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Features
E3245 edited this page Aug 13, 2021
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It's no secret that Chimera Squad and XCom 2 share very similar code. However, there's some differences that prevent us from implementing most features; the most notable ones are any gamestates that involve the Geoscape, ADVENT, Aliens, Chosen, Resistance, Rulers, and XComHQ (superseeded by XComGameState_HeadquartersDio) are deprecated, and the strategy and tactical presentations and strategy rules. Any minor changes to implemented X2WOTCCommunityHighlander features are documented.
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UIArmory_MainMenuandUIArmory_AndroidUpgrades: Uses a new function called IsLikeAndroidForArmory to enable the usage of android upgrades on units that aren't normal androids. -
XComTacticalMissionManager: Modifies the function CreateObjective_Encounter so what team an encounter spawns into is configurable. It can also now handle spawning encounters that are more than one unit in size, and make sure an encounter objective is properly randomized if it's configured to be so. -
GatherSpawnObjectiveschange: custom subobjectives can successfully be used. Adds the functionMissionSubTypeSupportedas well.
- Issue #4: Allows mods to set up Event Listener classes with specified Deferral and Priority, similar to
X2AbilityTrigger_EventListener. - Issue #15: De-privatized variables in
XComIdleAnimationStateMachine.uc. - Issue #20: Reaper's Banish (
SoulReaper) and Annihilate (SoulHarvester) now properly visualize subsequent shots. - Issue #123: Rebuild
PerkContentCacheduringOnPostTemplatesCreatedto improve handling for PerkContent attachments to Units. - Issue #157: Allow Mods/DLC to alter mission data after SitRep creation (as
PostMissionCreation()) - Issue #258:
UIPanel.AS_SetMCColorallows changing of arbitrary colors within MC - Issue #269: Fix some edge cases in
XComIdleAnimationStateMachineregarding idle animations, targeting, and step-outs. Does not affect any breaching logic, if any. - Issue #273: Fix an issue causing Rapid Fire/Chain Shot/Banish/... entering cover early
- Issue #393: The
OverrideClipSizeevent allows mods to override Clip Size of a weapon after it has been modified by weapon upgrades and/or loaded ammo. - Issue #426: Fix
X2AbilityToHitCalc_StandardAimdiscarding unfavorable (for XCOM) changes to hit results from effects. There is no implementation as it is the default behavior in Chimera Squad. Listing the Issue here as a note for future users. - Issue #501:
SubscribeToOnInput,SubscribeToOnInputForScreenfunctionality - Issue #869: Specifies that a listener template should be registered before campaign initialization occurs so that it can respond to events fired during that initialization.
This is the list of features that are included, separated by version release number.
- Moved important screens shortcuts and camera functionality to Presentation Base to maintain agnostic presentation layers and reduce the number of screen overrides
- Overhauled how screens fetch the important Strategy screens (PrimaryStrategyLayer, StrategyHUD, etc.) to Presentation Base. Removed hard class references in favor of agnostic variable references in Presentation Base.
- Allow custom screens to manipulate
DioBaseTriggerVolume.ucinput commands - Custom
EndBattle()functionality usingX2DownloadableContentInfo::OnMissionEndBattle(); - Fixed an issue with subclassing
UIDIOStrategyMap_AssignmentBubble. Custom assignments would get hidden before they had a chance to update its data. -
UIPanel.AS_SetMCAlpha()allows changing of alpha within MC. - Fixed a bug in
X2Condition_TemplarFocuswhere it had a static reference to the Max Focus Level. Now it will attempt to use the Max Focus within theXComGameState_Unit'sXComGameState_Effect_TemplarFocusor subclasses - Added a Hook in
X2ExperienceConfigto allow modders to modify XP. - New
EStrategyNotificationTypeTypes -
RetrieveStrategySessionCommand()DLC hook to mitigate static reference. -
X2WeaponTemplate::bIsGenericWeaponoption to allow agents to equip weapons while not being a true Epic weapon. - Invoked
Suppress UICoreconsole command afterPrintScreenStack()forUIPrintStateStack()console command -
OverrideGameInfoClass()DLC hook from robojumper's End of the Cycle prototype. - Allow custom gameinfos to have custom savegame headers using
GetSaveGameHeader()as a final fallback. - Fixed
OnPostMission()not running after a mission. - Un-privated functions and variables in
XComGameState_DioStrategySchedulerfor better object inheritence. - Allows mods to use custom values and images for subclassed
XComGameState_Effect_TemplarFocus. -
XComGameState_Unit::CapturedUnitsis cleared on Tactical Start - Moved
CachedTargetLocationTagandArmoryAttentionCountto Presentation Base - Issue #1: Replaced hard references in
X2DialogueTagsto the original strategy presentation layer with more agnostic methods. - Issue #6: Fixed issue where the notification event triggers would not send the Gamestate as well.
- Issue #8: Fixed an issue where cleansing the Unconscious effect from a unit would not properly re-animate the unit. The fix was ported from XCom 2: War of the Chosen.
- Issue #10: Allow effects to mask units from Timeline.
- Issue #13: Allow Dark Events to enable
ExplosiveFalloffSecond Wave Option. SWO still takes precedence over any Dark Events. - Issue #15: Allow Dark Events to disable HP updates from
UIUnitFlagand only show Max HP. Does not disable the HP bar completely. - Issue #16: Added common method of testing if a Tactical Tag is active.
- Issue #21: Allow Event Listeners to open or close Alternate Markets during
OnTurnUpkeep. - Issue #23: Added an event trigger when Verge's Neural Network is cleansed from a unit.
- Issue #27:
Added an event trigger to manipulate Cover Mitigation calculations.Superseded by Issue #50. - Issue #33: Fixed an issue where weapons with Quantities were removed from the inventory completely when unequipping them.
- Issue #37/WotC CHL #419: Added
AbilityTagExpandHandler_CH()for Chimera Squad.
- Issue #39: Un-privated variables in
XComParcelManager.uc, and added methods to insert into and remove entries from the config variables.
- Issue #43: Un-privated functions and variables in
XComStrategyMusicManagerandXComTacticalMusicManager. - Issue #45/WotC CHL #555: OverrideHitChanceFn delegate for Chimera Squad.
- Issue #47/WotC CHL #903: Override Remove
ReserveActionPointsbehavior when taking any damage, for Chimera Squad. - Issue #50: Superseeds #27. Uses a delegate to modify cover mitigation values.
- Issue #51: Allows dark events to add Breach modifiers to all breach types.
- Issue #52: Visualizer Templates that modifies certain visualizers within
XCGSContext_TacticalGameRule. - Issue #56: New Strategy Notification Enumerated value
- Issue #57:
XCGS_AIReinforcementSpawner::InitiateReinforcements()Event hook. - Issue #58: Fixed a bug where infinite persistent effects applied on XCom would persist after Tactical Game End, even if
bPersistThroughTacticalGameEndis false. - Issue #59:
XCGS_Unit::ProgressScars()Event hook. - Issue #60/WotC CHL #890: Allow Event listeners to modify ability contexts without having to build an additional ability or deal with compatibility issues.
- Issue #61:
XCGS_Item.ContainedItemssupport forSeqAct_PutItemInGameObject::AddLootItem(). - Issue #62: Un-privated functions and variables in
X2DioStrategyActionTemplate. - Issue #63: Un-privated functions in
X2Effect_Knockback.