XCOM 2
44 ratings
[WOTC] Universal Threat Assessment
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
200.385 KB
5 Feb @ 10:31pm
12 Feb @ 5:13am
5 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Universal Threat Assessment

In 1 collection by Zelfana
Bugfixes by Zelfana
12 items
Description
Overview
Did you know that the Specialist's Threat Assessment (Aid Protocol) perk did not actually work on Templars because the effect code only took Sharpshooters into account? Well now it will work on Templars and many other classes that should use a pistol or other weapon when given an overwatch shot by Threat Assessment. Can also use alternative weapons if their more preferred weapon is out of ammo.

Additionally fixes Return Fire and Pistol Overwatch sharing action points. For whatever reason Firaxis used the same function to add both types to both abilities.

Configuration
<Steam>\steamapps\workshop\content\268500\3155092427\Config\XComZelfUniversalThreatAssessment.ini

Each fix can be toggled separately. The custom effect has lots of configurability to make it work how you prefer.

Can allow 2 AP weapons like sniper rifles to be used for Threat Assessment. There are two options for this: either being the only weapon the unit can use for overwatch or just always allowed. They are never allowed by default.

Compatibility
Safe to add or remove in strategy. Avoid adding or removing in tactical due to new effects and listeners.

Only modifies ability templates and will not affect save games.

Original X2Effect_ThreatAssessment effects on all abilities will be removed and replaced with a single X2Effect_ZelfUniversalThreatAssessment with an improved event listener that will automatically handle everything. This even includes being able to use Kiruka Autoguns from SPARK Arsenal, and Chemthrowers from Immolator + Chemthrower Abilities, Bitterfrost Protocol and Chemthrower Addons.

Vanilla method of using soldier class lists can be enabled for specific abilities instead if the custom effect does not work properly for them.

Mod Jam for Long War of the Chosen adds a new X2Effect_ThreatAssessment to Aid Protocol to support more pistol classes using the vanilla method and will get overwritten by this mod which is not a problem as this mod will have better functionality. Yes, Long War of the Chosen is also compatible.

Intercept from Stormrider Class will not be able to work with this as it requires using the actual ability to work instead of simply gaining overwatch reserve action points. It obviously doesn't work with the vanilla effect either.

Glaive Overwatch would kind of work but it has been left out more for balance reasons as it is actually just manually activatable Bladestorm with infinite "shots".

All other mods modifying the relevant abilities in other ways are compatible.

Mods that have abilities with Threat Assessment effects that will get patched:

Notes
Any improvement suggestions welcome.
8 Comments
Zelfana  [author] 6 Feb @ 1:30pm 
I couldn't actually find where Mod Jam does that change to cannons. I know that ABB/ABW changes cannons to 2 AP and swaps in the sniper rifle abilities to facilitate that and that also goes for their overwatch in those.

I can still include config to be able to force 1 AP behavior for cannons but won't put it as default as it's not that way for every setup.
Zelfana  [author] 6 Feb @ 10:38am 
There is a iTypicalActionCost on weapon templates that is used for that. I guess there could be exceptions like that where that will not be accurate. I will look into what I can do about handling those.
MrMister 6 Feb @ 8:13am 
Something else to confirm - for the multi-AP check, are you looking whether the weapon has costs multiple AP to standard shot, or multiple AP to OW?

Thinking of LMGs in Mod Jam, which cost 2AP to standard-shot but 1AP to OW.
Zelfana  [author] 6 Feb @ 2:27am 
There is a priority order for abilities to try, it is configurable (but you probably don't need to touch it). Basically tries all kinds of primary weapon overwatches first, then pistols and finally autoguns. First one with ammo available will get used (unless configured to not look for alternatives).
MrMister 6 Feb @ 2:22am 
Love the image, love the mod; thanks!

SO how's this work? First it tries making the target enter its primary weapon OW, and if it either doesn't have a valid ability or it costs more than 1AP it tries it with the secondary, then if idem tries with pistol slot?

Or does it try in a specific order for non-pistol gun, then pistol, then Intercept, regardless of which weapon is in which slot?
Zelfana  [author] 6 Feb @ 1:58am 
After a brief look in the Intercept code, it is very unlikely to be able to work with this.
Zelfana  [author] 6 Feb @ 1:48am 
I did not have the opportunity to test that as it works quite different from normal overwatch. So if anyone wants to test and report back, be my guest. You'll have to add the "overwatch shot" ability of that to the config.
Yumi 6 Feb @ 1:44am 
will this work with melee overwatch from stormrider class?