XCOM: Enemy Unknown
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JCLewis

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JCLewis

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10 comments

  1. Devon_v
    Devon_v
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    Just discovered this. Cool idea, though I don't feel the need to be any more brutal to the poor robots.
  2. Vullcan81
    Vullcan81
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    Hi JCLewis,

    its possible to change values by myself ? i.e Final damage to 0.25 % (basic 40%) or incoming damage to 5% (basic 10%)
    There are variables that I could change ?
    1. JCLewis
      JCLewis
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      Yes, but it's not straightforward and it involves editing either or both the main file and the ETUI patch files (some hex code knowledge required).

      The bits of code that you would need to change are near the end of the XGUnit.AbsorbDamage function.

      If I manage to scavenge together some spare time I might get around to making it user-configurable in an eventual 1.2 release. Hex coding is rather time consuming, unfortunately.
  3. Kitsone
    Kitsone
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    Can this be used with XCom Long War Mod Manager? With the install order instructions and the LW Mod Manager's lack of ordering has me skeptical.
    1. JCLewis
      JCLewis
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      Assuming LW Mod Manager can read PatcherGUI files, yes, but just to be safe I would recommend installing it separately after installing all your other mods with LWMM.
  4. Audio77
    Audio77
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    Sounds like a great idea, it's stupid when my heavy laser rifle hits a cyberdisc for 1 dmg and I get nothing out of it. I'm guessing that this'll affect our own mec's DR as well?

    Also one more question, are further DR reduction calculations based off the original DR value or the newer chipped value? For instance, if the seeker has 2 DR originally and gets chipped to 0.8 and was then shot a second time, would the calculation check dmg > 2*2DR or dmg>2*0.8DR?
    1. JCLewis
      JCLewis
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      Yes to the first question. Feedback from users that tank with MECs is a major factor in future balancing for this mod.

      The DR check is based on the maximum base DR value minus the DR Chipping in version 1.0. So in your example, the second shot would be checked against 2*0.8DR.

      I plan to change this to a more dynamic check in the future.
  5. Artoria
    Artoria
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    I like the concept of this mod. Will probably try it out.

    I'd like to ask a question. Would it be possible to change the damage a unit does based on it's chance to hit?
    I mean that a 5% chance to hit shot should not do full damage. I think that would add another interesting twist to the combat.
    This would be similar to Damage Roulette, but the damage would be based on hit chance rather than pure luck.

    I tried looking for the function in UE but sadly had no luck.
    1. JCLewis
      JCLewis
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      It may be possible. I've had a similar idea for a while now but implementation is a bit tough. It would either be done through aim derived crit chance, or straight up "+1 damage for every x% aim chance".
  6. Buzzerker1775
    Buzzerker1775
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    Looks very interesting.Will try it soon