XCOM 2
[WotC+Classic] Reliable Smoke
60 kommentarer
Stache73 27. dec. 2024 kl. 14:29 
My question:
- "Does smoke in LWotC nullify bonuses to critical chance for "flanking" and "exposed""?

Google Gemini AI answer:

- "This is a bit tricky, and it depends on what you mean by "nullify." Here's the breakdown:

Flanking: Smoke grenades do not affect flanking itself. As I mentioned before, flanking in LWotC is about positioning, not line of sight. So, even if an enemy can't see your soldier through the smoke, if that soldier is positioned to the enemy's side, they are still considered flanking. This means the flanking crit bonus will still apply.

Exposed: This is where it gets interesting. "Exposed" in LWotC usually refers to an enemy that has no cover. Smoke grenades do provide cover. Therefore, a unit in smoke is technically no longer "exposed." This means any crit bonuses specifically tied to the "exposed" status would be negated.

Abilities with crit bonuses for flanking or exposed will still get the flanking bonus, even if the target is in smoke."
agris 18. mar. 2024 kl. 8:02 
@Dragon32

Not for the classic X2 highlander, though.
Dragon32 21. dec. 2021 kl. 2:30 
If you don't use the flank protection option then this is deprecated by the Highlander
https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/releases/tag/v1.22.3
Riekopo 21. dec. 2021 kl. 1:20 
does need update?
花兔 24. nov. 2018 kl. 13:18 
@Dragon32
Thank you for your help :)
Dragon32 18. nov. 2018 kl. 14:05 
@兔毛:
I still use this with WotC. I don't think it's been fixed by Firaxis.
花兔 18. nov. 2018 kl. 12:57 
WOTC FIX?
Schadenfreude 13. maj 2018 kl. 21:55 
Sadly this mod seems to remove the Indicator, from the mod Extended/Perfect Information, whether or not you are about to move into a tile that's laden with smoke.

Other than that I love it, but would you consider looking into the Indicator incompatibility?

Cheers
Rambit23Z 16. okt. 2017 kl. 12:21 
Nevermind. Just checked the files and noticed that it removes flanking bonus outright. Nice.
Rambit23Z 16. okt. 2017 kl. 2:37 
I play with the absolutely critacal mod, which gives a 200% chance to crit on flanks. I assume I can go into the .ini to make smoke give -200% crit chance, right?
Gong-Gle-E 19. sep. 2017 kl. 14:50 
Do you know change smoke bomb(=mk2) hit mod?

I configure "SMOKEGRENADEMK2_HITMOD=-40" in "DefaultGameData_WeaponData.ini", but not adjustment,,,
Datadagger 6. sep. 2017 kl. 17:25 
thanks for the heads up
Anisotropic  [ophavsmand] 6. sep. 2017 kl. 16:25 
FYI this should absolutely still work with WotC. I've tested it successfully and none of the code has changed around smoke grenades. They didn't even touch the bug that this mod fixes, get it together Jake!
Timbermaw 2. sep. 2017 kl. 16:51 
Still kinda unreliable even with this mod i must say
Datadagger 30. aug. 2017 kl. 6:48 
Will this be updated to work with WOTC?
Echo 27. maj 2017 kl. 11:51 
Is this mod still needed or has LW2 caught up and patched it?
Juravis 1. feb. 2017 kl. 13:06 
The LW2 smoke calc is flaky, sometimes it kicks in and sometimes it ignores the target it is on. It's unreliable (which is ironic).
marshmallow justice 28. jan. 2017 kl. 11:26 
with patch 1.1 maybe this isn't needed now, it did say that it was fixing some smoke issues
Juravis 21. jan. 2017 kl. 20:56 
Confirmed that LW2 doesnt have the correct tiling, this mod is still required unlike what the Compatibility list says.
PizzaSHARK 26. dec. 2016 kl. 2:12 
Could we get a version of this that won't conflict with other mods that make adjustments to smoke grenades, please? Kind of stupid we have to beg modders to fix UI issues that Firaxis should get off their butts and do on their own :(
Nider001 10. dec. 2016 kl. 8:51 
Is it ok for me to include this mod into my own project?
Blackadder 9. dec. 2016 kl. 10:58 
I can report the same as Thane. Alternative mod launcher doesn't list a conflict but removing either Reliable Smoke or Shadow Ops LW makes the geoscape run smoothly as opposed to ~5 FPS with both activated.
Cheux 12. nov. 2016 kl. 6:44 
Ok, the conflict is between this mod and the Shadow Ops LW mod, wich includes changes with smoke grenades...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=790582498&searchtext=
Cheux 12. nov. 2016 kl. 0:09 
Yes I did. I followed everything and even installed the game again. Nothing worked.
Dragon32 11. nov. 2016 kl. 16:26 
@Thane:
Weird. I'm using this mod (and about 280 others...) without any Geoscape lag. Have you cleared out your config folder in Documents since the latest patch?
Cheux 11. nov. 2016 kl. 16:15 
I am using it but no conflict appeared. I found it by checking / unchecking several mods until I found out it was this one
Dragon32 9. nov. 2016 kl. 9:53 
@Thane:
Give the Alternate Mod Launcher a go for potential conflicts. Useful guide and linkage:
Troubleshooting: Mods not working properly / at all
Cheux 8. nov. 2016 kl. 22:40 
I had the geoscape lag with this mod. I don't know where is the conflict (over 200 mods). Any idea?
Dragon32 18. juli 2016 kl. 14:10 
@ DjAci:
Steam\SteamApps\workshop\content\268500\650751923\Config\XComReliableSmoke.ini
DjAci 18. juli 2016 kl. 13:39 
Where can I find the ini to disable flank bonus?
Razor4884 5. juli 2016 kl. 14:47 
Does this work with the latest DLC?
Juravis 26. juni 2016 kl. 11:25 
@Anisotropic Would it be hard to make the Smoke Color configurable? Or if its impossible, make a couple of preconfigured colors? The hot pink-violet bugs me.
1775 18. juni 2016 kl. 9:54 
> Ever lost soldiers to the smoke grenade's buggy UI?
Never lost soldiers to the smoke grenade's buggy UI because I never used it.
marshmallow justice 30. maj 2016 kl. 8:34 
Yea it seems like it does last time I played.
alh77 18. maj 2016 kl. 9:21 
Does this mod still work with the last patch (may) ?
Gong-Gle-E 5. maj 2016 kl. 16:57 
before late-march patch,

