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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1130400927
All rolls are rolled separately,
More than 100% aim increases crit, and dodge is just the base value of the target??
Something like that?
EU aim rolls, assuming the flow chart in it's description is accurate, does seperate out the rolls, although dodge is subserviant to crit.
This mod effectively changes how the "table" of results for the one roll is created, and makes no difference when the chance to hit is less then 100. As the fluff above says, it was originally a "bug fix" to stop a hit chance over 100 actually making criticals less likely against aliens without dodge, and even against those a high enough hit would start impacting critical chance. However, it maintained the behaviour that a hit chance over 100 slowly reduced dodge chance. The first major Xcom2 patch also fixed the impact on criticals, but also eliminated any chance to dodge once hit was 100+. So this mod lived on, under a new name, to revert to the original interaction between 100+ hit and dodge.
Mainly I'm after a mod that has independant rolls of each other when it comes to hit, dodge and crit
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=702851783
In the short term that's a reasonable compromise between Mac/Linux users and Windows users not realising they may want to subscribe.
Longer term I may rename the mod and keep it around incase people want the less cliff-edge behaviour of Graze, PBD at least might appreciate that
That change is implemented in X2AbilityToHitCalc_StandardAim, which my mod "extends" then overrides.But my mod is compiled against the original source code, so will revert that behaviour too. Infact it's an immediate example of an issue I mention in the patch thread, although the SDK has been updated and includes the new source code, the mod Templates have not been updated, so even new mods may cause accidental reversion of behaviour.
Be sure to post here in case you create anything else, cause I'll be following.
Mr. Nice, could tou confirm/deny?
@Meanwhile: I don't think so. Aliens realize you shot at them (and didn't miss), so they try to dodge, no amount of aim will give you trajectory-changing bullet. (Different interpretation of the dodge mechanic, I guess).
I completely thought that the crits would take precedence over hits, that is, that in the chart above "crits" yellow should be to the left of the "hits" red, so that the red is pushed out.
Well, I haven't gotten hit and crit chances where this would matter yet, but I'll keep this mod in mind when I do. ;)
What will happen if Firaxis "fixes" this issue? Or do you think they ever will? :p
@big/RussischerZar: Not compatable. That mod actually has this issue worse with enemies with dodges, since it reverses the roll of dodge and crit, so crit will be pushed out before dodge! Actually I've learnt a bit more about different ways to make template changes, but even if that works, although that would make them superficially non-conflicting it would introduce odd behaviour, since it would allow an amount of crit equal to the scaled dodge to slip above 100 first. It needs a different but similar fix.
The X2GateKeeper issue is the same as the SharpShooter issue I rant a bit about above, but it only involves it's AoE abilitiy, which can't crit anyway so changing it over would make no difference.
Does your mod do something similar, so I can just replace the other one with yours? Also, I saw that the author of the other mod altered something in X2Ability_Gatekeeper, is that needed here too maybe? I mean it's somewhat similar enough that this might be relevant. :)