XCOM 2
[Non-WOTC] AWC Cost & Other Fixes
58 Comments
Skeptic Viperino 23 May, 2020 @ 1:03am 
@Mr. Nice Hey. Does this also allow guardian, rapid fire etc. to work with Squad sight?
Mr. Nice  [author] 11 May, 2018 @ 7:33am 
@Lexo1000: Perfectly compatible.
lexo1000 11 May, 2018 @ 7:17am 
Hi ! Is it compatible with True retroactive AWC mod ? Thanks
Mr. Nice  [author] 10 Sep, 2017 @ 1:04am 
Well there's a link in the first line through to the WotC version.
Shadowslyph 9 Sep, 2017 @ 10:37pm 
You probably shouldn't say that it isn't for WOTC in the title. It causes it to pop up whenever someone searches for mods using WOTC.
Mr. Nice  [author] 7 Sep, 2017 @ 8:02am 
As promised, (WOTC) Ability Interaction Fixes is the successor mod for WotC.
Mr. Nice  [author] 7 Sep, 2017 @ 5:45am 
@Been on it, probably out today. There are couple of other ability interaction fixes I want to include, and of course, come up with a new name! Since the titular "AWC cost fixes" is doubly wrong in WotC, no AWC and the cost's have been fixed already.
< blank > 6 Sep, 2017 @ 8:56pm 
@Mr. Nice first of all, thanks for the amazing mod which I enjoyed a lot in vanilla. Now that WotC came out, I see that they STILL have not fixed (or is it intentional, I don't know) the last bug fix: Rapid Fire and Chain Shot not proc-ing Serial or Death from Above. Could you please make a mod that takes care of this stuff? Thanks!
Syro System 13 Aug, 2017 @ 7:06am 
Cool, so that should mean a sniper needs 2 actions to shoot rupture and hail of bullets, while a non-sniper can deadeye or killzone with 1 action, and serial on a non-sniper can be used with 1 action remaining.
If so then I will definitively run this mod once I boot up a WotC campain with ABA installed :)
Mr. Nice  [author] 13 Aug, 2017 @ 6:16am 
@Syro System: If you turn that option on, yes that's right. I have it off by default because (a) it's on the borderline of what could still be considered a "fix", and (b) exactly what that option does may not be clear to some people.
Syro System 13 Aug, 2017 @ 5:49am 
If I'm reading this correctly, does this mean that when Death from above and implacable both proc, and lets say the sniper spends his DFA action point on throwing a smoke grenade, he still has the move action from implacable?
warp.ligia.obscura 10 Jul, 2017 @ 10:02am 
@Mr. Nice: Let me try to rephrase... Right now, with this mod, the ability cost is changed to match the primary weapon's, right? So a sniper rifle user would need two AP. But with Snap Shot, standard shot or Overwatch can be done with only one AP. However, this mod doesn't recognise that a soldier has Snap Shot and discount AP cost accordingly. As such, a soldier with Snap Shot still has to pay two AP to use these AWC abilities, meaning he can't move or reload and still use them.
Mr. Nice  [author] 8 Jul, 2017 @ 5:54am 
@warp.ligia.obscura: Not sure what you mean. What exactly would you like different? (and does this mod already affect snap shot, for good or bad?) Not to mention that the Shadow Ops implementation of SnapShot is probably different under the hood then the LW2/PP version.
warp.ligia.obscura 8 Jul, 2017 @ 4:29am 
Is there any way to make the mod so it checks for the presence of Snap Shot and still allows sniper rifle users to use the move with one AP? I know Shadow Ops has Snap Shot; I think LW2 or LWPP do too?
Dragon32 6 Jul, 2017 @ 11:53am 
@Fujiberry:
Yeah, there's a Gunner class added by Long War 2; Long War Perk Pack; Escalation Classes; and Grenadier and Gunner Class Separation. Probably others too.
Fujiberry 6 Jul, 2017 @ 11:02am 
I apologize! I thought when I mentioned Gunner LW2 was implied but I can see how I should have mentioned that from the beginning. Next time I encounter the bug I will see if I can get you a copy of the tactical save. Thanks!
Mr. Nice  [author] 6 Jul, 2017 @ 3:01am 
It would be helpful if you mentioned that it was LW2. Without Traverse Fire, what's giving you the second AP? If you were not expecting the second AP, what other then Hail of Bullets is available? A relevant save would be helpful to investigate further. In principle, the only part of this mod which affects AP expediture is the Implacable "fix", which is disabled by default.
Fujiberry 5 Jul, 2017 @ 11:53am 
No, this is in LW2, if I fire with my Gunner, they'll still be able to perform Hail of Bullets as a blue action/1AP. They do not have Traverse Fire or anything.
Dragon32 5 Jul, 2017 @ 11:37am 
@Fujiberry:
They don't have Traverse Fire do they?
Mr. Nice  [author] 5 Jul, 2017 @ 3:04am 
What's the first attack with? A grenadier with salvo has always being able to follow up a grenade/heavy weapon attack with hail of bullets, for example.
Fujiberry 4 Jul, 2017 @ 10:45pm 
Using this mod appears to break the action restriction on attacks-- that is, my Gunner is able to fire at an enemy, and then Hail of Bullets as well with their second action point. Is this intended behavior or a bug?
Mr. Nice  [author] 21 Jun, 2017 @ 12:03pm 
Just did a test myself (thank god for developer mode and the ability to set up "skirmish" encounters with arbitrary loadouts). Confirmed it looks ok to me.
The first scenario (in your first post) works out as you want it (with this mod), you earn the implacable move after the axe kill, but you can use it after the shotgun kill. Indeed it works out fine if the axe doesn't kill, because you then get the proc with the shotgun kill anyway (as per without this mod). I'm not really seeing the need to nerf implacable by putting restricting it to "otherwise turn ending/aka no action points left" kills only.
Alco 21 Jun, 2017 @ 11:49am 
I just tested it now, and you are right. I didn't get 2 shotgun shots. Coulda sworn i did yesterday...

