abeclancy Posted May 30, 2016 Share Posted May 30, 2016 I've been making a mod over the past while, and I've just made an update that (among other things) allows people to specify changes to the sizes of area-of-effect abilities in the game, based on whether the shooter has an ability or effect.For example, if you wanted to give PSI troopers an ability called "Focus" (say from a new PSI tree) that increases the AOE of Void Rift, you can do that with just a few lines of code. And if you wanted to reduce the AOE of Void Rift if the trooper is poisoned, you can do that too. Or if you wanted to make a suicidal-unit that self-destructs and has a larger AOE blast if it is on fire, you can do that. Or increase the AOE sizes of heavy weapons. Etc etc.Might not be all that helpful to too many people, but I saw a deficit and coded a semi-working solution for it. It's a bit hacky, but I couldn't figure out a simpler way of accomplishing it. Should be mostly transparent to anyone using it though.http://www.nexusmods.com/xcom2/mods/569/? The TLDR for why I made this, was because I wanted to fix the critical chance of heavy weapons and make them by affected by Biggest Booms and Volatile Mix. Volatile Mix technically does give a radius bonus to grenades, it's just that the bonus is set to zero. I wanted to apply the bonus to the heavy weapons, so that if someone does make the bonus non-zero, it will affect them (Cone, Radius, Line, and Cylinder). Link to comment Share on other sites More sharing options...
Recommended Posts