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When the mod triggers, it works right.... but then every enemy in the level gets dumb brain and can't see me ever.
For example you already had one firefight, can you peek around a corner to see or how does this work?
"All of these changes are configurable in the INI."
Would help to know where the ini is located so we can edit it
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1123555539
Hyomoto, it's not a big deal, think of it as my way of giving back to those great modders who gave me stuff like movement/LOS preview back already. Good god, how does anybody survive without that.
Certain new concealment mechanics might not work quite right when it's turned on.
I'm testing an updated, fully compatible version now and, assuming nothing goes horribly wrong, it should be out soon.
ps. I am pretty sure the concealment mechanics of this mod will apply to enemies as well. It's all the same code. Just a warning ;)
I feel like this is a bit of a cheat ... but I love it. :)
My favorite part is still "visible on at least 3 tiles" to get revealed. TYVM!
PS: I got one thing. On 2 of my soldiers the detection range of enemies are reduced about 2-3 tiles. I could no figure out why. They got "increased defense to enemies within 8 tiles" armor. But I could not find any source which proofs that defense stats gives this bonus. Anyone knows something about this?
regards
* The way concealment tiles are rendered is out of my control unfortunately, it's all native. Even a highlander would be very limited here. I'm also kind of lazy to try to do the highlander thing esp. since it would effect compatibility with other mods, which right now is extremely good.
* The detection range bump is ~0.3 tiles, it's very small. Drones do have absurd detection range, blame JohnnyLump for that, not me. Also, if you're moving into high cover the real detection range is (effectively) REDUCED at least 1 tile (up to 3!) by the mod's rules, so usually this mod makes stealth easier.
* All detection range changes are accounted for in the UI. Lux please do not spread misinformation :p
It's easy to just call the detection tiles "risk zones". You won't get caught easily (with cover), but there's a chance you will if someone moves.
But why are people so dependent on a little UI to know that being behind cover won't get you caught.
I would also enjoy that the Red Eye tiles on the floor be active and visible at all times contrary to the current UI, i know it's not in this mod's spectrum but if you could it would make me very happy to see this kind of mod. Currently the UI only shows the edges of visible concealment breaking instead of the entire radius. It also doesnt show red tiles from units just outside of the fog of war and is annoying, but i dont have a solution for that one.
I don't know how to make this more clear: If they didn't want the grace tiles, they wouldn't be asking for UI changes. They'd be asking if it's possible to turn the grace tiles off.
There are a lot of people don't know how to change the ini's and some that don't even know you can easily modify mods.
No problem with tilds
any chance of the tiles issue being fixed?? (i want to use this is ironman play through's but too risky to just remember rules imo)
- Adjust accessibility of some of the marker tile variables to make them more mod-friendly. 2260
would that help with the time pathing issue?