks do not benefit from flanking bonuses and that some units can not be flanked. A "Beta" really is not necessary because apart from Alien Mods, this will work unless you missed some enemies for whatever reason.

Mind you that it is still possible to get a chance beow 100% due to e.g squad sight.
Dymacos 10 Feb, 2016 @ 4:03am 
Awesome!
NotSoLoneWolf 10 Feb, 2016 @ 1:59am 
Looks like my Rapid Fire, Talon Rounds, Superior Laser Sight Rangers are gonna be out on the streets tonight, haha!
RKade83 10 Feb, 2016 @ 1:54am 
Excellent! Flanking should mean something.