XCOM 2
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[Non-WOTC] Original High Hit Dodge Behaviour
   
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Tags:  gameplay
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Posted
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302.229 KB
3 Mar, 2016 @ 3:50pm
25 Jan, 2018 @ 6:12am
9 Change Notes ( view )

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[Non-WOTC] Original High Hit Dodge Behaviour

In 1 collection by Mr. Nice
Mr. Nice's Workshop - Vanilla (non-WotC)
7 items
Description
This is the base game version of this mod. The War of the Chosen version is here:
[WOTC]Original High Hit Dodge Behaviour

This mod restores the origina game behaviour, whereby having a hit over 100 gradually eliminated dodge. The patch made a "balance change" where if hit is 100 or more, then dodge/graze is eliminated. This creates a step change between 99 hit and 100 hit.

Background
This Mod was originally known as "Stop Excess Hit eating into Criticals", and implemented the bug fix in the patch which stopped having a hit over 100 reducing critical chance (once it was high enough to elminate graze hits if neccessary). However while my mod made the interaction with grazing unchanged, the patch as already mentioned instead immediately eliminated grazing at 100 hit, harsh! So I'm keeping this mod around with a name more befitting the change in behaviour vs the patch. This only changes the "friendly" name. It retains the same name internally, so doesn't upset existing savegames.

Compatability
This mod overrides the following classes:
  • X2AbilityToHitCalc_StandardAim
  • X2AbilityToHitCalc_StandardMelee
  • X2AbilityToHitCalc_StasisLance
Other mods which also change how hits are rolled or results calculated will probably clash, not least because they are probably overriding X2AbilityToHitCalc_StandardAim if nothing else.
Long War 2 revamps the hit/crit/dodge/graze interactions. This mod, if active, will of course use it's system instead, and the LW2 revamp will be completely ignored.

Other Mods by me
  • Non-WOTC Mods (WOTC versions also exist if appropriate)
    • Cinematic Rapid Fire, which gives Rapid Fire and Chain Shot their cinematic camera back which was removed in the patch ages ago. Keeps the other improvements added in the patch.
    • Better Demolishing!, which gives range, weapon and upgrade based aim buffs to the 'Demolition' ability.
    • Shaken Scars are Back! The name says it all, but to those who weren't around for the first couple of months of XCom2, a feature was bugged out in a patch and never fixed, which randomly scarred shaken soldiers.
    • AWC Cost & Other Fixes, which makes abilities granted by AWC which fire the main weapon (eg. Rupture, Deadeye etc.) match the normal action cost of firing the primary weapon. The majority of such abilitieswere hard coded with the action cost of firing the primary weapon of the class the ability comes from. Also fixes up "Death from Above" and "Serial" not proccing from second shot kills of "Chain Fire"/"Rapid Fire". Individual ability fixes can be toggled and and off iwith a .ini file.
    • Armoury Navigation Fixes, which fixes various issues with the navigation bar in the Amoury screens, largely stemming from the controller support patch.
  • WOTC Only
    • Variant Power Armour Arms, which unlocks some variant Wraith and Warden armour arms parts which were hidden by Firaxis.
    • Less Overwatch Lock Ups!, which attempts to fix the visualization lockups during complex Overwatch/Reaction fire situations.
    • Better Armory Item Stats, which tweaks the stats display of weapons, utility items and upgrades in the Armoury, including displaying Critical Damage, Armor Pierce and Shred for all appropriate weapons.
    • Weapon Fixes, Which fixes a few issues with weapons and their upgrades, especially if you use mods which allow upgrades for (auto)pistols.
    • Chosen Info Controller Support, adds controller support for bringing up the Chosen Information Screen mid mission.
    • Peter's Grenades (and other TLP Fixes), which fixes some loadout, ability progression and UI issues with Legacy Operations.
    • Better Grappling!, fixes issues with Grappling targeting in certain world geometry.
    • Trainable Sparks (and other Buffs) WotC was one step forward, two steps back for SPARKs. As well as allowing training, also gives them access to breakthroughs for their weapons, an ammo pocket (ammunition only utility slot), and some hack progression.
    • Train from Armoury allows normal soldiers to jump straight to training from the armoury, just as faction soldiers can. The Training Center is still required to be built first of course!

Popular Discussions View All (2)
0
8 Mar, 2016 @ 1:52pm
Bugs and Issues
Mr. Nice
0
4 Mar, 2016 @ 6:17am
To Do List
Mr. Nice
70 Comments
Void Smasher 9 Jul, 2019 @ 12:57pm 
@PatientLandBeaver Mod author answered already, read comments. And No, it doesn't needed for LW2. Read https://www.ufopaedia.org/index.php/Mechanics_(LW2) to know how to-hit mechanics works in LW2.
PatientLandBeaver 20 Jun, 2018 @ 4:19pm 
Is this needed for LW2 or does it already use this fix? Thanks!
Mr. Nice  [author] 8 Sep, 2017 @ 1:59am 
The WOTC version is now available here:
http://sp.zhabite.com/sharedfiles/filedetails/?id=1130400927
Player 2.0 31 Aug, 2017 @ 7:40pm 
Thanks for making this mod! Excited to use it in my new WotC campaign but take your time :)
Mr. Nice  [author] 30 Aug, 2017 @ 5:09pm 
Well "needed" in as much as they haven't changed the hit/crit/graze behaviour in WotC. I haven't looked into compatability with WotC yet though. I'll probably be working on the Scars and Rapid Fire mods first though, sorry!
Vaeringjar 30 Aug, 2017 @ 4:27pm 
is it compatible with WotC? and is it still needed?
[TuP]tammi 6 Apr, 2017 @ 1:29am 
i just now realize how the original game work! at the first time i know that xcom based on RNG and there's a chance to hit / crit / dodge. my first thought was, when i take a shot, is that a hit or miss? so if it hit, is that roll out as crit or dodge or just a normal dmg?(just like grazing fire mechanic in lw2 i think). why the developer decided to put all thing in to one bar (roll just 1 time) and cap at 100. if they want to roll 1 time then all value should be involved (not cap at 100). btw i'm not a modder and sry for my bad English.
Kastagir 28 Feb, 2017 @ 3:00am 
Wonderfull, very much thanks for that, and for keeping it up .
Big Brother Max 18 Feb, 2017 @ 11:04am 
kk thx
Mr. Nice  [author] 18 Feb, 2017 @ 9:15am 
I haven't dug into how LW2 handles this stuff either, but with it overhauling the hit/crit/dodge system on its own terms, I don't think this mod is appropriate for LW2.