XCOM 2
Reliable Damage
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Update: 19 Feb, 2017 @ 1:46am

Some tweaks for Long War 2.

  • Fixed Double Barrel not applying double damage (thanks to Anderson for the bug report).
  • Graze Band should work now. It slightly increases the overall hit chance, which this mod now uses when Graze Band is enabled.
  • Slightly changed how Graze damage reduction is calculated, should be more accurate now.
  • Corrected the way we incorporated Critical Damage into the total damage of a shot. Was a bit too low, should be good now.

Update: 5 Jul, 2016 @ 12:00pm

Compatibility update for Shen's Last Gift DLC.

  • Fixed the custom ShotHUD not being used anymore (which displays the expected value of the shot)
  • Updated the XComGameData_WeaponData.ini file (used to remove weapon spread) to include any possible new values from the DLC (and previous patch, too).
  • ApplyWeaponDamage will use the new bIgnoreArmor flag that was added.
  • Changed default values for OverwatchRemovalMinimumDamage and OverwatchRemovalMinimumHitChance to 2 and 50, respectively. Changed from 0 and 60. Makes sure at least some damage is required to remove Overwatch, and slightly lowers the required hit %. This is still configurable, of course.

Update: 4 Jun, 2016 @ 5:24am

Fixed Sharpshooter's Deadeye not receiving the Aim penalty of -25%.

Update: 3 Jun, 2016 @ 12:29pm

Updated preview to be *slightly* less ugly

Update: 3 Jun, 2016 @ 12:23pm

Should have added "Gameplay"-tag, not sure if it worked :-)

Update: 30 May, 2016 @ 1:53pm

Default value of RoundingEnabled config option restored to 0, was accidently set to 1 during testing.

Update: 30 May, 2016 @ 1:49pm

Update: 30 May, 2016 @ 1:24pm

Added configuration options (in Config\XComReliableDamage.ini):

  • OverwatchRemovalMinimumDamage - Control the minimum amount of damage to cancel Overwatch, default = 0 (every hit will cancel like regular XCOM)
  • OverwatchRemovalMinimumHitChance - Control the minimum hit percent to cancel Overwatch, default = 60.
  • KeepCrit - Set to 1 to keep regular Critical Shots, rather than incorporating the damage in every shot, default = 0.
  • KeepGraze - Set to 1 to keep regular Graze Shots (Dodge), rather than incorporating the damage in every shot, default = 0.

The Overwatch changes only affect regular shots, not abilities etc. Those behave just like in regular XCOM.

Update: 29 May, 2016 @ 3:52am

- Incorporated Aim Assist mechanic of XCOM. This slightly increases the damage on some difficulties. The increased damage is immediately shown in the damage preview when targeting an enemy, unlike in regular XCOM.
- Fixed the damage preview to now properly highlight the HP chunks of an enemy that are removed on hit (the maximum amount possible). Before, all HP chunks were highlighted.
- Fixed an issue with damage preview on high armor targets with low damage weapons.

Update: 25 May, 2016 @ 12:06pm

Fixed Chain Shot damage. It was higher than intended, due to the fact the 2nd shot always fires in this mod as opposed to vanilla. The overall damage has now been lowered to be equal to vanilla's expected value. Before, it was equal to Rapid Fire, now it is slightly worse again like it should be.