Oh well.

What I meant by the second part was that at the moment in vanilla, whats happening is this:

blue move + Kill = Implacable procs and allows NO OTHER ACTION THAN A YELLOW MOVE

One could argue that it would be easy to change that to:

Blue move + Kill = Implacable procs the "NO OTHER ACTION THAN A YELLOW MOVE", if and only if the turn would have otherwise ended there.

I realise then that if you fx do:

Blue move + Axe kill

Then

Shotgun shot, No kill

You will have wasted implacable, but for me that is a risk you take.
Mr. Nice  [author] 21 Jun, 2017 @ 11:09am 
Implacable shouldn't proc more then once, and the code which handles that isn't anything I touch.
I only make it so when an ability "ends turn" regardless of cost, it doesn't touch the special implcable action point. That's the reason for the X2AbilityCost_ActionPoints override.

Are you sure it's a second implacable proc, ie, see the flyover? I'll have a look again at the X2AbilityCost_ActionPoints code changes anyway...
If I read the second part of your post, you're essentially saying to only proc implacable if there are no action points left. That would be a substantial departure from existing behaviour, and not the same as proccing on the last kill of the turn. After all, the last action may not be a shoot/damaging action at all, or just not actually kill. Besides, due to inspiration and other tricks, being out of action points doesn't tell you they can't still act...
Alco 21 Jun, 2017 @ 10:29am 
I am playing on Ironman atm, so i don't really have a save for a suitable situation, but it definitely happened to me yesterday. On my ranger i did:

-Start: AA
-Blue Move: A
-Axe attack: A
-Axe kill/Implacable proc: AM
-Blue Move: M (movement only action point is used up)
-Shoot shotgun: A
-Kill: Implacable procs again
-Last move is either fire, reload, overwatch or yellow move. (Not supposed to happen)


From what i understand, the problem here isn't seeing the future, as much as it is the way implacable is made. How it should be is this:

-Start: AA
-Blue Move: A
-Any kill: A

Does the character that made the kill have a yellow move left?
If no, grant implacable. If yes, do not grant implacable.

But from i can understand it isn't possible to make it like that?

Mr. Nice  [author] 21 Jun, 2017 @ 8:46am 
Getting Implacable to proc on the "last" kill requires knowledge of the future. How do you know if the current kill is the last or not? Technically Implacable doesn't "refund" any action points, it gives a special move only action point (compare to run and gun, which gives a special anything but move action point).

So, let "A" stand for any "action" AP, and "M" for a movement only action point. in your second paragraph scenario the action points avaiable should go:

-Start: AA
-Blue Move: A
-Axe attack: A
-Axe kill/Implacable proc: AM
-Blue Move: A (movement only action point is used up)
-Shoot shotgun: no actions left
-Shotgun kill/no implacable proc: End of turn for ranger

You're saying that there's an actionpoint still let at the end? A handy save would be nice if so.
In principle it shouldn't be different to a DoA kill instead of the axe kill, which instead of being "free" instead gives an additional standard AP, but same difference (AM points left) after the implacable proc.
Alco 21 Jun, 2017 @ 7:48am 
I like implacable on my rangers. However, half the time its completely useless, because i will move in, kill 1 enemy with axe throw, (This procs implacable), then kill another enemy with shotgun from the same position, (implacable is now "spent") So now im sitting there out in the open, because it was decided that implacable procs on the first kill and not the last of the turn. Stupid imo.