i remembered, bomb get 40% def. bouns + bigger radius. (it same 'tech tree MOD')
but now your saying is true in my test...

thanks your comment
Anisotropic  [ophavsmand] 5. maj 2016 kl. 15:57 
That's vanilla, I'm pretty sure it's not a bug. Smoke bombs have a bigger radius, and that's all you're supposed to get.
Gong-Gle-E 5. maj 2016 kl. 5:59 
are you fix smoke bomb's defense stats?

why smoke bombs can only +20% cover??
DabHand 28. apr. 2016 kl. 6:33 
This needs more attention. :thumbs:
marshmallow justice 23. apr. 2016 kl. 5:13 
Has anyone come across reloading a save making existing smoke/new smoke no longer work within that mission?
TeK DeLorean 18. apr. 2016 kl. 10:23 
amazing work, thanks.
XiRiith 14. apr. 2016 kl. 0:24 
Great job for fixing the bug, thx Sir.
marshmallow justice 13. apr. 2016 kl. 21:17 
My smoke grenades won't lie to me and not protect the units on the edges now? Oh joy! Thank you!
Juravis 13. apr. 2016 kl. 21:10 
@Anisotropic I love you so much.
Anisotropic  [ophavsmand] 13. apr. 2016 kl. 21:09 
While I was looking into the LOS problem, I found something even better.
I found a solution to the unreliable smoke bug! Turns out that FillRequiresLOSToTargetLocation() was actually removing tiles AFTER the previous LOS checks, causing smoke to sometimes not appear.

After removing that, it looks like the UI doesn't lie anymore - I even tried pixel-hunting with non-tile snapping grenades, and couldn't break it.
Juravis 13. apr. 2016 kl. 19:11 
So you're saying is your partly solved the problem by putting Smoke Grenade Env Damage > 0? Now thats funny. If you find a real fix it would be great, but in the meantime the search continues
Anisotropic  [ophavsmand] 13. apr. 2016 kl. 18:54 
After looking into it, I think you're partly right. You could set bIgnoreBlockingCover=true at the ability level, but sadly all grenades share the same abilities (ThrowGrenade and LaunchGrenade). So it might be hard to fix this for smoke specifically.

Interestingly, this means that even frag grenades should respect cover - but grenades which do environmental damage are handled differently. So if you give smokes environment damage, they could penetrate (weak enough) cover. It would look stupid in preview though since it would look as if it was going to destroy the cover.
Juravis 12. apr. 2016 kl. 17:11 
I tried returning false it doesnt work sadly. I feel the core function required to be changed is hidden in native core code. I'd like to make defensive grenades function just like offensive grenades, and hit every tile in the area, not just in 2D.
Anisotropic  [ophavsmand] 12. apr. 2016 kl. 16:59 
Yeah, I'm not sure how that works. It should work similarly to gas and acid grenades, do they bug out as well?

In theory you could make grenades ignore LOS by overriding X2Effect_ApplySmokeGrenadeToWorld and having FillRequiresLOSToTargetLocation() return false (in the code). Not sure if that would fix the bugginess or not - the real issue is not requiring LOS, it's just that the preview doesn't work right.
Juravis 11. apr. 2016 kl. 18:57 
I'm trying to make the Smoke Bomb/Grenade affect all tiles in a spherical radius, i find it too flat. It's outside my knowledge however I dont understand how the game populates tiles in 3D compared to the explosion point. If you could make the Smoke Grenade affect everything (like a Frag grenade) in the target sphere it would be awesome. Currently the cans have a weird LOS rule and are bad at covering different heights.