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Dragon32 is referring to downloading the .zip patch file that is linked on the next page. That is the version to work for WotC.
Does anybody know if this works for LW2?
Install it manually, otherwise if this mod updates (or you run Verify Files) it'll be overwritten
So like, into the workshop folder where this goes, or install it manually like a regular mod?
Use that instead of this.
https://www.nexusmods.com/xcom2/mods/181
https://www.dropbox.com/s/hniddg2xscyx24f/ItsJustAScratch_WOTC.zip?dl=0
"It works, but it's visible on the promotion/abilities screen, which should not be the case."
So I guess if you can put up with that bit of UI fuggery you're good to go with this one.
Step 1: Unsubscribe from the other two mods.
Step 2: Load with the new mod.
Step 3: Go into a tactical mission and TAKE YOUR SPARK WITH YOU. This should be the one that needs repairing.
Step 4: Complete the mission and keep the Spark alive. Your Spark will go in with the reduced health. However, when they come out, assuming you kept them alive, they should only be lightly wounded if that.
Step 5: Go back to the geoscape and wait a day or two. Your Spark should be repaired as normal. By the time you go on your next mission, they'll be back to full health.
The key is that you have to bring the spark on the mission. If you don't, they'll just stay wounded and won't repair at all. It's like the game has to "flag" them as "lightly wounded" for them to repair.
Ideally armor should work like plates in Long War 2 and/or reduce incoming damage (perhaps, while 'plates' are not destroyed). Once it starts adding HP and we try to think thematically of it, things go wrong.
No success on any bypasses.
Update, I guess. Same outcome, different method.
"This is a very simple mod, much simpler than the previous ones. No overrides and less crashing!"
So when the mod was updated to V2, was the SPARK fix lost?
It's strange 'cause I've had this mod on for my whole campaign, and after the SPARK was damaged in his first mission, he repaired just fine. But after he ranked up (so his max HP increased) and then got damaged again, he won't repair up to his new max.
Seems to be working for me, I've had quite a few injuries in my current campaign. Naughty commander.
That was not anticipated behavior. It's fixed now.
I don't like this.
I get why it's done this way; a fully healed soldier shouldn't suffer any downtime once they return to base. But XCOM: EU/EW, XCOM: LW, and vanilla XCOM 2 never took this into consideration. Wounds healed on the battlefield were always treated as a temporary fix in the moment. Bullet wounds did not magically heal just because some magic mist was sprayed over them, they just stopped the bleeding. The wounds themselves still posed a problem that had to be corrected back at base with stitches, surgery, and/or therapy.
I would like to see this mod return to that standard downtime gameplay, where a soldier's injury downtime is related to the lowest HP they had at any given time in tactical play.
It should have next to no compatibility issues.