XCOM 2
[WotC] RW Realistic Aiming Angles & Highlander+
60 Comments
Sandboxhead 14 Apr @ 4:58pm 
I choose your mod over the other 2. I was looking inside your XComRWRealisticAimingAnglesHL config file. It has this line:

UseIndividualConsecutiveRollsForHitChanceCriticalChanceDodgeChance = false ;"false" will ignore the other 2 variables

So if I change that to true, I will basically have bg's EU Aim Rolls mod?
RambelZambel 1 Apr @ 6:16am 
never asked this, does this apply to advent/factions aswell?

in another mod i found this
[XModBase_Core_3_0_0.XMBAbilityToHitCalc_StandardAim]

bBonusAimingAnglesForAll = false;
Darkling  [author] 27 Jul, 2024 @ 4:05am 
Updated. Not in an XCOM campaign at the moment but the changes were straight forward and a quick test shows no impact on the modded behaviour
Darkling  [author] 24 Jul, 2024 @ 7:43pm 
@RedDobe thanks for letting me know, shouldn't take long to update.
RedDobe 29 Apr, 2024 @ 9:31pm 
@Darkling - There is another highlander update that needs to be applied to this mod. GetHitChance has been modified. {LINK REMOVED}
Darkling  [author] 20 Oct, 2023 @ 8:24pm 
@C7 I've not had a chance to try and replicate this but it does seem to be a known issue with the base game Bulwark ability, eg., https://www.reddit.com/r/XCOM2/comments/r1sits/wait_you_can_use_the_spark_as_cover/hm0loss
Darkling  [author] 20 Oct, 2023 @ 8:12pm 
Confirmed no changes needed to make this compatible with Highlander 1.26.3
Darkling  [author] 13 Oct, 2023 @ 1:05am 
@C7 Is the cover showing as "far cover"? If not then this mod shouldn't change the full or half cover applied, only the amount of cover reduced by horizontal or vertical angle. I've seen similar behaviour using shields so can double check this shortly.
C7 12 Oct, 2023 @ 5:07am 
A weird case. When using a Spark to stand next to an enemy and trying to shoot, it is shown that the spark itself provide a full cover to the target (guessed from the full cover bonus) and that the target is no longer considered flanked by the Spark.
Darkling  [author] 28 Feb, 2023 @ 11:46pm 
@airpirata @Mid Favila Unfortunately both these mods override the X2AbilityToHitCalc_StandardAim class and so are not compatible.

It appears that the Community Highlander has added a hook for just this case so potentially Mr Nice could update their mod to use that which should remove the incompatibility.
Mid Favila 28 Feb, 2023 @ 11:13am 
Can confirm the below - I use both mods.
airpirata 28 Feb, 2023 @ 5:56am 
This mod in conjunction with this mod slows down the game very much, after each action there is a delay of 5-8 seconds
Darkling  [author] 6 Jan, 2023 @ 3:37pm 
Actually, looking that the config it seems I was thinking of [WotC] Tactical Combat Overhaul and New Weapon Ranges does give penalties to ADVENT based on the kind of weapon they're using
Darkling  [author] 6 Jan, 2023 @ 3:29pm 
@Caine That's not covered here. You'll want to look at something like New Weapon Range Tables WOTC + LWOTC but change it to reduce longer range accuracy as I think it's currently set up to only give close range bonuses
Caine 5 Jan, 2023 @ 6:28pm 
Does this mod fix Advent Troopers and Pathfinders having 65% chance to hit from clear across the map with submachine guns and mag rifles?
LeyShade 26 Dec, 2022 @ 8:06pm 
@Darkling - Thank you. Wasn't at computer to check when last commented, but this is perfect. Thank you so much, this gels everything perfectly <3
Darkling  [author] 26 Dec, 2022 @ 6:54pm 
@LeyShade It's the penalty value to apply
LeyShade 26 Dec, 2022 @ 1:29am 
@Darkling - Does that turn off the aim malus or allow us to adjust it's value, as it's the value we want to reduce rather than remove the check itself =)
Darkling  [author] 26 Dec, 2022 @ 1:11am 
@LeyShade It is now. See NO_LINE_OF_SIGHT_PENALTY in XComRWRealisticAimingAnglesHL.ini
LeyShade 25 Dec, 2022 @ 6:18am 
@Darkling - Is the aim malus open to config? Would like to change from -1000% to accommodate our own meta :)
Darkling  [author] 4 Nov, 2022 @ 4:26pm 
@Raydonn I've been planning to replace the aim roll part of this mod by instead depending on -bg-'s EU Aim Rolls because it should improve LWOTC compatibility. I've held off because there appears to be a Highlander fix to aim rolls which would need to be manually integrated with -bg-'s mod.
Raydonn 4 Nov, 2022 @ 7:58am 
EU Aim Rolls affects melee hit rates too. According to the Original High Hit Dodge mod creator, they should have been compatible but it wasn't in the end because they both replace the same function.
So unfortunately you would need to either need to modify the files if you want the melee hit rates to be modified if you want to use this mod because this mod doesn't affect melee rolls at all.
MaCC165 3 Nov, 2022 @ 11:47pm 
why would u use all of 3 of them?
This mod does everything what eu aim does plus more.
if u use alternative modlauncher its shows u the override without doing anything
Raydonn 3 Nov, 2022 @ 9:07pm 
I was using EU Aim Rolls and this and the Original Hit Miss mod. It caused my fps to plummet.
Then I saw kurimo's note about
"Simply make a quick Harddrive Search for “+ModClassOverrides=(BaseGameClass=“
The results will show all the XComEngine.ini files of Mods that make Overrides. Check if any of those files have the same Class name after the “=“ and kindly ask the Modders to try to avoid that override or cooperate with each other. When 2 mods override the same class the game gets HORRIBLY VERY SLOW and only 1 of the 2 Mods works (randomly)."

So I searched my files for any conflict and found that these files all modified "X2AbilityToHitCalc_StandardAim" in xcomengine.ini (plus a couple of other mods that were modifying wallclimb for some reason).

I commented out/disabled all the conflicts and my fps shot way back up.

So unfortunately, until someone decides to combine the 3 hit roll mods, using more than 1 will make your fps plummet.
jat11241976 3 Nov, 2022 @ 7:38pm 
nevermind, im an idiot. Completely different mod. DOH
Darkling  [author] 3 Nov, 2022 @ 1:45am 
@jat11241976 I can't see anything which would conflict with any of those mods. I also run Soldier Development with this mod and haven't noticed any issues.
MaCC165 2 Nov, 2022 @ 5:01am 
how does it conflict? i have both mods and aml doesnt show anything, neither a conflict or an override
Darkling  [author] 30 Oct, 2022 @ 12:15am 
@A total stranger Do you have Google Drive, One Drive or the like where you can share a link to that file?
Darkling  [author] 30 Oct, 2022 @ 12:10am 
@Anakameron They definitely conflict but I'm pretty sure that this mod will override SWR Aiming Angles as that's changing config which this mod no longer uses.
A total stranger 29 Oct, 2022 @ 1:35pm 
On trying to reproduce the issue, the main menu case is no longer occurring. Weird.
The issue persists in Strategic, but clears up after ~10 seconds of waiting, but returns when switching to/from Geoscape.
How would you like to be sent the log for this?
Anakameron 29 Oct, 2022 @ 12:16pm 
I am having the same issue as A total stranger, but noticed I also have SWR Aiming Angles on, willing to bet those conflict. I am running A Better Weaponry and just noticed the incompatibility between there, so just as well I suppose.
Darkling  [author] 28 Oct, 2022 @ 7:50pm 
Fixed the issue where negative aim modifiers were being ignored. Thanks for finding that one RambelZembel
Darkling  [author] 28 Oct, 2022 @ 7:49pm 
@A total stranger I'm at a lose to explain that as the only thing this mod does near the main screen is fix up some ability templates but that should have completed before the main menu is shown. Unless you've got a mod which is triggering chance to hit calculations in that view...?

Can you remove the line "Suppress=XCom_HitRolls" from Documents\My Games\XCOM2 War of the Chosen\XComGame\Config\XComEngine.ini and send me the Documents\My Games\XCOM2 War of the Chosen\XComGame\Logs\Launch.log after running into this issue again. Thanks
A total stranger 28 Oct, 2022 @ 5:38pm 
Enabling this mod completely shreds my framerate, even in the main menu.
No idea what could conflict that badly with this.
Darkling  [author] 28 Oct, 2022 @ 4:12pm 
@Flank Master Thanks for the thoughts on balance. I'd prefer not to restore the aim bonus for being high as I don't think people are better shots just because they're firing down at their targets. Reduction of existing cover and a view which is likely to be less unobstructed by far cover (watch out for tall columns or targets far back under a roof) means that being high is a form of flanking.

Admittedly I've not tried to balance this as a stand-alone mod, nor do I play on legendary. Indeed I generally play with increased timers so there's more turns to get a good position or spend time destroying cover.

I agree that buffing the base soldier aim is probably what you'd want to do. It appears you only need to modify eStat_Offensive in DefaultGameData_CharacterStats.ini for the Soldier, ReaperSoldier, SkirmishSoldier and TemplarSoldier, unless you wish to buff the enemy too.
Darkling  [author] 28 Oct, 2022 @ 3:36pm 
@RambelZembel That conflict with "A Better Weaponry" sounds strange. I'll have a look
Cringe Isekai Enjoyer 27 Oct, 2022 @ 8:04pm 
After giving it some thought - the only way I see a balance happening, if the (-)20 aim from high ground bonuses are going to be removed, and "far cover" extra obstacles for same ground units created (to justify using high ground), then the aim is being messed only in the negative way, and the only way to fix this issue would be to improve everyone's base aim...

