XCOM 2
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SWR Alien Range Bonus
   
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17 Feb, 2016 @ 2:03am
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SWR Alien Range Bonus

In 1 collection by Mertius
Second Wave Remastered
12 items
Description
Second Wave Remastered.

***Notes*** WotC Updated Version: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1124357204


The first in a series of small tweaks and bonuses in the vein of the old Second Wave options.

This particular one adds a proxmity-based hit bonus to alien weapons. It is the same bonus XCOM soldiers recieve the closer they are to thier target.

Just a simple .ini tweak based off of Beaglerush's PC Gamer article on modding. It uses the suggested ranges based on the XCOM soldier's "medium" weapons range.
Modified File: DefaultGameData_WeaponData
33 Comments
Mertius  [author] 21 Jan, 2017 @ 11:04pm 
@marshmallowjustice Here's Hoping it works! Good Luck! :D

As for the differences in NCE, my NCE is based off the Enemy Within NCE, which allows for each stat roll to be independent. This means that a character can roll nothing but terrible stats and become a potato, or can roll incredibly lucky and get godly stats. More often than not you're left middle of the road, but you'll occasionally get lucky, or unlucky.

LW2 likely uses LW's NCE, which balances the rolls against each other. A good roll in one stat mitigates how well they can get in the remaining stats. This means you can have characters that excel in one or two areas, but often at the cost of others, which makes them overall more "balanced." You won't get terrible characters, but you won't get great ones either.

It was needed in LW because too many bad characters make it even more impossible, and having good characters...well, they don't like that. ;)
marshmallow justice 21 Jan, 2017 @ 10:03pm 
(on that regard, do you know what the difference is betwen your NCE and LW2's NCE?)
marshmallow justice 21 Jan, 2017 @ 9:53pm 
I read on the Pavonis forums and it is said that they have removed Aiming Angles entirely, although users can apparently re-enter lines in to get them back, which is what I assume subbing to SWR Aiming Angles would do, and I *think* they didn't mention Alien Range bonus at all, saying that they 'think aliens don't have range bonuses in X2 anyway, so we rmoved Aiming Angles'.

So I think if I have these two subbed, after LW2, it should re-introduce them. Here's hoping! :D
Mertius  [author] 21 Jan, 2017 @ 12:48am 
@marshmallowjustice I haven't looked at their code, but I doubt it would be compatible. They've most likely had to extensively tweak the weapondata file to add what they did, and it's not on their compatibility list as far as I can tell.

Not to mention, it seems like something they'd do. Alien Range Bonus makes the game harder, and they're all about making the game harder, so I could see them adding it. :P
If not, they've likely balanced it to the point ARB would be overkill.

As for Aiming Angles...well, they redid the damage and to-hit system, so it's likely the same answer since it's also not on their compatibility list. Then again, they may just like the existing Good Angle. No idea on that one.
marshmallow justice 21 Jan, 2017 @ 12:01am 
Hey Mertius, do you know if LW2 has incorporated Alien Range Bonus / improved Aiming Angles?
Mertius  [author] 5 Dec, 2016 @ 1:41pm 
@Nickburger No problem! :) Just let me know what you find out, and we can see about fixing the issue!
Nickburger 5 Dec, 2016 @ 1:44am 
The lack of point-blank short range bonus does seem to be happening with all my weapons. As far as I can tell these SWR mods are the only ones I have that modify weapons but I had not thought to test the hypothesis with a dummy campaign with those mods disabled.... It might not be until next weekend, but I'll try that out next chance I get! :sectoid:

(Amazing response time by the way!)
Mertius  [author] 4 Dec, 2016 @ 10:13pm 
@Nickburger Hello! This actually doesn't modify soldier range as much as the weapon's range, and even then it's just the alien weapons. The worst thing that could happen would be the aliens reverting to their stock range. Aiming Angles is in a similar boat, and it would affect more than just the point blank shots (although, you likely won’t have a good angle at point blank, since that should be Flanking). The section hasn't been changed with DLCs, or been effected by difficulty levels, either. Is this happening with a specific set of weapons?

I just ran a few tests on both mods, my version and steam's, with all starting weapons (shotgun, rifle, pistol, heavy) and some mag weapons, and I didn't see any errors. Point blank, at an angle, or one tile away, everything seems to be working.

Do you know if any of your other mods affect the XComGameData_WeaponData.ini ?
Could I have you try a test campaign (at least one mission) without those mods, so we can narrow it down?
Nickburger 4 Dec, 2016 @ 1:56pm 
Hi Mertius, thank you so much for the mod – I *always* have it enabled!

One thing I have noticed though is that when my soldiers are at point-blank range (one tile away - not diagonally) they are not getting any close range bonus at all. I actually have to step back one tile to get the close range bonus.
"SWR Alien Range Bonus" and "SWR Aiming Angles" are the only mods I have that affect hit chances so I was wondering if you might be aware of this bug or how I might try to fix it?
Thanks again!
Mertius  [author] 30 Jun, 2016 @ 11:08am 
Shen's Last Gift just dropped! As with every mod, keep an eye out for bugs, and let me know if anything's causing trouble!

Vigilo Confido!