XCOM 2
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[WOTC] Cover Damage Reduction
   
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2017 年 9 月 2 日 下午 4:20
2017 年 9 月 18 日 下午 6:46
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[WOTC] Cover Damage Reduction

描述
Now updated for War of the Chosen!

This mod reduces damage for anyone who gets shot through cover. By default, the effect is fairly small: damage is reduced by 1 for high cover, and there is a 33% chance for low cover to reduce damage by 1. This mechanic should be familiar to those who played the original Long War.

While this applies to everyone (both aliens and XCOM), most people will consider this to be a buff to XCOM, since it makes you less likely to have troopers snipe you out of full cover, particularly in the early game.

Save Compatibility
Can add or remove at any time with existing saves.

Compatibility Notes
This mod overrides two weapon damage classes:
- X2Effect_ApplyWeaponDamage (for normal damage from sidearms/grenades/swords/etc)
- X2Effect_Shredder (for damage from primary weapons)

As a result, this probably isn't compatible with mods which overhaul weapon damage mechanics.
Any modded abilities with custom damage formulas won't break the mod, but their damage probably won't subtract DR.

Note: the DR mechanic is highly configurable. Check the INI for more options!

UPDATE
Now works properly with grenades! Uses the center of the explosion to determine cover DR.
56 条留言
Dragon32 16 小时以前 
@Shuri-Sama
Re-read the Description
Shuri-Sama 10 月 16 日 下午 11:28 
hmm since i use alot of strong opponent, think u should add a higher possible value. what means 1 dmg reduction if enemy do around 30 damage ^^.
ArtanisKAI 2024 年 11 月 13 日 上午 3:42 
have anyone mentioned how the casterbow treats some attacks as an enemy being in cover while in the open?
Raging Homosexual 2023 年 8 月 1 日 下午 9:33 
This mod doesn't interact properly with the "feedback" benefit from the templars. When a codex casts psionic bomb from cover and takes feedback damage, that feedback damage is reduced by one since the codex is behind cover.
Jaonsdheurason 2021 年 8 月 27 日 下午 12:48 
It would also be very cool to add a scaling DR probability and potency... For instance, the closer you are to the target, the less likely the cover is to prevent damage but the more damage it prevents...
Jaonsdheurason 2021 年 8 月 23 日 下午 2:17 
Any chance someone knows how to add a range component to this so that at point-blank cover is meaningless and it becomes more and more effective with range?
Or a way to exclude the effect on squadsight and/or melee
Nemo Jr. 2021 年 6 月 3 日 下午 12:03 
"Added properly handling explosive DR computed from the center of the explosion."

I'm guessing this update never made it to the base game version? It was the reason I finally gave up and disabled explosive DR; it just didn't make sense to chuck a grenade behind cover and have the cover protection apply to it...

I can't wait to get the DLC so I can use the up-to-date versions of these great mods. Looking forward to that more than the DLC itself :)
OnyxLock 2020 年 12 月 12 日 下午 8:04 
I think I found a bug with this mod, here's the deal:
I made low cover ineligible for damage reduction in the INI
However a stun lancer with low health in low cover was being suppressed by a soldier with a cannon, and when it moved, it took full damage from the cannon but got 1 point of armor from its cover, leaving it with 1 hp left
Video proof: https://youtu.be/hfXLXFgHrBg
miku567 2020 年 6 月 18 日 上午 12:58 
lmao chimera squad ripped off this mod xD
Voided 2020 年 5 月 12 日 上午 4:26 
On highest difficulty, your 4 HP rookies can get sniped from long range by 3-4 damage dealing Advent Troopers while in full cover, and this mod prevents that early game bullshit RNG. I like it...

But. This mod in the mid game and late game becomes more of a burden. When your quick math says three 6-7 damage shots kill a 16 hp enemy... And it turns out to be false while the damage indicator is always off by 1 whole damage.

It might sound like I am whining, but just wait until enemies get tanky, and one of your characters misses a guaranteed kill because of this mod.