XCOM 2
SWR Aiming Angles
74 Comments
DeBlue 24 Dec, 2017 @ 5:09pm 
That is unfortunate, damn it Firaxis! The other thing, awesome. It really makes it far more tactical and makes it more believable on what is happening in the game.
Mertius  [author] 24 Dec, 2017 @ 12:40am 
@DeBlueSeven Unfortunately, that's just how the base "Good Angle" mechanic works. Since this really only effects the range, intensity, and the angles involved, most of the strange rules are inherent issues with the core system.

Enemies also get the bonus from aiming angles, so place your troops accordingly!
DeBlue 22 Dec, 2017 @ 9:36pm 
Does this apply to enemies too or rather as in they get bonuses?
DeBlue 22 Dec, 2017 @ 9:32pm 
It's odd how it sometimes gives no bonus though. Making it inconsistent in making strategic moves.
macelharen 2 Sep, 2017 @ 2:44pm 
sweet! looks like i followed DeBlueSeven here from Loke's mod.
marshmallow justice 30 Aug, 2017 @ 6:35am 
I think all of these SWR mods don't work with WotC since it uses a different directory for WotC, but I could be wrong.
DeBlue 13 Jun, 2017 @ 6:58am 
@Mertius Thank you! I simply reinstalled the mod and it made the inis for me and now it works flawlessly. I didn't get it to work for LW2 at first but that was with Lokes Angles which didn't work for vanilla either but now I've already gotten a non LW2 game going with good mods so I'll stick to this for now-
=[NK]= Col. Jack O'Neil 12 Jun, 2017 @ 8:13pm 
Anytime! You've done all the hard work! I subbed to your mod for the values because I couldn't figure out the best ones to use!!
Mertius  [author] 12 Jun, 2017 @ 5:40pm 
@DeBlueSeven So, it's been a while since I did this, but IIRC the .875 is the multiplier off the target's cover. So, if they're in heavy cover (40) and you're almost flanking, the bonus gives you .875*40= 35. Meanwhile, with low cover (20) it gives you maximum 18. Also, yes, it works for everyone, aliens included. LW2 can work, but is not...."officially supported" since I don't personally use the mod, and am therefore not as familiar with it. That said, your code looks correct, although I run with MAX_TILE_DISTANCE_TO_COVER=100, because Squad Sight deserves the bonus, even on the other side of the planet. :P

@=[NK]= Col. Jack O'Neil Thank you for the assistance Colonel! :D
=[NK]= Col. Jack O'Neil 12 Jun, 2017 @ 3:27pm 
*not
=[NK]= Col. Jack O'Neil 12 Jun, 2017 @ 3:26pm 
Note the xcom2 folder, the lw2/xcomgamecore file, don't add the 2 lines with should...

Revert the changes you made to whatever file you made these to
DeBlue 12 Jun, 2017 @ 2:13am 
@=[NK]= Col. Jack O'Neil These are my setting in my games\XCOM 2\binaries\config:

[XComGame.X2AbilityToHitCalc_StandardAim]
LOW_COVER_BONUS=30
HIGH_COVER_BONUS=45
MIN_ANGLE_TO_COVER=10
MAX_ANGLE_TO_COVER=44
MAX_TILE_DISTANCE_TO_COVER=35
MIN_ANGLE_BONUS_MOD=0.0
MAX_ANGLE_BONUS_MOD=0.875
MIN_ANGLE_PENALTY=0.0
MAX_ANGLE_PENALTY=80.0
SHOULD_DISABLE_BONUS_ON_ANGLE_TO_EXTENDED_LOW_COVER=true
SHOULD_ENABLE_PENALTY_ON_ANGLE_TO_EXTENDED_HIGH_COVER=false

Yet I only got 12 bonus aim on a sectod when almost flanking it and he was in High Cover where the max bonus is supposed to be 35?

I changed the INI yesterday to literally what you said but only then did this bonus decrease severaly I think...
=[NK]= Col. Jack O'Neil 11 Jun, 2017 @ 4:17pm 
I am using it in long war.. The settings are in long war, they just set teh values to 0..

