XCOM 2
Crit Chance Change Redux
13 条留言
诺风一指!!!! 2024 年 9 月 23 日 下午 9:25 
这是干啥的呀?
Zero 2021 年 4 月 5 日 下午 2:19 
Something for the devs:
Uses XModBase 2.0.1

Could it be upgraded to 2.0.2 or later? Otherwise this mod will be undoing a Highlander fix:
https://x2communitycore.github.io/X2WOTCCommunityHighlander/tactical/GetStatModifiersFixed/
ParadoxicalOutcome 2020 年 4 月 25 日 上午 7:03 
The amount of times I get critted through high cover by a flashbanged enemy has been ludicrous and was my most disliked part of the game. Yet, I felt that EU Aim Rolls just changed too much. Thank you for porting this over to WotC.

Seriously, I have to rant. What was Firaxis thinking?! It doesn't make gameplay sense (It makes -aim modifiers much less useful when the chance of you getting blown off a building via assault rifle fire from sniper range stays basically the same no matter how many you tack on), it doesn't make logical sense (Oh, okay, so getting flashbanged, set on fire and pinned down does nothing to change the probability of the shooter nailing his target in the head, makes perfect sense), and it sure as hell does not make the game more fun or interesting. It's one of the worst changes to happen from EU to 2.
Dawnpromise 2020 年 3 月 19 日 下午 4:16 
Interesting, I'll be trying this out on my next campaign.

It does seem more logical than the EU rolls system where crits are just a 'lucky shot'. I don't suppose this could be tweaked to make a high aim soldier gain an increase to crit as well?
SentySent 2020 年 1 月 20 日 下午 6:38 
Will consider adding an option to suppress the logs to improve game performance?
sighnoceros 2019 年 12 月 19 日 上午 11:31 
Shouldn't the hit chance in the screenshot be 9% based on the description? Is this -1 per 2 below 85% or -2 per 1 below 85%?
General Disarray 2019 年 9 月 3 日 下午 12:15 
Ok cool. So far it seems to be working quite well. I assume it applies to enemy units as well?
I am looking to duplicate the LW2 aim calculations where aim helps crit (and vice versa) and this is definitely along those lines. Thanks for this. Now to move onto incorporating grazing fire in some way...
RealityMachina  [作者] 2019 年 9 月 1 日 下午 7:19 
Extended Information should work fine: it overrides "X2Action_ApplyWeaponDamageToUnit", and grabs the information it needs from any hit calculation an ability has, it doesn't care what specific hit calculation it has.
General Disarray 2019 年 9 月 1 日 下午 4:32 
Actually, the screenshot seems to have EI running, so I am not sure...
General Disarray 2019 年 9 月 1 日 下午 4:31 
Since it overrides X2AbilityToHitCalc_StandardAim(), I am guessing it won't work with Extended Information either?
AaronOnMoon 2019 年 8 月 30 日 下午 5:33 
Ah, well I'm not sure what a onposttemplate is, (I just goof around with the inis a lot) but I can now see the newly added compatibility section of the description, which clears up my next question. thanks Reality!
RealityMachina  [作者] 2019 年 8 月 30 日 下午 5:17 
Yes-ish. Instead of a mod class override the mod overrides it with onposttemplatescreated.
AaronOnMoon 2019 年 8 月 30 日 下午 5:07 
so just to be clear this mod overrides X2AbilityToHitCalc_StandardAIm correct?