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If you are wondering where the data of this site comes from, please visit https://api.github.com/users/Xymanek/events. GitMemory does not store any data, but only uses NGINX to cache data for a period of time. The idea behind GitMemory is simply to give users a better reading experience.

X2CommunityCore/X2CommunityPromotionScreen 2

This mod makes XCom 2 War of the Chosen only use the new Hero Promotion interface instead of the old column one.

X2CommunityCore/X2ProjectGenerator 1

A short script to populate ModBuddy project with all files and folders

Xymanek/JMSJobQueueBundle 1

Run and Schedule Symfony Console Commands as Background Jobs

E3245/WotC_Gameplay_GeneModding 0

Gene Mods for XCom 2: War of the Chosen:

nearchos/fuel-prices-server 0

An implementation of a Google App Engine server that syncs fuel prices from the Cyprus Ministry of Commerce' servers and makes it available through a simple and intuitive API.

X2CommunityCore/X2ModBuildCommon 0

An improved XCOM 2 mod build system

X2CommunityCore/xcom2-vscode-utils 0

Provides various QOL features for developing X2 mods in Visual Studio Code

Xymanek/ADTools 0

Toolkit for debugging XCOM 2. Extremely dangerous if used incorrectly

Xymanek/AlwaysDisableFirstSeenVO 0

Disables "first seen VO" on every mission start

push eventWOTCStrategyOverhaul/CovertInfiltration

Xymanek

commit sha e27b040f6ced52439572a2ad3b489a5e83c12e27

[WIP] Capped the current infil % to the max allowed

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Xymanek

commit sha ae6de60263deac94f1fe2844c7a0ffd015bc3c9c

Make sure the chosen scalar is still valid even if the infil % is being funky

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Xymanek

commit sha 27ca46f418e6ac3322b0d708f3d30ddc9514966d

Merge pull request #685 from WOTCStrategyOverhaul/current-infil-cap Limit current infil % to the max allowed

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delete branch : current-infil-cap

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issue closedWOTCStrategyOverhaul/CovertInfiltration

Current infil % is able to go above limit

https://youtu.be/TqXJ_ffuaV4?t=9

image

Not sure (yet) how this came to be but probably a good idea to explicitly hard cap the current infil % to the limit, rather than rely on it not going over due to blockage of time passing

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Xymanek

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Xymanek

commit sha ae6de60263deac94f1fe2844c7a0ffd015bc3c9c

Make sure the chosen scalar is still valid even if the infil % is being funky

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create barnchWOTCStrategyOverhaul/CovertInfiltration

branch : current-infil-cap

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startedphotoprism/photoprism

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issue commentX2CommunityCore/X2WOTCCommunityHighlander

Non-kevlar appearance for Character Pool soldiers is not retained

I suspect the issue lies here:

https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/blob/e000ea357ba9ca3260ca14c43c1a13a13edc75ac/X2WOTCCommunityHighlander/Src/XComGame/Classes/CharacterPoolManager.uc#L24-L39

https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/blob/e000ea357ba9ca3260ca14c43c1a13a13edc75ac/X2WOTCCommunityHighlander/Src/XComGame/Classes/CharacterPoolManager.uc#L120-L167

To save space (presumably) FXS serializes only a couple of fields from XComGameState_Unit into the character pool - AppearanceStore not among them

Iridar

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push eventX2CommunityCore/X2WOTCCommunityHighlander

Peter Ledbrook

commit sha 8b7f662eb99a9006b8ad51bd5101f647b2c51dab

Fix pods not scampering (#1008) The `SkipTurn()` implementation in `XGAIBehavior` skips the entire pod's turn if the pod starts the turn "unrevealed", which basically means they haven't activated by the start of the turn. This happens when the pod leader skips moving on activation, for example if they're immobilized or panicked. The fix I've implemented here is to check whether the pod is scampering and only skip the pod's turn if they *aren't*. This ensures that the pod members that can scamper actually do so. Fixes #1008.

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Xymanek

commit sha e000ea357ba9ca3260ca14c43c1a13a13edc75ac

Merge pull request #1011 from long-war-2/pl/fix-failure-to-scamper Fix pods not scampering (#1008)

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PR merged X2CommunityCore/X2WOTCCommunityHighlander

Fix pods not scampering (#1008) ready-for-merge

The SkipTurn() implementation in XGAIBehavior skips the entire pod's turn if the pod starts the turn "unrevealed", which basically means they haven't activated by the start of the turn. This happens when the pod leader skips moving on activation, for example if they're immobilized or panicked.

The fix I've implemented here is to check whether the pod is scampering and only skip the pod's turn if they aren't. This ensures that the pod members that can scamper actually do so.

Fixes #1008.