Easiest way, go to xcomgamecore in lw2 folder and cut and paste this over what's there

+MIN_ANGLE_TO_COVER=10
+MAX_ANGLE_TO_COVER=44
+MAX_TILE_DISTANCE_TO_COVER=40
+MIN_ANGLE_BONUS_MOD=0.0
+MAX_ANGLE_BONUS_MOD=.875
+MIN_ANGLE_PENALTY=0.0
+MAX_ANGLE_PENALTY=80.0

Which is the values from this mod

Do you mean the default aim bonus for xcom soldiers?? Or everyone?? That's in the original xcom config folder under characters
DeBlue 11 Jun, 2017 @ 3:48pm 
Where in the INI can I increase the aim bonus? I see a multiplier of some sort but I don't understand it. 0.5 means 50% ? I don't get it.
DeBlue 11 Jun, 2017 @ 3:46pm 
@=[NK]= Col. Jack O'Neil Are you sure this works for Long War? I've read Long War took it away.
=[NK]= Col. Jack O'Neil 11 Jun, 2017 @ 3:34pm 
Also it works for lw2
=[NK]= Col. Jack O'Neil 11 Jun, 2017 @ 3:34pm 
It's for both
DeBlue 11 Jun, 2017 @ 3:14pm 
Does this work for enemies? Otherwise it's basically a cheat. I literally can't play without the same tactical overhail from EU. To play without it is a different game and not fun :/
Mertius  [author] 18 Feb, 2017 @ 11:46pm 
@=[NK]= Col. Jack O'Neil Unfortunately, I haven't heard anything new, at least about the issue involving the near-flanking bonus. Also, in order to keep compatibility for the majority of players, I'm not really updating this for LW2, which means the manual tweaks mentioned below are necessary with their mod.
=[NK]= Col. Jack O'Neil 18 Feb, 2017 @ 9:34am 
Any update with the other guys getting this to work with lw2?
Mertius  [author] 11 Feb, 2017 @ 10:46am 
@Grendalin Glad you like it! :D
Goondalin the Eternal Gooner 8 Feb, 2017 @ 9:23am 
I really like how you added the second wave stuff to xcom 2. <3 Makes the game much more random and interesting. :) :8bitheart:
Mertius  [author] 29 Jan, 2017 @ 5:17pm 
@Bernie Sandwiches Alright, let me know. Also, you might try adding "SHOULD_DISABLE_BONUS_ON_ANGLE_TO_EXTENDED_LOW_COVER=true
SHOULD_ENABLE_PENALTY_ON_ANGLE_TO_EXTENDED_HIGH_COVER=false" back in as well, since it's part of the original code, and deals with those edge cases involving extended cover.
tree frog 28 Jan, 2017 @ 7:49am 
It definitely wasn't when flanking. Seems like the problem is with close range and/or when there is a high cover-low cover corner. Planning to start a new campaign when 1.1 is released so will report then.
Mertius  [author] 28 Jan, 2017 @ 2:21am 
@marshmallow justice Oh! Well, that's good that it's working!

