Do you know what the difference is between this mod and Perfect Information? (http://www.nexusmods.com/xcom2/mods/252/?)
Your mod was first, so I've been using it since the beginning, but this Perfect Information mod came along and is getting pretty regular updates and feature additions. I don't want to have to switch mods since then I'd have to start a new game. Does that other mod do more than this one?
Looks like yes that other mod does a lot more than this one. As I see it there isn't much point in me working to update this mod when that mod has all the features I would implement in this mod. There is a mod that lets you ignore missing mods on saves. It should be OK to remove my mod without issues. Just in case I'd recommend making a backup of the save and only making the switch once you're back at the Avenger.
Link to the mod I mentioned: http://steamcommunity.com/sharedfiles/filedetails/?id=619141883
That's too bad since yours was the original, but they say you can't stop progress. Thanks so much for you mod, I've thoroughly enjoyed using it. Keep modding SheepDarklord.
It makes me rage at how i can miss with 3 soldiers at 48%, 58% and 77% in a row to then get oneshot-killed by a 15% crit hit from a advent officer across the map.
Quite entertaining for my friends that have to listen me lose my shit.
The mod works however sometimes the hit chance is displayed out of sight since it's always on the target which is not always in view. Would it be possible to display the hit chance on the shooter instead as that would avoid this issue?
Thanks for this. I was always curious about how unlucky I get when I get crit in full cover or when a poisoned, flash banged advent trooper manages a shot.
Would be nice to display crit chance & dodge too, although until the game starts using separate rolls for hit/crit/dodge its really meaningless information since its not accurate.
I'll look into how the crit and dodge rolls work. There may be a chance I can figure out a way to display the chances. I didn't realise they weren't separate rolls made from the hit but it sounds like you've looked at the code.
Theres a thread about it: https://www.reddit.com/r/Xcom/comments/45aac0/psa_crit_mechanics_changed_in_xcom2_50_hit_50/
Problem is not that theyre not separate rolls, but that the crit chance just displaces hit chance. Hopefully itll get fixed in the next update, or a mod will fix it. Sad that the game was even released with such a broken formula.
Aaaah right this all makes a lot more sense now. I've been struggling to figure out how they were rolling the crits. The system seems a bit odd to me, let's hope they fix it
16 comments
Your mod was first, so I've been using it since the beginning, but this Perfect Information mod came along and is getting pretty regular updates and feature additions. I don't want to have to switch mods since then I'd have to start a new game. Does that other mod do more than this one?
Link to the mod I mentioned: http://steamcommunity.com/sharedfiles/filedetails/?id=619141883
It makes me rage at how i can miss with 3 soldiers at 48%, 58% and 77% in a row to then get oneshot-killed by a 15% crit hit from a advent officer across the map.
Quite entertaining for my friends that have to listen me lose my shit.
Problem is not that theyre not separate rolls, but that the crit chance just displaces hit chance. Hopefully itll get fixed in the next update, or a mod will fix it. Sad that the game was even released with such a broken formula.
Danke man.