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From the start of the game after gatecrasher, Engineering has:
Command Designator, Repair Kit, Advanced Hack Tool, HE Charge, Hollow Point Rounds (they are different and *overrite* the expected hollow point rounds in LWOTC that deal 1 damage to unarmoured targets with -2 pierce, though!) Improvised Plating Kit, Proximity Scanner, Hidden Blades.
Command Designator requires proper class allocation, as the UniversalSoldier (?) and Sharpshooter defaults don't point to any LWOTC class.
When it comes to checking out the soldiers loadout, one core problem I've noticed is that instead of the default 3 Utility Slots, I for some reason have 4 without doing anything, and when I choose an "Armor Mod" providing utility slots like the Webbing AMod I am given 5! Have no idea what's going on there. (**FIXED w/commenting out a line**)
Balancing is a separate topic, but as far as loadout items on game-start goes, there is: standard issue armor, webbing, ceramic plate, heavy vest, light vest, medipack, dumb tracer rounds, high velocity ap rounds, ignition rounds. HVP & DTR are available unlimited, but hollow points are given x1 and must be purchased beyond that.
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I fixed the extra utility slot by uncommenting a line talking about the standard issue armour mod, so now only the webbing goes to 4.
Config wise, I can't seem to find any config adjustments to change many of the items I have such as the AMods or Dumb Tracer Rounds. It would go a long way to compatibility to being able to edit configs such as mobility penalty/bonus and other appropriate values. Since most items in LW have -1 mobility to carry excluding ammo. A bit of documentation or pointing to ways to make things cost corpses and or alloys/crystals/cores will also cover the economic balance on the user end. Proximity Scanner seems to work differently than config implies though, I thought it was 2 charges per mission but it's infinite one turn cd, and at the end of the turn the unit uses it automatically, too.
I could edit as I go if I could access configs to each item and edit their effect strength, mobility, corpse and resource cost. That would cover the bulk, any kind of tech gating is beyond me.
So are you saying that yes this mod is compatible with LWOTC? I'd really hate to take LWOTC out because combining the 2 of these mods together would make the game even more awesome. Here's a quick question if nothing shows up in the engineering build items screen while running this under LWOTC does it mean it's not working I have all the other required mods, please advise.
It is but just unbalanced. So far I've had all items (that I know of) appear correctly. The ones I've mentioned, and a number of items have unlocked so far from various researches.
I just can't edit the configs for vast majority of it, and the ones I can edit I can't edit certain things (mobility) or know how to properly change cost/pricing.
But it IS unbalanced.
Do you think hudson savage will release one that full works with LWOTC? Like I mentioned I've not seen anything as of yet of course I restarted the game so it might take a few turns I guess. Of course I did see some PCS in the item list in engineering which I didn't see in my previous playthrough could this be the items just they look different.
To make a mod Covert Infiltration compatible, you need to develop a bridge mod. Essentially, a bunch of code that tells Covert Infiltration what to do with your additions. In fact, the folks from the Covert Infiltration mod page have made an entire guide on making bridge mods on a Github page.
https://github.com/WOTCStrategyOverhaul/CovertInfiltration/wiki/Bridge-Tutorial
Just follow the yellow brick road and you'll have a bridge mod made in no time. Don't be afraid to ask the modders or community for help if you need it when making it.
As for exposing more to config, yes, that is absolutely my goal, but it's a big task, so I will be gradually doing this over the coming months.
As far as I'm aware most single purchase items have their costs in the configs. Proving grounds projects do not however.
EDIT: This has now been implemented in the latest patch, see the main page for the submod.
Trying to figure out what happened to the normal Tracer & AP Rounds after the recent update. I don't have anything that should be affecting these two, and the phrasing of the skills they have seem to follow the equivalent early game tracer/ap rounds from this mod ...
but I've got A.P. Rounds with "Cover Piercing Ammo" affect on top of piercing 2 AP (in LWOTC, they only provide 2 AP, that's it). CPA says "Targets in full or half cover have their cover bonus reduced. Shots against targets in half or no cover will have bonus AP. Sniper/Vektor Rifles also gain bonus 1 AP."
Then Tracers are the normal LWOTC ModJam tracer where it provides +5 Aim and Opportunist but I noticed now that they've also got Holo-Targeting perk attached to it.
Will dig around through the other few mods I added around this time that I added Savage Items, but they're primarily just plugins/requirements for Tesla's Loot Mod so shouldn't have any relation.
That said, the fix to Hollow Point Rounds works fine. I've got both times of HPR - yours & LWOTC's showing up.