Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
Soulfire, Void Rift and Null Lance should do more damage with patch 1.3, especially with higher tier Psi Amps.
However, only Null Lance gets higher damage. The game still uses default damage values for Soulfire and Void Rift.
Version: Long War 2 v 1.4
Platform: Windows 10 Pro x64
DLC: Resistance Warrior Pack
Mods: None
However, only Null Lance gets higher damage. The game still uses default damage values for Soulfire and Void Rift.
Version: Long War 2 v 1.4
Platform: Windows 10 Pro x64
DLC: Resistance Warrior Pack
Mods: None
Last edited by GauravDas on Fri May 26, 2017 7:16 pm, edited 1 time in total.
Re: Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
For reference, default damage values present in "SteamApps\common\XCOM 2\XComGame\Config\DefaultGameData_WeaponData.ini" are:
Damage values in LW2 present in "SteamApps\workshop\content\268500\844674609\Config\XComGameData_WeaponData.ini" are:
Damage values actually read by "X2Item_DefaultWeapons.uc" from configs are:
The code used to print damage values:
Code: Select all
PsiAmpT1_AbilityDamage = (Damage=5, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=2, Spread = 0, PlusOne = 90, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 53, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=6, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=4, Spread = 0, PlusOne = 25, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=9, Spread = 2, PlusOne = 51, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=4, Spread = 1, PlusOne = 75, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=11, Spread = 2, PlusOne = 68, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
Code: Select all
PsiAmpT1_AbilityDamage = (Damage=5, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=3, Spread = 0, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=5, Spread = 0, PlusOne = 75, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=10, Spread = 2, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=10, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=8, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=12, Spread = 2, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
Code: Select all
PsiAmpT1_AbilityDamage = (Damage=5, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag="Soulfire", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=2, Spread = 0, PlusOne = 90, Crit = 0, Pierce = 0, Tag="VoidRift", DamageType="Psi")
PsiAmpT1_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 50, Crit = 0, Pierce = 0, Tag="NullLance", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=6, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag="Soulfire", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=4, Spread = 0, PlusOne = 25, Crit = 0, Pierce = 0, Tag="VoidRift", DamageType="Psi")
PsiAmpT2_AbilityDamage = (Damage=10, Spread = 2, PlusOne = 0, Crit = 0, Pierce = 0, Tag="NullLance", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag="Soulfire", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=4, Spread = 1, PlusOne = 75, Crit = 0, Pierce = 0, Tag="VoidRift", DamageType="Psi")
PsiAmpT3_AbilityDamage = (Damage=12, Spread = 2, PlusOne = 50, Crit = 0, Pierce = 0, Tag="NullLance", DamageType="Psi")
Code: Select all
static event OnPostTemplatesCreated()
{
local WeaponDamageValue Value;
foreach class'X2Item_DefaultWeapons'.default.PsiAmpT1_AbilityDamage(Value)
{
`log("PsiAmpT1_AbilityDamage = (Damage=" $ Value.Damage $ ", Spread = " $ Value.Spread
$ ", PlusOne = " $ Value.PlusOne $ ", Crit = " $ Value.Crit $ ", Pierce = " $ Value.Pierce
$ ", Tag=\"" $ Value.Tag $ "\", DamageType=\"" $ Value.DamageType $ "\")");
}
foreach class'X2Item_DefaultWeapons'.default.PsiAmpT2_AbilityDamage(Value)
{
`log("PsiAmpT2_AbilityDamage = (Damage=" $ Value.Damage $ ", Spread = " $ Value.Spread
$ ", PlusOne = " $ Value.PlusOne $ ", Crit = " $ Value.Crit $ ", Pierce = " $ Value.Pierce
$ ", Tag=\"" $ Value.Tag $ "\", DamageType=\"" $ Value.DamageType $ "\")");
}
foreach class'X2Item_DefaultWeapons'.default.PsiAmpT3_AbilityDamage(Value)
{
`log("PsiAmpT3_AbilityDamage = (Damage=" $ Value.Damage $ ", Spread = " $ Value.Spread
$ ", PlusOne = " $ Value.PlusOne $ ", Crit = " $ Value.Crit $ ", Pierce = " $ Value.Pierce
$ ", Tag=\"" $ Value.Tag $ "\", DamageType=\"" $ Value.DamageType $ "\")");
}
}
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- Posts: 4
- Joined: Mon May 22, 2017 7:12 pm
Re: Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
I actually ran into something similar when I was making my Biotic class: the game would only use the last entry in the arrays I added for my biotic amps, until I bothered to put + in front of all the entries.
Maybe it's the same thing going on here, for whatever reason?
Maybe it's the same thing going on here, for whatever reason?
Re: Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
I started a new game with some INI edits and console commands to quickly get to a Psi Operative with T2 Psi Amp, and Soulfire, Void Rift and Null Lance.
Save game: https://drive.google.com/open?id=0B9qnp ... FlEV2tRWXc
Soulfire:
Void Rift:
Null Lance:
Save game: https://drive.google.com/open?id=0B9qnp ... FlEV2tRWXc
Soulfire:
Void Rift:
Null Lance:
Re: Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
Yeah, it probably is. Probably because this is an array config.RealityMachina wrote:I actually ran into something similar when I was making my Biotic class: the game would only use the last entry in the arrays I added for my biotic amps, until I bothered to put + in front of all the entries.
Maybe it's the same thing going on here, for whatever reason?
Re: Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
Apologies for resurrecting the thread, Tracktwo, but was this thread ever noticed? Seems like a pretty good report, but I don't see anything about it in the patch notes.
Is this something that is proving difficult to fix, or did it just slip through the cracks? Or is it actually fixed in 1.5 and not in the patch notes?
Is this something that is proving difficult to fix, or did it just slip through the cracks? Or is it actually fixed in 1.5 and not in the patch notes?
Re: Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
Thanks for the bump, I missed this. JL is generally the keeper of the inis & damage values, so I'll point him here to take a look.
Re: Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
Thanks!! Can your solution for this be implemented by a simple .ini edit or was it something more involved? Is there an easy workaround that we can use in the meantime?
Re: Incorrect damage for Soulfire and Void Rift (patch 1.3/1.4)
You can make an .ini edit to change the values. In XComGameData_WeaponData.ini replace the existing PsiAmpT[1/2/3] lines with the following:
Code: Select all
!PsiAmpT1_AbilityDamage=()
+PsiAmpT1_AbilityDamage = (Damage=5, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
+PsiAmpT1_AbilityDamage = (Damage=3, Spread = 0, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
+PsiAmpT1_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
!PsiAmpT2_AbilityDamage=()
+PsiAmpT2_AbilityDamage = (Damage=7, Spread = 1, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
+PsiAmpT2_AbilityDamage = (Damage=5, Spread = 0, PlusOne = 75, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
+PsiAmpT2_AbilityDamage = (Damage=10, Spread = 2, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")
!PsiAmpT3_AbilityDamage=()
+PsiAmpT3_AbilityDamage = (Damage=10, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "Soulfire", DamageType="Psi")
+PsiAmpT3_AbilityDamage = (Damage=8, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "VoidRift", DamageType="Psi")
+PsiAmpT3_AbilityDamage = (Damage=12, Spread = 2, PlusOne = 50, Crit = 0, Pierce = 0, Tag = "NullLance", DamageType="Psi")