As for the Aim bonuses disappearing when you actually flank, yeah, that happens normally because the cover bonus is also supposed to be removed when flanking. No aim bonus, but also no cover bonus. Aiming angles caps out at 10* angle from target. IIRC, that's the "MIN_ANGLE_TO_COVER" portion of that.
marshmallow justice 28 Jan, 2017 @ 2:13am 
i got it working too after a bit of tinkering, but yeah the same thing that happened to Bernie happens to me - the aim bonuses disappear once you actually flank them successfully (not sure if it was like that in X2, maybe it was)
Mertius  [author] 28 Jan, 2017 @ 2:09am 
@Bernie Sandwiches Honestly, I’m surprised that worked. The way I understood it, LW2 completely cut out Aiming Angles. Still, congratz on getting it working! As for fixing the one-tile-away bug…no idea. That code snippet there is roughly the same one I put in with this mod. Is it possible you were flanking someone with extended cover in that direction? Like a Park bench with two half-cover slots, and they were on the far side? Aiming Angles actually has a flag that tells it not to trigger if the target has extended cover in the direction of the shooter.
Mertius  [author] 28 Jan, 2017 @ 2:09am 
Sorry for the Delay, I haven't had much time off work lately.
@marshmallow justice Well, Good Angle is Xcom2's native version of Aiming Angles, but it had limitations on range and effect that made it far less reliable than Aiming Angles. This mod simply corrected it, putting it back to the Xcom:EW settings. Unfortunately, LW2 removed Aiming angles, and I don't know a means of returning it (or having a mod overwrite another mod). If you need to, feel free to unsub, since I’ll likely be unable to update this mod for LW2 compatibility in the near future, and may keep it as is for the majority not using LW2. Good luck on getting it to work with LW2, though!

I hope you have fun!
tree frog 24 Jan, 2017 @ 12:18pm 
I've done an ini edit (described in the comments here: https://www.reddit.com/r/Xcom/comments/5p7ml8/are_aiming_angles_not_a_thing_in_lw2_i_was_one/ ) and it seems to work except for close range (CLOSE RANGE?!). Maybe you have any ideas how to fix it. Thanks.
marshmallow justice 22 Jan, 2017 @ 10:09pm 
ok nevermind, that didn't work lol rip
marshmallow justice 22 Jan, 2017 @ 8:50pm 
Hey Mertius, just been tinkering with Aiming Angles/Alien Range Bonuses & LW2.

The good news is that according to the LW2's XComGame_WeaponData.ini, they've given aliens 0 -> +20 aim bonus depending on distance, much like your other mod, so I think that one isn't needed if the person has LW2.

But, according to here: http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=23489
it's possible to get the mechanics back (although I don't know about Good Angle, what happened to it? Isn't that the UI pop up telling you how much aim you're getting from aiming angle modifiers?).

I changed them to the values your mod gave within LW2's XComGameCore.ini and will be testing it soon, I think that means to unsub from Aiming Angles/Alien Range bonuses, since they are just duplicating themselves now, if this works.
Mertius  [author] 22 Jan, 2017 @ 1:48pm 
@Raysler I can't really fix it for LW2 since (from what I've heard) they removed Good Angle altogether, which this mod corrects to replicate Aiming Angles. They completely re-did how the hit calculations are done, which means that mods working off of the original system no longer work. If I were to try and fix it and re-add the missing components here, it'd likely break it for everyone not using the mod. From what I've seen, I'd have to rebuild everything from Scratch in a completely new mod...

Either that or I'd have to find a means of re-introducing Good Angle back into LW2 without breaking it...which is not something I'm sure I could do via a mod, since it would be modifying another mod. Either way, I'm not certain it's something I can fix.
Sorry... :(
Raysler 22 Jan, 2017 @ 2:24am 
doesn't work with lw2, please fix
alfn86 8 Jul, 2016 @ 11:58pm 
Oh really? So, it makes sense... Using a scope against a exposed target make the work really easy. A little and welcome edge. Because I installed so much mods than now I barely survive in "easy" missions. =P So, thanks for the info.
Mertius  [author] 8 Jul, 2016 @ 11:18pm 
@alfn86 Guess what. It's not a bug! I was watching a Beagle video. Turns out scopes get a bonus against exposed targets.That's why it seems to occur so randomly! XD
Mertius  [author] 5 Jul, 2016 @ 11:55am 
@alfn86 I noticed the issue as well since Shen's Last Gift. I'd recommend removing the mod and reinstalling, which solved the problem again. If it continues happening, it may be an issue with how the scope itself determines the bonus. I’ll keep looking to see if for some reason the scope utilizes the angle bonus modifier.

