-
Notifications
You must be signed in to change notification settings - Fork 69
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Revival Protocol and Restoration are bugged and do not function as advertised #1414
Comments
Regarding bug (1) - incorrect number of charges. This is gonna be a tough cookie to crumble, because fixing it will require gameplay-altering changes, and it's gonna be hard to balance common sense, reasonable expectations and Firaxis intentions. The in-game description clearly states that you're supposed to get more charges with higher tier Gremlins. So players could reasonably expect getting an additional charge when upgrading to MG Gremlin, and then another at BM tier, making the ability 1/2/3. However, Firaxis set Scanning Protocol - which does correctly use a similar
which isn't a bug anyone is in a hurry to fix, I guess making us a bit hypocritical. Returning back to the Revival Protocol, the Revival Protocol Charges Fix mod does fix it to be 1/1/2, though in Vanilla Classes Redux I fix it to be 1/2/3. Making it 1/1/2 would require replacing Making it 1/2/2 or 1/2/3 would also require messing with Gremlin Templates and - presumably - adding additional config variables to make extra charges at each gremlin tier configurable, and that's more than I'm comfortable with, even though I believe it would be a valid thing to do. It's also an easy OPTC fix for a third party mod. So I guess it's okay to leave it at 1/1/2. |
Bug (4) - not removing stun. Removing stun via X2Effect_RemoveEffects allows the X2Effect_RestoreActionPoints to do its thing, so the unit can move and recover from stun properly. However, if the unit is stunned for more than one "turn", they will be unable to take actions on the following turns until So just removing the stun isn't enough, we also need to apply
Making these abilities to remove stun can be done either by adding a separate X2Effect_RemoveEffects to each ability template, or just by adding stun effect name to the While the second way is technically more invasive, I believe it to be appropriate, and if this alters any mod-added abilities, it will likely just make the function as intended. |
1. Incorrect number of charges for Revival Protocol
In-game description for Revival Protocol states:
X2GremlinTemplate
has theRevivalChargesBonus
, which is used byX2AbilityCharges_RevivalProtocol
, but it's not used anywhere.The Revival Protocol is coded to have the same number of
default.REVIVAL_PROTOCOL_CHARGES
.This issue is fixed by (WOTC) Revival Protocol Charges Fix
2. Revival Protocol can be used only on player-controlled units
In-game description:
This is more open to interpretation, but there's no reason for the Revival Protocol to be unable to target allied units such as Resistance Militia.
3. Revival Protocol is not usable on stunned units
The
X2Condition_RevivalProtocol
simply does not include "is unit stunned" check.4. Revival Protocol and Restoration do not remove stun
In fact, they don't remove stun at all, they merely give the unit action points.
Bugs 2-3-4 are fixed by [WotC] Revival Protocol Fixes
5. Revival Protocol and Restoration do not restore action points correctly
Both of them apply awful
X2Effect_RestoreActionPoints
, which doesn't take into account the fact that different units can have different number of actions points per turn.The text was updated successfully, but these errors were encountered: