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v1.22.0

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@Iridar Iridar released this 02 Jul 15:07
· 248 commits to master since this release

https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/milestone/8

New features:

  • Introduced Alien Hunters DLC component.
  • Pop-up message about incompatible mods or missing required mods has been translated to all supported languages.
  • New DLC Hook "OnLoadedSavedGameWithDLCExisting" that runs only when a save game loaded with this mod already being active previously. I.e. this hook does not run on the first save game load after the mod was added, only one the second and onwards.
  • New DLC Hook "ModifyGeneratedUnitAppearance" that runs whenever a unit's appearance is generated.
  • New DLC Hook "OverrideItemImage_Improved" works identical to "OverrideItemImage", but also passes item's Item State.
  • DLC Run Order and mod dependency checking systems now work for mods without a X2DownloadableContentInfo. Added error reporting.
  • Non-weapon items can now have upgrade slots and install upgrades.
  • Soldier attitudes added with Tactical Legacy Pack will now use slightly different voicelines depending on the attitude, same as vanilla attitudes. (WOTC+TLP) TLP Attitude Voice Fix is no longer necessary.
  • New inventory slots: eInvSlot_MZAux, eInvSlot_TemplateMaster, eInvSlot_TacticalGadget, eInvSlot_AModMedical, eInvSlot_ArmorMod
  • Deprivated/deconsted many functions and variables across multiple classes.
  • Name of the ability activated by clicking the evac button in the upper right corner or pressing R3 on the controller can now be controlled via config variable "PlaceEvacZoneAbilityName".
  • Added new members to WillEventRoll_StatType enum and new logic to make use of them so that mods can better control Will Loss events.
  • Added a config var "BLEEDING_IGNORES_SHIELDS" to control whether bleed damage bypasses ablative shielding.
  • Mods can now use custom ability target style and ability multi target style in ability templates.
  • "OverrideHasHeavyWeapon" event will now pass a Check Game State when available. "AbilityUnlocksHeavyWeapon" config array will now respect item-granted abilities and abilities granted by character template.
  • CHEventListenerTemplate now has a "RegisterInCampaignStart" variable in addition to existing RegisterInTactical and RegisterInStrategy ones. This is needed for events like "OverrideAllowStartingRegionLink" that trigger too early for RegisterInStrategy.
  • "CameraRotationAngle" config variable can now be used to override the default rotation angle of 90 degrees.
  • "bTemporarilyBlockActivation" variable added to XComGameState_DarkEvent to allow to temporarily "freeze" Dark Events.
  • "ClassesAllowPsiPCS" config array can now be used to specify which classes can use Psi Offense PCS.
  • Inline documentation has been added to multiple previous additions.
  • Highlander mod project will now be compiled using X2ModBuildCommon and no longer requires using the .bat file to cook.

Fixed bugs:

  • Laser Sight and Stock will now be correctly affected by Empowered Upgrades. Insider Knowledge Fix is no longer necessary.
  • Fixed a "memory leak" bug caused by firing projectiles. This should massively improve performance when playing long missions with increased squad size and pod sizes, as well as when using Idle Suppression.
  • TypicalAbility_BuildVisualization will now get the appropriate Ability State and Source Weapon States, preventing potential issues when mods make hot changes to an ability or a weapon used for an ability after the ability has been activated.
  • Smoke and Poison grenades will now correctly highlight tiles and units they will affect.
  • Added a lot of "none" checks to reduce the "accessed none" log spam caused by base game bugs.
  • Fixed a Highlander bug that hid the weapon pattern customization screen.
  • When squad select or mission launch are cancelled, the last selected map item isn't overridden by the Avenger location.
  • The psi operative promotion screen should no longer be able to display the same ability twice.
  • Weapon models will once again rotate on the weapon upgrade screen - this feature was broken by WOTC.
  • Position of the weapon model on the weapon upgrade screen can now be adjusted through config. [WOTC] Weapon Upgrade UI Adjustment Tool is no longer necessary.
  • Fixed visual bugs associated with using a controller to access staff slots.
  • The game will no longer crash when applying facility upgrades before facility maps are loaded.
  • If a unit is carrying loot and killed via means that destroy that loot (e.g. explosives), then zombies raised from their corpse will no longer drop loot either.
  • Fixed a Highlander bug caused by using the "CovertActionRisk_AlterChanceModifier" event to modify the chance of risks on a Covert Action would not update the risks' UI panel.
  • Soldiers who were stunned at the end of a mission will no longer remain stunned at the beginning of their next mission.

Added events:

  • "OverrideReactionFireSlomo" to override X2ReactionFireSequencer::IsReactionFire
  • "AllowNoSquadSizeUpgradeAchievement" to override whether to grant the achievement for winning without extra squadsize
  • "OverrideNumUpgradeSlots" to override number of upgrade slots.
  • "ItemUpgraded" triggers when an item is upgraded.
  • "OverrideAbilityIconColorImproved" to override ability icon color.
  • "ShouldCivilianRun" to override whether a civilian unit should run from another approaching unit.
  • "HeadquartersUnitFired" triggers when a unit is dismissed forever on the Avenger.
  • "WillRecoveryTimeModifier" to modify the rate at which XCOM units recover their Will while resting on Avenger.
  • "UIStrategyPolicy_PreRefreshAllDecks", "UIStrategyPolicy_PostRealizeColumn", "UIStrategyPolicy_PreSelect", "UIStrategyPolicy_PreClearSelection", "UIStrategyPolicy_DraggingStarted", "UIStrategyPolicy_DraggingEnded" - triggered from the UI screen where the player selects new resistance orders at the start of a month.
  • "KismetGameStateMatinee" allows mods to insert their own visualization logic whenever a matinee is triggered by mission kismet.
  • "AllowOnCovertActionCompleteAnalytics" to override whether completing the Covert Action counts towards campaign stats.
  • "OverrideAllowStartingRegionLink" to override whether a region is connected to the region where the player starts their campaign.
  • "OverrideKillXp", "OverrideTotalNumKills", "OnDistributeTacticalGameEndXp" to control how soldier XP is gained and distributed.
  • "OverrideWeaponScale" to overide the scale of a weapon model.
  • "PostInventoryLoadoutApplied", "PostSquaddieLoadoutApplied" triggered after a unit has been equipped with a loadout after the unit was created / after they were promoted to squaddie. Note that these events do not run for rookies.
  • "ItemAddedToSlot" and "ItemRemovedFromSlot" trigger when an item is added or removed to a unit's inventory slot.
  • "OverrideDamageRemovesReserveActionPoints" to override whether taking damage removes unit's reserved action points (i.e. whether taking damage removes unit's Overwatch).
  • "UISquadSelect_NavHelpUpdate" allows mods to modify nav help on the vanilla Squad Select screen (e.g. add new buttons like "Unequip Squad"). Note that robojumper's Squad Select already triggers the same event.
  • "StrategyMap_NavHelpUpdated" allows mods to modify nav help on the Geoscape.
  • "OverrideCameraRotationAngle" to override the default camera rotation angle of 90 degrees.
  • "AfterActionModifyRecoveredLoot" triggered after the cache items were unpacked but before any loot is shown in the UI during the post-mission sequence.
  • "OverrideCanTakeFacilityMission" to override whether the player can go on the Sabotage Avatar Project Facility mission.
  • "WorldRegionGetStaticMesh" and "WorldRegionGetMeshScale" allow to replace and rescale world region models (e.g. radio towers).
  • "OverrideHasHeightAdvantageOver" to override whether a unit has height advantage over another unit.
  • "CovertAction_OverrideRiskStrings" to override textual descriptions of how likely a certain covert action risk is likely to occur.