So i tried this mod, turning only the option for implacable on. But if i do a move > axe throw kill, it refunds my whole previos move, so it makes it very overpowered imo, as i can now blue length move (again), then get a shotgun kill AND still have another yellow move or a second shot. Both if i have run and gun. Is there anyway we could get an option so that only implacable itself gets refreshed after the last kill instead of giving back way more than it should? Otherwise its too powerful tbh.
Mr. Nice  [author] 15 May, 2017 @ 2:49am 
No, Long War 1.3 hasn't changed anything to do with the vanilla abilities changed by this mod.
=[NK]= Col. Jack O'Neil 14 May, 2017 @ 5:56pm 
Has 1.3 effected any of these??
Mr. Nice  [author] 1 Mar, 2017 @ 4:04am 
@Jondare: Can you be more specific about which particular "fixes" don't seem to work with the latest LW2?
Jondare 1 Mar, 2017 @ 4:01am 
This doesn't seem to work since LW1.2 came out
Mr. Nice  [author] 29 Jan, 2017 @ 9:19am 
@Tiger's Eye: temp soldiers shouldn't be an issue.
Tiger's Eye 23 Jan, 2017 @ 11:08am 
Does this also extend to the temporary soldiers you get from your havens in special missions?
Mr. Nice  [author] 22 Jan, 2017 @ 7:06am 
@RaunchyFartBomb: As expected, it is compatible with Long War 2, and it is "neccessary", ie none of the fixes/tweaks in this mod are already in LW2.
RaunchyFartBomb 22 Jan, 2017 @ 6:09am 
@Mr. Nice: Thanks for the reply, i didnt think about spelling out the name since Long War was such a big thing lol.
Mr. Nice  [author] 21 Jan, 2017 @ 6:13am 
Ah I see, you could spell the whole mod's name out when it only got released a few days ago!
Compatible: Most likely, it looks for the abilities by name then modifies them, and doesn't throw a wobbly if it can't find something, so nothing bad will happen even if they have changed/removed/renamed these abilities, even if it doesn't entirely work.
Neccessary? Well I suspect they probably didn't edit existing abilities unless they were making more substantial changes to them.
When I get time later, I'll have a look at Long War 2's source code and see if there are any odd interactions.
Mr. Nice  [author] 20 Jan, 2017 @ 3:04pm 
LW2?
RaunchyFartBomb 20 Jan, 2017 @ 5:17am 
is this compatible / necessary if LW2 is installed?
Mr. Nice  [author] 24 Sep, 2016 @ 2:39am 
@dafaern: Not qute sure what you mean, have you got a save? Don't forget that if you only have one AP left before a shot when Serial procs, then you will only have one afterwards as well. As for conflict with Implacable, I can't see how that would make Serial "fail", it does seem quite possible for Serial to make Implacable "fail" if it procs after implacable.
dfaern 23 Sep, 2016 @ 1:36am 
thanks! I've got this with squadsight fix - but it seems Serial on Ranger fails unpredictably? Often only allows one extra blue move after a kill before turning yellow. Maybe a conflict with Implacable?
warp.ligia.obscura 16 Sep, 2016 @ 8:40pm 
Got it.
Mr. Nice  [author] 16 Sep, 2016 @ 2:28pm 
Can substantiate this mod and Quickdraw Fix get along fine, it's written in a good way which picks up my override correctly. I'm not suck a big fan of pistol sharpshooters, but your post has inspired me to check into the issues that mod addresses to see if I want that mod too.
warp.ligia.obscura 16 Sep, 2016 @ 4:43am 
Alright, thanks.
Dragon32 15 Sep, 2016 @ 10:49am 
@warp.ligia.obscura:
I've got both mods loaded in this current campaign. Although my Sniper isn't one with Quickdraw. So, this mod works perfectly with Quickdraw Fix. I can't say about the other way around.
warp.ligia.obscura 15 Sep, 2016 @ 9:24am 
Do you know if this interferes with Quickdraw Fix ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=700550966 )?
Mr. Nice  [author] 25 Jun, 2016 @ 5:29am 
? Just hit the "Subscribe" button like any other Steam Workshop mod and let Steam manage the rest, or am I missing something?
76561198082988201 25 Jun, 2016 @ 5:20am 
How Download?? :o:steamhappy:
Mr. Nice  [author] 17 Jun, 2016 @ 7:52am 
Ah, Loot Mod is implemented as custom weapon upgrades basically? Never actually used the mod, just looked over the source code! Just saw in his description that "Lock and Load" is disabled by default to avoid stupid over powered weapon combos, so I think I'll not worry about it.
thunderbeast 17 Jun, 2016 @ 7:00am 
I don't think "Belt Feeder"(Saturation Fire upgrade) generate with Sniper rifle from the box.
But with Lock and Load (or kind of mod), it is possible to make.
Mr. Nice  [author] 17 Jun, 2016 @ 3:15am 
@thunderbeast: Ok, have added code to fixup Grimy's Serial variant. I looked through what other abilities Grimy reimplements, and fixed up his Kill Zone and Hail of Bullets variants. They have their own entries in the .ini file if people don't want that.
I also noticed Grimy reimplements Saturation Fire, which I didn't fix up the original of because it's not AWC eligible, so it's cost being fixed at 1 AP doesn't cause an issue in Vanilla. Does Grimy's Loot Mod ever give out Sniper Rifles with Saturation Fire built in? If so, I could an an option to fix up Saturation Fire too.