Also, I'll be keeping a lookout to see if there are specific environmental and gameplay situations that trigger the issue.
alfn86 4 Jul, 2016 @ 9:33pm 
Again the problem with the scope... Normal scope gives 10% instead 5% only.
Mertius  [author] 30 Jun, 2016 @ 11:07am 
Shen's Last Gift just dropped! As with every mod, keep an eye out for bugs, and let me know if anything's causing trouble!

Vigilo Confido!
alfn86 24 Jun, 2016 @ 7:23pm 
Understood.
I will say if it happens again.
Thank you.
=)
Mertius  [author] 24 Jun, 2016 @ 5:49pm 
@alfn86 I did not... In fact, I only got the SDK working again last evening, and during my tests wasn't able to get the mod to malfunction. Everything was working fine, and the code was correct (and there were no formatting errors introduced by Alien Hunter). I was actually going to take a stab at it again tonight. If I didn't find anything I was going to suggest reinstalling the mod to be sure, or have you reset the config files to make sure it was reading everything properly.

However, if the problem has stopped, it was likely just a hiccup in the game. Since I can't reproduce it, and it's just a simple edit, it was probably just a temporary issue caused by that particular install. Let me know if it happens again though, and I can take another look.
alfn86 24 Jun, 2016 @ 12:11pm 
Did you fix the mod? Because now the normal scope gives just +5% aim.
alfn86 22 Jun, 2016 @ 8:03pm 
Ok
So I started to try some SWR mods now, but all the time some ideas comes to make the mod better
Thanks for your attention =)
Mertius  [author] 22 Jun, 2016 @ 7:59pm 
@alfn86 Hmm, alright. I'll need some time to re-download the Toolkit (recent "spring cleaning" seems to have broken it), but I'll see about tracking down the source of the bug, and trying to reproduce it. Thanks again!

Also, if you're looking for more "real warfare mods," I have to recommend all the SWR ones. ;)
alfn86 22 Jun, 2016 @ 7:44pm 
and about your question: Have you noticed this problem with the other scopes?
No, just identified this problem with the "standard scope" because I haven't used the better scopes because I unsubscribed this mod to test and see if was because this the bug was occuring... so, I can't say if the better scopes has the same problem... sorry dude
I'm testing mods and could tell you some ideas if you have interest in "more real warfare" for Xcom2 =)
alfn86 22 Jun, 2016 @ 7:38pm 
the other mods is just about tattoos and cammos, I think they can't change the scope bonus... and when I unsubscribe this mod the scope (the common, not advanced or better) returned to +5% bonus as usual
glad for help =)
Mertius  [author] 22 Jun, 2016 @ 7:22pm 
@alfn86 Hi there! So, the Basic Scope (Not Advanced or Superior) has an aim bonus of 10%, not the standard 5%? That is strange, since this only really modifies the "MAX_ANGLE_BONUS_MOD" value, which should only affect the weapon's aim depending on angle. Have you noticed this problem with the other scopes, and is there a chance that it could be caused by another, similar mod (such as one that deals with rewards)? I'll take a look on this end to see if I can verify the issue. Thanks for letting me know!
alfn86 22 Jun, 2016 @ 5:05pm 
there's a problem... simples scope gives +10% instead just +5% of aim... I don't know if you still improving this mod but that's a problem I found.
Mertius  [author] 3 Jun, 2016 @ 3:53pm 
@Sarezar I honestly don't remember. It was quite a while ago I did the tests to familiarize myself with what everything did. I don't remember what it did (if anything), but if I had to make a guess I'd assume it was just a theoretical maximum. It's likely something put in place so that if a bug would give a bonus larger than 80, it would default back down to 80.

The only section that actually controls the bonus is MAX_ANGLE_BONUS_MOD, which is a multiplier based off the type of cover (Full or Half) and the angle from the "front" of the cover.
Sarezar 3 Jun, 2016 @ 12:53pm 
Hi. What would happen if I changed MAX_ANGLE_PENALTY to 90? Does that mean flanking gets (unecessary?) additional bonuses from good angles?
SavageCabbage 23 May, 2016 @ 1:08am 
Thx and i appreciate youre hard work :))