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Beta v1.19.0rc #654

Merged
merged 131 commits into from
Oct 17, 2019
Merged

Beta v1.19.0rc #654

merged 131 commits into from
Oct 17, 2019

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Musashi1584
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@Musashi1584 Musashi1584 commented Oct 17, 2019

General

Ini settings

Mod compatibility

In XComGame.ini mods can specify an array of incompatible and/or required mods. This will be used to show an warning popup if they are present. (#524)

[ModSafeName CHModDependency]
+IncompatibleMods=OtherModSafeName
+IgnoreIncompatibleMods=OtherModSafeName
+RequiredMods=OtherModSafeName
+IgnoreRequiredMods=OtherModSafeName
DisplayName="Fancy Mod"

DLC Run Order

In XComGame.ini mods can define an array of other mods which dlc hooks should run before and/or after the mods dlc hook.
LoadPriority can be RUN_STANDARD, RUN_FIRST or RUN_LAST. RunBefore and RunAfter only work within the defined LoadPriority group. Only change load priority if you really sure that its needed for you mod (#511)

[ModSafeName CHDLCRunOrder]
+RunBefore=OtherModSafeName
+RunAfter=OtherModSafeName
RunPriorityGroup=RUN_STANDARD

Strategy

Modding Exposures

Configuration

Improvements

  • Customization localizations now picked up for Torso/Legs/Arms. If the TemplateName already
    contains the parttype name (ie Torso/Legs/Arms), then the object name in the localization file
    matches as for other parts (in particular this means Anarchy's Children localizations which already exist in the files
    are picked up automatically). Otherwise, "_Torso"/"_Legs"/"_Arms" is appended to the template name
    to create the unique object name. (Allow Torsos, Arms, Legs to have localized names #328)

Fixes

Tactical

Configuration

Fixes

Miscellaneous

Mod/DLC Hooks

  • AbilityTagExpandHandler_CH expands vanilla AbilityTagExpandHandler to allow reflection

Event Hooks

Improvements

MrNiceUK and others added 30 commits November 9, 2018 13:46
This is a very simple change that fires an event from
XComTacticalController.DrawDebugLabels(), allowing mods to hook into
that system and provide their own debug information.
By making this property non-private, mods can modify existing behavior trees
without overriding all of them in config. This is particularly useful for
cross-cutting changes, where you want to make the same small change to multiple
trees.
Pods that have a "flying" unit (like an Archon or drone) were not
patrolling properly because the logic for calculating the tile paths was
treating any non-flat tile as impassable.

This fix comes straight from the original LW2 and has been tested with
ADVENT and drone patrols.
This change introduces a new 'OverrideEncounterZoneAnchorPoint' event
that allows mods to change the anchor point that XCOM 2 uses to
determine the patrol zones for pods. By default, the anchor point is
"dynamic" as it is the current location of the XCOM squad, which
typically changes throughout the mission.

The event takes the form:
```
{
   ID: OverrideEncounterZoneAnchorPoint,
   Data: [inout float X, inout float Y, inout float Z],
   Source: AIGroup
}
```
where X, Y and Z are the elements of the anchor point Vector.
This commit adds an 'OverridePatrolBehavior' event that allows mods to
say that they will handle the patrol logic for the given pod.

The event takes the form:

  {
     ID: OverridePatrolBehavior,
     Data: [out bool OverridePatrolBehavior],
     Source: AIGroup
  }

Returning `true` in the tuple property will disable base game patrol
logic.
When the corners of a patrol/encounter zone lie outside of a map's
edges, the corresponding pod's patrolling breaks if it tries to reach
any of those corners.

This fix adjusts such "corners" before the patrolling logic runs so that
they do lie within the map edges.
@Musashi1584 Musashi1584 merged commit ab1485d into master Oct 17, 2019
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7 participants