Enhanced AOE Preview will let you see that, yes, dropping a Storm in the middle of a pod of Codices will do more damage than doing so to a regular ADVENT pod. This is particularly nice when using Ionic Storm, since the game doesn't inform you of the damage against psionic enemies. even though they do tell you the damage, so you can figure it out yourself. This is particularly appreciated when setting up for a Covert Op with Ambush Risk, so you can readily see if someone needs to be equipped (or stripped of their gear, whichever you prefer for an Ambush) without having to manually pop into their screen after assigning them.īut it's very nice in general, among other points being convenient when you're wanting to find a specific weapon to slot in a new Weapon Attachment.īy default, area of effect attacks will let you know whether any given target will be hit by an area of effect attack or not, but they won't predict damage on enemy HP bars. Makes it so hovering over a soldier's slot in the soldier list pops up additional information in the upper-left and upper-right, including currently equipped weapon, currently equipped armor, Weapon Attachments, current list of skills. I personally consider this essential to War of the Chosen the functionality it provides is so important that the game is simply incredibly frustrating to play without it. It also makes it so that hovering over a soldier's slot will highlight their Bondmate's Bond icon, if they have one, making it much easier to sort out who all is Bondmates, both for Covert Operator purposes and for regular mission purposes.
This makes it considerably less of a pain to identify your Gifted and Genius soldiers when wanting to improve Combat Intelligence, better keep track of which Specialist(s) you've been giving Hack boosts to, who all could use more Aim, etc. This makes it so the soldier list screen -the one that is used for, among other things, picking which soldiers to send into a Covert Op, with no ability to click into the individual soldier summaries- displays much more information about soldiers, including current/max Will, Combat Intelligence rating, Hack stat, Mobility, current/max HP, Aim, and Dodge stat. Even with Extended Information on, it took me a while to notice this mechanic! It would take a lot of playtime to have any reasonable chance of organically noticing attacks from Concealment never Graze your Graze chance on a shot is never higher than 33%, so it's not like it's particularly conspicuous if any given shot fails to Graze, and often in a given mission you'd only get literally one shot that benefits, as follow-up Overwatch shots in an Overwatch ambush are not Graze-proof so only whoever breaks squad Concealment benefits unless you've brought a Reaper, a soldier with Phantom/Conceal, or have gotten Conceal from a Sitrep.
Xcom 2 more soldiers mod mod#
Notably, this mod is the primary reason I discovered that Concealment ensures your attack can't be a Graze, since the game normally provides no evidence this mechanic exists. If you want to go into War of the Chosen not knowing what all has Dodge the instant you encounter it, well, maybe do a run or three without it on. The only part of it that could be considered a cheat is that it includes the target's Dodge chance, which in normal play is invisible. This is a huge improvement, and would be worth it all by itself.
Xcom 2 more soldiers mod mods#
Mods really make that dramatic a difference in how smooth and enjoyable an experience the game is.Įxtended Information is a huge quality-of-life improvement, displaying hit chance on Overwatch shots (Something you'd be able to guesstimate on your own, and I don't understand why the game doesn't provide it already), providing a visual breakdown of what can actually happen with a shot when considering one (ie what the proportionately likelihood of a miss/hit/graze/crit is), and just generally providing a huge improvement to the accessibility of information.Ĭrucially, it alters the damage preview on the HP bar to display your minimum damage, instead of your maximum damage, letting you quickly identify whether a given shot is a guaranteed kill shot or not. I'd recommend playing through the game once without mods just so you can properly appreciate the difference, but that's it. This is a list of mods I make use of anytime I'm playing War of the Chosen, regardless of the particulars of the run I'm currently doing, most of which I basically consider essential because War of the Chosen without mods is largely still using the base game's UI design even though War of the Chosen is a radically different experience that really requires more individual information be provided up-front, among other differences War of the Chosen doesn't properly accommodate for.