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bIndirectFire hits aren't guaranteed #1213
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bIndirectFire does the same thing, thus the Kiruka fix in some Mod Jam stuff to set bGuaranteedHit for these abilities too. The modifier for shooting non-units such as objectives is also just a flat 100 and handled in a separate if statement further down:
Only the section for Another possible explanation, the code that adds the units base aim to the modifiers is located inside the A band-aid fix would be to simply increase the values |
@Tedster59 sorry, I think I confused you with the issue name, this issue happens specifically with With both So Hits being "guaranteed" against interactive objects is a separate issue and was already handled in 1.25.0. #1213 changes the code to treat The dev comment suggests that with I'm getting the impression that Indirect Fire as a concept is somewhat raw and unfinished. For example, Suppression explicitly avoids adding modifiers to indirect fire abilities, as if to make it possible to implement some sort of "blind fire from behind cover" ability or to prevent Suppression from altering hit chance or scatter of grenade throws, which is not a mechanic that was ever implement in XCOM 2, but maybe it was planned at some point? However, indirect fire ever ends up being used only for grenades and similar explosive weapons, which are never supposed to miss anyway. With all that in mind, I feel relatively confident in making the code treat |
# This is the 1st commit message: Fix a few log warnings for Issue X2CommunityCore#324 # This is the commit message #2: Implement Issue X2CommunityCore#1213 # This is the commit message X2CommunityCore#3: Update X2TacticalGameRulesetDataStructures.uc Inventory slot support for extra grenades
This reverts commit 9490789.
This reverts commit b847664.
#1216 that fixed this issue in 1.26 was reverted in 1.26.1 due to breaking certain abilities when used alongside XMB. Alternative approach to be figured out in 1.27. |
This reverts commit 9490789.
Related code
When an ability's hit is supposed to be guaranteed, current code just adds 100 to hit chance, and then chugs along merrily, potentially adding negative hit modifiers from other sources, such as Defense from a Smoke Grenade making grenades no longer guaranteed:
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