+4 -1

8 comments

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pledbrook

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issue closedX2CommunityCore/X2WOTCCommunityHighlander

Immobilising pod leader on scamper prevents the rest of the pod from scampering

Here's the scenario:

  1. XCOM is in concealment
  2. One of the soldiers targets a pod leader with an immobilising ability (Maim, Crippling Strike from LWOTC, or whatever)
  3. The ability breaks concealment, triggering the "scamper"
  4. The pod leader can't move, so doesn't scamper
  5. None of the rest of the pod scampers, typically leaving them all flanked for an easy clean up

The problem is in the XGAIBehavior.SkipTurn() function, which has this bit of code:

// If unrevealed, the entire group skips its turn.  Fixes assert with group movement, after group leader skips its move.
if( StartedTurnUnrevealed() )
{
	SkipGroupTurn();
}

When a pod needs to scamper, this condition is always true. That means the rest of the pod will skip their turns too.

In fact, I suspect this isn't just a problem for immobilising abilities that force the pod leader to skip their turn. It may also happen if the pod leader is by some cover and just stays where they are. Not sure if this is also the cause of pod members failing to scamper if the pod leader dies on overwatch. Less likely I think.

Proposed fix is to add an additional condition to the above if statement:

if( StartedTurnUnrevealed( && !m_kPlayer.IsScampering(UnitState.ObjectID) )
{
	SkipGroupTurn();
}

I tested it briefly and it fixed the immediate issue. I'm fairly sure the comment about fixing an assert is most likely connected with green or yellow alert actions rather than scampering, but it's hard to be 100% sure.

closed time in 7 days

pledbrook

push eventX2CommunityCore/X2WOTCCommunityHighlander

Peter Ledbrook

commit sha 2f0396b2149f144375fb56b58c43e1bf3de88a31

Use writable state for units spawned from Avenger (#1029) This specifically fixes the issue where a non-writeable state is currently used for the initialisation of unit abilities. While it mostly works as it is, there are apparently circumstances in which the changes to the old, read-only unit state are discarded, meaning the abilities don't get initialised properly. Fixes #1029.

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Xymanek

commit sha d70eb2d954080604bc82c308b2b35a701add6a10

Merge pull request #1030 from long-war-2/pl/fix-avenger-units Use writable state for units spawned from Avenger (#1029)

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PR merged X2CommunityCore/X2WOTCCommunityHighlander

Use writable state for units spawned from Avenger (#1029) ready-for-merge

This specifically fixes the issue where a non-writeable state is currently used for the initialisation of unit abilities. While it mostly works as it is, there are apparently circumstances in which the changes to the old, read-only unit state are discarded, meaning the abilities don't get initialised properly.

Fixes #1029.

+10 -0

2 comments

1 changed file

pledbrook

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issue closedX2CommunityCore/X2WOTCCommunityHighlander

Units spawned from Avenger sometimes don't have abilities initialised

SeqAct_SpawnUnitFromAvenger.AddStrategyUnitToBoard() has an issue where it submits a game state just before initialising a unit's abilities. This sets the unit to read-only mode. Robojumper says this is normally fine (hence why most players don't encounter an issue with units that spawn from the Avenger), but if a mod or some bit of base-game code calls ModifyGameState() on the unit before the abilities are initialised, then those changes to the old copy are discarded when the game state is submitted. At least that's my understanding.

The fix is to ensure that AddStrategyUnitToBoard() calls ModifyStateObject() on the new game state for the unit that's being added to the board.

This fixes a recent LWOTC issue that was reported.

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pledbrook
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push eventX2CommunityCore/X2WOTCCommunityHighlander

robojumper

commit sha 4a179e2bf70e1162c1ef11d0e225b4cee45ec404

Fix wrong stack sizes being displayed in armory for modified finite items

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Xymanek

commit sha 0f67f6e8a720e6b84cf614d8a1becdd34fa5612e

Merge pull request #1066 from robojumper/1065-modfied-finite-quantities Fix wrong stack sizes being displayed in armory for modified finite items

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PR merged X2CommunityCore/X2WOTCCommunityHighlander

Fix wrong stack sizes being displayed in armory for modified finite items

Fixes #1065. I'm going to argue that this change is correct on the grounds of the calling code doing this:

    Inventory = class'UIUtilities_Strategy'.static.GetXComHQ().Inventory;
	foreach Inventory(ItemRef)
	{
		Item = GetItemFromHistory(ItemRef.ObjectID);
		if(ShowInLockerList(Item, SelectedSlot))
		{
			LockerItem.Item = Item;
			LockerItem.DisabledReason = GetDisabledReason(Item, SelectedSlot);
			LockerItem.CanBeEquipped = LockerItem.DisabledReason == ""; // sorting optimization
			LockerItems.AddItem(LockerItem);
		}
	}

	LockerList.ClearItems();

	LockerItems.Sort(SortLockerListByUpgrades);
	LockerItems.Sort(SortLockerListByTier);
	LockerItems.Sort(SortLockerListByEquip);

	foreach LockerItems(LockerItem)
	{
		UIArmory_LoadoutItem(LockerList.CreateItem(class'UIArmory_LoadoutItem')).InitLoadoutItem(LockerItem.Item, SelectedSlot, false, LockerItem.DisabledReason);
	}

i.e. every locker entry corresponds to one item state object, so the quantities on the state object must be correct -- there's no need to look at the whole inventory and perform a count.