This way:
- Aim hit chances from shooting from high ground remain roughly the same as before on *both* targets behind cover or in the open.
- Close ranged units, however, still have a bonus edge in comparison with before, for having *both* the "unobstructed fire" bonus *and* the weapon range bonus, unlike high ground users, which only have unobstructed aim bonus.

But I believe that would require to mess with the whole unit classes files...
Cringe Isekai Enjoyer 27 Oct, 2022 @ 5:38pm 
So this is what I am going to say: this mod looks interesting, however there are 2 base aim modifiers in the game that increase the aim in a base state:
1. Weapon range - the closer the weapon (with the exception of sniper rifles), the more accurate is the the aim (it goes up to +20 by default)
2. Height Advantage - +20 aim from shooting from High Ground.

These 2 base modifiers are actually crucial to keep game balance, and without any of these 2 it would actually be close to impossible to win a standard game in Legendary Difficulty in Ironman mode.

If the +20 aim from Height Advantage is going to be removed and further added "far cover" aim penalty, you might as well want to rebalance the whole base aim of every unit and rethink about how "weapon range" bonus aim from proximity is going to be implemented, so that the missing aim hit % chance get implemented elsewhere to keep the game actually balanced and less of an RNG chaos.
Cringe Isekai Enjoyer 27 Oct, 2022 @ 4:50pm 
Sorry, but I would like to ask, is there any way it could be possible to add *both* the +20 aim advantage from shooting from high-ground *and* the "good angle bonus" from high-ground using this mod?
MaCC165 26 Oct, 2022 @ 12:58pm 
Same with the Original: conflicts with [WotC] RW Realistic Aiming Angles aswell(better weaponry)
MaCC165 26 Oct, 2022 @ 12:42pm 
incompatible with "a better weaponry", removes the aim penalty from the spray ability:
the ability uses the -20 to aim as a fixed BuiltInHitMod as part of the template,
with "wotc eu aim rolls" it works
Darkling  [author] 22 Oct, 2022 @ 8:56pm 
That leaves the actual rolling-to-hit logic. Krumiro's code refers to graze bands so it's probably fine but I think a better solution is to make -bg-'s [WOTC] EU Aim Rolls a dependency and remove the EU roll logic from here. That mod's overwatch-ignores-cover change is already included here, it also references graze bands and LW2 (though not with EU rolls it seems), supports additional options such as gambler fallacy and, most importantly, it's being maintained.
Darkling  [author] 22 Oct, 2022 @ 8:56pm 
@MrMister Actually, making this compatible with LWOTC doesn't seem like much of a stretch given that the graze bands do not really apply to the chance-to-hit logic because the height advantage logic does different things. In standard XCOM2 it's a constant which LWOTC reduced to fit the graze bands in without increasing overall chance-to-hit. In this mod the height advantage just reduces the amount of cover which applies - it is never a straight bonus to hit.
Darkling  [author] 22 Oct, 2022 @ 5:17pm 
@Wiirlak Can you remove the line "Suppress=XCom_HitRolls" from Documents\My Games\XCOM2 War of the Chosen\XComGame\Config\XComEngine.ini and send me the Documents\My Games\XCOM2 War of the Chosen\XComGame\Logs\Launch.log after running into this issue again. Thanks
Wiirlak 21 Oct, 2022 @ 6:26am 
Well, after countless hours of testing mods, I have come to the conclusion that this mod is the culprit : I have ~100 FPS without it, and ~15FPS with it.

No one else seems affected (as there're no comment on this), so maybe it's badly interacting with another mod ?
MaCC165 19 Oct, 2022 @ 2:31am 
wow thx for the update
Darkling  [author] 19 Oct, 2022 @ 1:12am 
@Gabriel Cooper That's something I've not changed. The vanilla code describes it as "Indirect fire is stuff like grenades. Hit chance is 100, but crit and dodge and armor mitigation still exists".

Krumiro's comment was "Countering the unintended effect of graze band for LW2" so this may be a holdover from the pre-WotC mod. The actual code seems harmless so leaving it enabled shouldn't be a problem.
Gabriel Cooper 18 Oct, 2022 @ 5:40am 
i'm a bit confused, what does IndirectFireGuaranteesHit mean? what is indirect fire?
Darkling  [author] 15 Oct, 2022 @ 7:55pm 
@MrMister Sorry, no LWOTC version for now - I need to finish at least one campaign before being distracted by more cool mods. Feel free to take the code and make it compatible.