XCOM 2
[Deprecated] AWC Squadsight Fix
59 comentarios
Iridar 26 OCT 2023 a las 10:16 
@everyone
This fix is already included into Core Collection Meta Mod, so if you have that mod, you don't need this one.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2166295671
zin 3 ABR 2023 a las 3:16 
Anyone tested with LWotC?
Kevin from HP Customer Service 14 ENE 2023 a las 16:06 
Mod is working perfectly fine. The abilities will cost 2AP for regular snipers and 1AP for the Chosen sniper just like vanilla, you can move and shoot. Everyone relax.
Riekopo 19 DIC 2021 a las 2:15 
does need update?
Nemo Jr. 1 JUL 2021 a las 20:21 
"Hail of Bullets and Rupture now cost 2 action points when use by Sharpshooter."

For those wondering, if I'm reading the source code correctly, it actually sets the action point cost dynamically (using the weapon's "typical cost") instead of a static 2 AP (the description probably says that for the sake of simplicity). That means it shouldn't affect Darklance, for example.

Funny enough, what's "set in stone" by this mod are the ammo costs of HoB and Rupture (3) and their "ends turn" behavior, but even those can probably be overridden by other mods, like Ability Editor.
hornetcorset 10 MAR 2020 a las 19:39 
@Noob Train Since the sniper rifle requires two actions to fire and all these abilities are automatically turn-ending anyway, it's only going to make a change if the sharpshooter is using the Darklance or some modded equivalent.

