Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If so then I will definitively run this mod once I boot up a WotC campain with ABA installed :)
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.
They don't have Traverse Fire do they?
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.
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.
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...
-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?
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.
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.
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.
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.
But with Lock and Load (or kind of mod), it is possible to make.
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.