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
I'm playing with the long war mod and when there's 8 ennemies it makes the confrontation almost impossible.
Give it a try :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2409840472
@Rommelthedesertfox Thanks for your kind words!
Good news: I will have a look at porting my mod over to WotC. I had a quick look today already and initial results look great. Most stuff already works out of the box again after fixing a few compile errors due to updated WotC code.
If all goes well I can probably release an initial version pretty soon (most likely within February) and will update this page with the link to the WotC version so you can guys can give it a spin.
Hope it's coming alongo okay, @uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh.
EDIT: I actually typed that comment mid combat. Correction: It's now 5 shots in a row, plus my Sparks also just missed a 92% chance to hit flanking shot. xcombaby.jpg
I don't know how you reached your conclusions. Flanking, cover and height difference still "improve your chances". However, rather than influencing the hit %, they directly increase damage. This means a flanking shot will ALWAYS deal more damage than a non-flanking shot, something that is not guarenteed in the original game. As for your "Lucky" vs "Expected" argument, the difference in "Lucky" hits vs "Expected" is much smaller than in the base game (e.g. in the screen shot 4 dmg in this mod vs 20 dmg in vanilla). Less variance = less random. I'm truly confused how you came up with your assessment.
Paradoxically enough, it seems the rather exaggerated aversion to the RNG instead creates a more random experience, considering you're mostly removing the key tactical options which allow you to significantly improve your chances.
Instead, both sides meet in battle, terrain largely irrelevant unless it breaks LoS, and one side may win entirely because it's luckier than the other, getting more Lucky than Expected hits, with zero player agency. Sure, in the base game you may have better chances and still lose due to RNG, but that's a far rarer scenario than it would be with these rules.
The result seems to be a more shallow and more uncontrollably random experience. Not quite reliable.
I don't own WOTC (yet), and I do not see me buying it soon unfortunately (i.e., will probably be a few months if at all). However, anyone that is interested can take this mod's source code (will be in the workshop folder) and update it for WOTC and upload as a new mod, that's totally OK. I'll update the mod description with this note as well.
I always welcome ideas to make the game less random :) Just quickly glanced though your changes. Keep in mind that changing the HP system is a change that ripples through to pretty much everything in the game (HP values / damage values / items / damage over time / etc) and requires an insane amount of INI / code changes. I wanted to do this at first (the * 100 variant) but the sheer amount of changes required (and probably compability issues) kept me from doing it which is why I just roll now for the final damage value. Anyway, I'm not really playing this game anymore, so I unfortunately do not see myself developing another mod. I read your own modding skills might not be sufficient, so I hope you can find someone else to make it for you! Of course you are welcome to use the source of my mod as much as you want :)
I'm looking forward to using this mod as soon as I finish my LW2 campaign. I too tire of the silly RNG of this game and want a more consistent experience.
I have some ideas for a mod in the same vein as this one, would you take a look if any of it interests you? https://www.reddit.com/r/xcom2mods/comments/6v2mdv/lw2mod_idea_rng_begone_reliable_damage/
One issue that persists however is that suppresion is too easy to remove. Overwatch is no longer an issue, as the mod accounts for damage, and a high enough amount is needed to break overwatch. Suppresion, however, is not afforded this luxury and ends up being a lot worse (in particular Area Suppresion, which can be broken by the first alien who takes a shot).
For the purpose of LW2, I have removed Grazing Fire and Walk Fire from their respective classes, since they were useless, and instead replaced them with Damn Good Ground and Holo Targetting, respectively.
I have posted an update which should fix the Graze Band issues and also fixes Double Barrel.
Only real issue is that some abilities in LW2 become useless - Grazing Fire, Walk Fire in particular, and some abilities that increase Crit Chance tend to be worse than just straight damage increase. But that is a fine price to pay.
Good to hear it mostly works. I modify weapon templates and the way damage is applied in a very general way, which should indeed also work for any new weapons / abilities that are added by other mods, such as LW2. I can imagine however there are abilities that won't work exactly right, Chain Shot for example (there were some issues with that in Vanilla too, nothing too major but still). Not sure yet, I haven't tested it much. I may do some testing myself soon.
About the consistency: that's due to the damage spread not being removed for LW2 since they use different config files than Vanilla. That is, the Assault Rifle by default has like 3-5 damage or something, which with a 50% shot will translate to 1.5 - 2.5 damage. You can remove the spread (to make the damage 4 in this example) in LW2's workshop folder, then Config, then XComGameData_WeaponData, and replace all Spread=X by Spread=0. That should make most damage a single number rather than a range.
I am not sure if this damage spread is due to Grazing band, or just general calculations involving graze shots.
For the beginning of the campaign, you will have issues with injury timers, thought I consider this a perk. It really makes you rotate and have reason for a B or C team. Most shots do very little damage on both sides, but you are always reliably doing damage. The issues start to appear later in the campaign. The damage numbers for the enemy have a lot of problem keeping up with Xcom, so the advantage is with the player. This is made worse if you play with something like Red Fog or It's Just a Scratch/Spark. With damage so low, you rarely have injury time with the latter mod, and the Red Fog mods can make Advent all but useless, especially if you have armor.
Thank you for your kind words :)!
I'm a bit rusty currently, it has been a while since I developed this. But essentially I had to replace an X2AbilityTemplate "AbilityToHitCalc" which defaults to X2AbilityToHitCalc_StandardAim with my own (I named it X2AbilityToHitCalc_StandardAim_RD), and in there I could force shots to hit regardless of the hit %. Then after that, I had to replace X2Effect_ApplyWeaponDamage with my own class (X2Effect_ApplyWeaponDamage_RD) in order to alter the applied damage.
You can just browse to the source which is in \workshop\content\268500\688497616\Src\ReliableDamage\Classes (start in ScreenListener_RD which sets everything up).
I can't seem to get the game to use my own changes in regards to mod-authoring.