@Aries_tae it would be cool if the abilities required the same number of actions as the equipped weapon requires for a standard shot. There's a mod... that you've actually linked in your own mod description, that does something similar with Deadeye (since it's normally hard-coded to two actions, which is sad for Reapers). You might want to look into how that mod does it.
Noob Train 14 AGO 2019 a las 12:33 
"Hail of Bullets and Rupture now cost 2 action points when use by Sharpshooter. " - I was very interested in the mod until I read this. Sorry, bad change in my opinion. :steamfacepalm:
DoktorFar 16 FEB 2019 a las 10:51 
Is this mod hopelessly out of date since 2017?
Jim Raven 9 OCT 2017 a las 8:44 
As for the Cost changes i can guess they break the way the Chosen's sniper work
Wealthy Aardvark 19 SEP 2017 a las 21:38 
If/when you do get around to doing a full update, Dual Strike currently can't be initiated when the partner is relying on Squadsight to see the target. It works fine if the unit you're using to initiate the Dual Strike is using Squadsight, though, so it seems like an oversight that'd be lovely to get fixed.
Aries_tae  [autor] 6 SEP 2017 a las 6:20 
Hi @Mr. Nice
Thanks for checking the WotC compatibilty.
I'm still super busy and don't time to do any modding. But I'll look at new abilities once I have free time.
Mr. Nice 5 SEP 2017 a las 3:43 
Well it seems to work fine in WotC as is. The cost changes are no longer required, but don't do any harm. This mod works via template shannanigans, so isn't as fraught with issues with the big WOTC overhaul of internal classes. Some of the new abilities might need a bit of the squadsight magic though.
Gliese581 1 SEP 2017 a las 4:58 
It would be great if this was made for WOTC. I would love being able to use more abilities at squadsight range with my Sniper. It makes the game easier but to each their own, I mod the game plenty harder as it is. This mod just makes a lot more abilities fun and interesting for the sniper.
marshmallow justice 30 AGO 2017 a las 4:53 
Does it need to be?
Nasarog 29 AGO 2017 a las 12:17 
Willl this be updated for War of the Chosen?
=[NK]= Col. Jack O'Neil 14 MAY 2017 a las 17:56 
Is this still hard coded unavailble with 1.3??
Andy_FrF 25 FEB 2017 a las 22:38 
OK.... seem I use too much mods, I delete some may arent compatible, and it is working now
Andy_FrF 25 FEB 2017 a las 16:28 
I change the code in AWC, and my sharpshooters have rapid fire, but cant use squadight
Andy_FrF 25 FEB 2017 a las 16:26 
@Aries_tae
Would you plz tell me where is the code that disable squadight? I want to delete it. The rapid fire in lw still not work.
Arkhangel 13 FEB 2017 a las 17:17 
eh, it's a little fair. if nothing else, you can still use Chain shot as an opener with, say, Bluescreen Rounds to anniilate that one big guy that's in the close pod.
Aries_tae  [autor] 13 FEB 2017 a las 9:46 
I just review LW2 code. They explicitly add a condition that disable squadsight on the 2nd shot. That's annoying. :steamfacepalm:
Arkhangel 12 FEB 2017 a las 18:06 
@BG: might work properly on a snapshot sniper too, as they can fire a shot after moving. worth testing.
BG-0 12 FEB 2017 a las 2:05 
Sharpshooter can indeed get at least chain shot in LW2 and it does not work as intended at squadsight range (only shoots once and stops even if the shot hits). Works properly at natural sight range.
Killian 8 FEB 2017 a las 15:51 
I also got a sharpshooter with Rupture via AWC, so this is def. necessary for long-range sniper types.
Serulin 30 ENE 2017 a las 0:14 
I have a sniper with chain shot in lw2 so it still can happen
Aries_tae  [autor] 24 ENE 2017 a las 8:49 
It is compatible with LW2. However, it seems that sharpshooter cannot get these abilities as AWC ability in LW2, so it is not needed anymore (I might be wrong tho).
Tiger's Eye 23 ENE 2017 a las 11:04 
Is this mod compatible/still needed in Long War 2?
warp.ligia.obscura 14 SEP 2016 a las 6:51 
Huh, didn't know about that one. Thanks!
Dragon32 12 SEP 2016 a las 10:41 
@warp.ligia.obscura
Grab "AWC Cost & Other Fixes" as well as this mod.
warp.ligia.obscura 12 SEP 2016 a las 4:05 
Also hoping for Killzone to only cost one AP on non-Sharpshooters.
Malidictus 20 JUL 2016 a las 14:01 
But do they cost 2 actions like they should? I remember a sniper of mine who needed 2 actions to fire a single shot but could use Rapid Fire for a single action.
Eisenefaust 6 JUL 2016 a las 20:56 
Thanks for updating this mod! it's much appreciated :steamhappy:
Dragon32 6 JUL 2016 a las 11:21 
Thanks for updating!
Billy 5 JUL 2016 a las 12:10 
This mod is so good. Please have it updated for the new patch.
Landar486 5 JUL 2016 a las 6:08 
confirmed, new patch broke the mod. :(
Eisenefaust 6 JUN 2016 a las 19:47 
This mod seems to be broken with the latest DLC. I have Hail of Bullets on a sniper and cannot use at squad sight range.
Ash 31 MAR 2016 a las 17:39 
Great mod! I think it would be awesome if the mod also made Killzone usable by non snipers with only one action point. Just my 2 cents! Thanks for the mod.
Kaffemarcus 26 MAR 2016 a las 17:53 
Will this mod also work with halo targeting on sharpshooters squadsight?
Dr Knifegun MD 16 MAR 2016 a las 8:55 
Does this make Guardian trigger off Kill Zone?
I'm Mr Meeseeks, LOOK AT ME! 11 MAR 2016 a las 9:12 
It wasn't so much the rupture after move that i liked.. but the ability to use pistol first then rupture still.. Or Fanfire Rupture.. thought it aws pretty cool, lots of DPS..
Besides, Am playing with a choosable AWC perk.. I picked rupture for that very reason :D.. If only author could make it editable :D
Zigg Price 11 MAR 2016 a las 8:57 
Because, Zwitter, that's called an exploit. Exploits are bad.
I'm Mr Meeseeks, LOOK AT ME! 11 MAR 2016 a las 6:56 
nooo.. I really liked the Rupture that Sharpshooters could use Rupture after move, why did you have to change it to cost 2 action points :(, i thought i could edit the Ini.. but is code i dont know that i'm a noob
Aries_tae  [autor] 11 MAR 2016 a las 5:50 
@Wu Tang Financial
Yes it should be fixed.
AJ 10 MAR 2016 a las 20:57 
has the no ammo thing been fixed? id love to use this mod.
Vitkar 10 MAR 2016 a las 10:57 
Could you intergrate deadshot (and maybe) killzone using only one action on non sniper weapons/classes?
Aries_tae  [autor] 10 MAR 2016 a las 4:54 
@Yzaxtol
Feel free to use my code.
Yzaxtol - Mike 9 MAR 2016 a las 13:57 
I have re-written the code with the ammo fix added in and tested it on both sniper rifles and cannons and is now working perfectly. If you want I can send it to you
Yzaxtol - Mike 9 MAR 2016 a las 13:34 
Also, I believe that Ammo is part of Ability Cost therefore reducing its length to 0 and not adding it back in makes all the abilities cost 0 ammo.
Yzaxtol - Mike 9 MAR 2016 a las 13:11 
Hi, this is a very nice fix, as I'm designing a gameplay overhaul mod that (among a great many other things) allows all classes to use all primary weapons this is a neccesity to clean the game and not allow these abilities to circumnavigate the sniper's immobility.

Would you allow me to use this code (slightly modified) in my mod, I obviously would ink this mod in my details and credit it to you Aries_Tae