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(also, for those reading along, Xilay's issue below ended up being a misbehaving vanilla mod: Fortress Includes Frost Immunity)
What does your config look like? The chances side of things is likely just a config issue at this point, but I'd have to see it to be sure.
TPS' primary shot not registering is interesting, that's something I can look into once I'm back from vacation.
If you have Discord and feel like digging deeper, feel free to add me there: XpanD (might be a bit quicker)
Thirdly, the problem with the pistolshot ability going off multiple times apparently is still there, no idea where thats from :/
The good news, Ive found a common denonimator among the shots not counting.
The bad news, this seems to be 3 seperate bugs not just 1
https://pastebin.com/9QM10JqB
These 2 shots were now also taken
The first one was did get a stat increase, it was a normal pistol shot.
The second one was from the main weopen of my spark
The common thing I noticed is that, the shots that didnt get thier first ability registered at all, were from my soldier who is carrying a primary pistol (thanks to the true Primary Secondarys mod). this pistolshot that did register properly was not from a primary pistol (heck, it was a utility one infact)
https://pastebin.com/SPaW8RwW
Heres the paste with the new debug lines. All I did here was just load up a tactical save, shoot an enemy with a pistol (it hit) and exit out
You can force an update by closing everything, unsubbing from the mod, closing Steam, re-opening it, re-subbing and keeping an eye on Library > Downloads.
(you can also check the WOTC_SoldierDevelopment_Options source file in the src folder, if the UseDebugMode option is in there you've got today's build)
I tried both with and without a + infront for the command and put it in XcomSoldierDevBase.ini as asked.
But all I get from Soldier dev redux in my logs are the 2 already known "not the first of its event chain" lines
(upload it somewhere if possible, need at least the entire printout for an instance where stuff breaks)
If debug mode can tell what abilities are triggered, and by what, when i go and shoot an enemy, that would already massivly help with this
Specificly, if there a way in code to see what source just triggered what ability, and/or when something removed an ability (as is happening with my scope attachments, and only scopes) that way I can make a small diagnostic mod myself if needed. Or ideally, one like that already exists.
@Dragon32 , I actually had that installed but forgot, since its been a while since I played, thanks for the reminder!
I did put the resulting abilitydump for one of my soldier with the least abilities here:
https://pastebin.com/FjEH63Tu
Tho I doubt u can gleam much from this, as sniperStandartFire itself only appears once here.
I was curious what could possibly be going on as this is the same modpack ive used just fine over a year ago with no issues. I booted it up with no changes and.. this now Oo
If you feel up for some testing, can you temporarily raise the shot stat gain chances to 100% in the config and see what happens then? Chances are the first StandardShot instance is still valid, in which case you should still see an event fire with the boosted odds.
(if that still fails, I can prepare a test build with debug logging enabled for a deeper dive)
You could try Bstar's Scope: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2128067026
Looking trough the logs, i did see this come up twice:
Soldier Dev Redux: Skipping ability "StandardShot", not the first of its event chain.
meaning everytime my soldier takes a shot the game uses the ability.. 3 times?
That or a different standartshot im not aware of is used. Its also prolly what makes my scopes stop working.
Besides reporting this problem speicificly, do you know of a command/way to quickly code up a mod that just checks what abilities (including all the normally hidden ones), a soldier or weopen have?
HP is also on the radar, though I may end up splitting that off into its own mod when it happens. The idea I'm leaning towards the most feels a bit out of scope here, though nothing's set in stone yet. (something along the lines of a strategy component doing things when soldiers recover from a grave wound)
As for the config change: No plans, sorry. I don't think it's worth the complexity cost right now. (split between a few projects so work has been pretty minimal as-is, though I do want to get a minor update pushed out soon)
So two questions. First in the original mod low prio work was on Dodge and HP, but never finished is this in the work for this mod in the future to?
And second you have in the XComSoldierDevBase the option to disable classes from reciving boosts. While this is nice a prefared option would for me personal to have diffrent grow factors and limits for diffrent classes. Is ther a way to archive this? Like doubling the reward lines in the XComSoldierDevSkillEvents config but then use the +ExcludeClassesFromX line so it do not trigger for this class and only the other one apply?
AP/ComInt balance: Yup, that should work.
ComInt rewards: These are for the entire squad. Doing it per-soldier would be cool, but would probably get very chaotic in the UI unless I got creative with text boxes or the like. I don't want to stray from the original mod too much (since this mod is intended as a drop-in replacement), but that could be a fun feature for a future project.
; ###### Combat Intelligence ######
; Chance to upgrade each valid unit's combat intelligence by one level.
FlawlessComIntChance = 5 ; IF I WANT A 5% CHANCE TO GET THIS REWARD*********!!!!
ExcellentComIntChance = 0
; ###### Ability Points ######
; Chance to give bonus XCOM ability points.
FlawlessAPChance = 0
ExcellentAPChance = 0
The original mod mentioned that it did not work with overwatch (and therefore I reckon all reaction shot abilities), did you manage to fix that issue in this release?
There's also this, from the change notes:
"You may notice the occasional "Skipping ability, not the first of its event chain" message in the log, including on attacks that you'd expect to trigger an event otherwise. Ignore these for the time being.
The original mod (and the Redux by extension) uses a workaround to prevent unexpected/duplicate skill events, but this check also breaks legitimate events sometimes. I'd like to fix this properly, but have not yet found a reliable way to distinguish between good and bad events. Needs more time in the oven."
In practice things should mostly work fine, but feel free to poke if you find anything particularly broken. (be sure to add log output if there is any)
On the original topic: what about crit chance? like every successful critical hit have a very small chance (something like 1% or 0,5%) to grant +1% critical chance (with a max of +10%)?
Strength has a tiny range, I don't think I've seen it go above 3 or 4 points yet? Classes already set a starting amount there as well, so that's probably not worthwhile.
I would like to do something for HP at some point (if I ever get around to it), though I think I'd want it to be slightly broader than that. Doing something like that on the strategy layer could be interesting, though... (rare survival bonus for successfully recovering from a grave wound? would make sense as a roleplay mechanic)
Not likely to be something that'll happen soon, but yeah, could be fun at some point.
(sorry for multiple notifications, messed up the reply)
HP: every time a soldier is stabilized after going into bleeding out, rolls a chance to increase HP.
From https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/soldier_classes/#wiki_soldier_stats
eStat_Strength - a very rarely used stat, consider soldier's physical strength that could be used in calculations whether this soldier is "strong enough" to resist a physical attack or something like that
STR: similar to mobility (but not exclusive to dashing), but only when carrying a body.