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....
OMG EVERY MOD I CHECK TO MAKE SURE AND THIS IS THE ONE I FORGET TO CHECK.
i mean, 1 mistake out of 102 mods, not bad right?
THIS IS BASE XCOM 2 - For War of the Chosen - go here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1124333578 ]
Sorry for the confusion. Link added.
Glad you like it!
It will continue to need work as I find weird new abilities that don't work right (claymores took a while to get them to show the right damage when you fired at them), but it seems to be good so far.
Basic functionality is working, it seemed to only require minor changes. I'll test additional functionality tomorrow night and hope to post it then.
If you have it active, and you try to aim an AoE weapon, you're going to crash your XCom game.
If you've already created a save with it, it should be safe to disable and keep going, but for the moment, do NOT run this with War of the Chosen.
You can add it whenever and if you want at all these are all suggestions to an otherwise already great mod i use since it came out.
This mod specifically avoids unit flag changes to maintain compatibility. So unfortunately I can't show a different color. I can see about adding a config flag to not highlight 0 damage targets(although I'd want to also put exceptions in for special abilities like frost bomb). I know I wouldn't use it but it's easy enough to add.
Probably won't update with that unless I have to update for something else owing to the way configs are handled. It should at least be fairly obvious that the damage is 0 with the current UI, right?
For the preview, could you make immune targets (targets that take 0 damage) show a different color? Or maybe just put a flag, usually in the base game if a unit (or even terrain) is not affected at all by an AOE the terrain or unit doesnt glow at all.
Average damage is not necessarily under my control. And it gets really tricky conceptually to calculate. Should I count crits? Should I count dodges? Bonus damage isn't evenly applied across the range (I'd have to look up how it does it).
Ideally I'd show you both min AND max damage and you could guess average, but unfortunately changing the display of the unit health bar is outside the scope of this mod (one of the mods that actually changes how health values are displayed could implement it)
In fact, in general I'd say that suggestion is perhaps better made to a modder handling unit flag displays - that way the modder could have it show average damage for explosives AND single-target shots. I added min damage because a number of mods support it for single target abilities - do you have an example of someone displaying what you consider appropriate "average" damage?
If you have an immunity, the preview shows the effect(highlights bar) but shows 0 damage, correct? Is there a situation where it is showing you misleading info?
Due to the existence of things like Smoke Grenades and Flashbangs, in general I prefer to show that the unit will be affected by the AoE, even if damage is 0.
In the meantime, if you need Nova working, add the following to the mod config (will automatically be added with the update)
".AbilityTemplate_NonTargetedSelfBasedAOE=Nova"
(Don't add the quotes, DO add the 'period' at the beginning. Add this right after the similar line for the Lightning Field)
So that section should look like:
; Array (so use .AbilityTemplate_NonTargetedSelfBasedAOE to add extra items)
; for those abilities which don't have a targeting method that provides a list of targeted actors,
; but are self-based AoE effects (like Sectopod Lightning Field)
AbilityTemplate_NonTargetedSelfBasedAOE=SectopodLightningField
.AbilityTemplate_NonTargetedSelfBasedAOE=Nova
1) I tested with Grimy's mod that Dragon mentioned and it doesn't preview minimum damage for AoE :(
2) I'm testing Shen's last gift. Spark:Nova does not preview damage correctly(no preview shown) . Spark:Bombard shows damage as if target had no armor, but ability deals damage as if target has armor. I'm not sure if I can address it, but I'll look at it.
3) Since I'm going to have to update to fix the Shen's Last Gift content, I'll include the minimum damage config option requested.
This is pretty much par for the course for anyone running mods. I've a load of mod configs which I've edited (and back up my changes so I can easily restore when its overwritten).
You could look at using either Mod Config Menu or Mod Options Menu I guess...
B) It wouldn't affect single-target attacks, only AoE
Grimy's Tactical HUD Tweaks can be set to show minimum damage for rifles and pistols and stuff. So someone should use that mod for minimum damage display on everything non-AoE.
I thank you for watching. I expect a new version.
I looked into this - and I can change it to preview only minimum damage with a config variable but:
A) Any time I change the config file, it overwrites the old config file, so if anyone had made any custom changes (like turning off snap-to-tile) then they'd have to re-make that.
B) It wouldn't affect single-target attacks, only AoE
If I end up having to change the mod to fix some other issue, then I'll include the feature, but due to the impact it will have on some people (having to change configs), I'd like to leave it alone.
may I suggest looking at the mod:
"Show Health Values" by -bg-?
It gives numerical values for enemies and still does preview - that should help you parse min/max damage even without a change, while still getting previews.
If it turns out a bunch of other people also want me to support the min damage change I'll go ahead and do it on its own, but I don't want to mess up config files for just this.
The config flag is there because at one point it wasn't compatible with other mods so I put it in - when I fixed it to be compatible I didn't bother to remove it, but it should be unnecessary if you have a different mod that handles turning off tile-snapping.
Does the amount that shows in the text field also show double? (e.g. do basic frag grenades show 3-4 and the preview health bars show 6-8 or do they both show 6-8)?
Yes, if you don't enable free grenade aiming, this mod is pure UI.
Fixed Destructible Mission Objectives