XCOM 2
[Non-WOTC] Original High Hit Dodge Behaviour
Showing 1-9 of 9 entries
Update: 25 Jan, 2018 @ 6:12am

Whoops, Bug in the Oct 2017 update. Plus some code refactoring.

Update: 1 Oct, 2017 @ 11:07am

Maintenance patch to keep inline with WotC version. So now uses OnPostTemplatesCreated (which didn't exist when this mod was last updated) instead of AmbientNarrativeCriteria, which was always a bit of a fudge/hack, and now any custom abilities which use default.SimpleStandardAim, since it now no longer has a fixed set of abilities to fixup, but instead actively checks if abilities need to be fixed.

Update: 13 May, 2016 @ 1:26am

Recompiled to pick up changes to "X2AbilityToHitCalc_StandardAim" in new patch.

Update: 9 Apr, 2016 @ 4:21am

Added "Gameplay" tag, no functional changes.

Update: 10 Mar, 2016 @ 2:39pm

Recompiled against post patch source code. Means it picks up the "concealed shots can't be dodged" balance change in the patch.

Update: 7 Mar, 2016 @ 1:23pm

Cleaner implementation with minimum possible class overrides, avoiding unneccessary compatability issues with other mods rescripting abilities without touching hit calculations.

Update: 4 Mar, 2016 @ 12:36pm

Change Log:
Now it works for melee attacks too, so now sword rangers actually have a proper chance to crit with their swords if they fit an aim PCS etc!

Not quite a change, but I have now done more thorough checking and am 99% sure that all relevant weapon abilities do get the benefit.

Update: 3 Mar, 2016 @ 3:52pm

Update: 3 Mar, 2016 @ 3:50pm