+6 -1

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1 changed file

robojumper

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issue closedX2CommunityCore/X2WOTCCommunityHighlander

Wrong count display of finite items with upgrades

Steps to reproduce:

  1. Install CHL + Prototype Armoury for easy finite moddable weapons.
  2. Debug non-cheat start
  3. AddItem AssaultRifle_MG 5
  4. AddItem AimUpgrade_Adv 1
  5. GiveTech ModularWeapons
  6. Equip a soldier with a mag rifle
  7. Apply the weapon upgrade
  8. Switch back to a regular assault rifle

loadout displays an upgraded mag rifle x4 and a regular mag rifle x4

https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/blob/de17827ec72dd9662170c96b8f74c41d534bf212/X2WOTCCommunityHighlander/Src/XComGame/Classes/UIArmory_Loadout.uc#L678-L681

https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/blob/de17827ec72dd9662170c96b8f74c41d534bf212/X2WOTCCommunityHighlander/Src/XComGame/Classes/UIArmory_LoadoutItem.uc#L57-L64

https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/blob/de17827ec72dd9662170c96b8f74c41d534bf212/X2WOTCCommunityHighlander/Src/XComGame/Classes/XComGameState_HeadquartersXCom.uc#L4332-L4343

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robojumper
PullRequestReviewEvent

push eventWOTCStrategyOverhaul/CovertInfiltration

Xymanek

commit sha f082b78e86e51868def4280f0b7e57406138af08

Removed premium crates from supply extract Resolves #516

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issue closedWOTCStrategyOverhaul/CovertInfiltration

Remove premium creates from supply extract

Each create has 2% chance to be a pcs/core/weapon mod. This is bad in CI for 2 reasons:

  • You already get more loot drops
  • You are expected to get less boxes than in vanilla so a chance that one of them is not a resource can have a pretty big impact

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Xymanek

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Xymanek

commit sha af148e7cfd73338166554d65b0a40ace9687f3d8

Make sure tutorial and L&A cannot be enabled even with a fresh profile Fixes #670

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issue closedWOTCStrategyOverhaul/CovertInfiltration

Tutorial and xpack narrative can still be enabled with new/empty profile

image image

apparently its possible to start CI with both tutorial and Lost&Abandoned if you have a freshly wiped profile and you choose them in these prompts CI does disable the option, but the prompt can enable it

https://discord.com/channels/578606792448409610/639765305345835009/870953640846852156

image

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Xymanek

push eventWOTCStrategyOverhaul/CovertInfiltration

Xymanek

commit sha 6ec35fca8ee1e2d1326c1a51817bb7e9a7df372f

Mark negative sitreps as used when selecting for assault missions. Fixes #667

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issue closedWOTCStrategyOverhaul/CovertInfiltration

Negative sitreps on assault missions do not get marked as used

... leading to them being repeatedly selected again and again

https://github.com/WOTCStrategyOverhaul/CovertInfiltration/blob/167d38d375b8d353ce75946f2e5abbfcd68c7a37/CovertInfiltration/Src/CovertInfiltration/Classes/X2Helper_Infiltration.uc#L772-L802

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Xymanek

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Xymanek

commit sha 11bf4d3163fde684ee62089a97eec74672c8edf6

Reduced timed loot per mission to 2 Resolves #679

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issue closedWOTCStrategyOverhaul/CovertInfiltration

Reduce the amount of timed loot per mission

https://github.com/WOTCStrategyOverhaul/CovertInfiltration/blob/82e4357d87bb49e20229e05ce7c19fddd481c938/CovertInfiltration/Config/XComGameData.ini#L119-L121

People end up with waaay tooooo maaany elirium cores

Probably make it 2 (+1 from vanilla)

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Xymanek

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Xymanek

commit sha 53e75a7177d35771e2c6e60d0131c78e0f1ac5b0

Updated CHL to remove warnings

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push eventWOTCStrategyOverhaul/X2WOTCCommunityHighlander

robojumper

commit sha e8c95e91fa09d913c1b4d8850d6917492db0b329

Fix some identified performance issues

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Xymanek

commit sha 0d6ee6f3e7939398e9e76a14d2e508136a04854d

Merge pull request #1043 from robojumper/1042-perf-fixes Fix some identified performance issues

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robojumper

commit sha 0536401ea270b526aff4de5196b16c7ace4da64d

Add straightforward introduction to run order popups (#1041) * Add straightforward introduction to run order popups * Update with discord discussions

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Iridar

commit sha 8371b384829e9532abfcc90f4f7e76f339ce064e

Bump version to 1.22.3

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Iridar

commit sha 021836507ff0a8e9b14e593840bf83329d827b3b

Bump DLC2 CHL version to 1.22.3

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Iridar

commit sha d566e3be97d82284c3b129fc19c56686ca745b0f

Update DLC2 CHL modpreview icon to no longer show "beta".

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Iridar

commit sha 6051ab6170a22ff3d75a13f25cadc8ff1e643f30

Merge pull request #1050 from Iridar/DLC2CHL-modpreview Update DLC2 CHL modpreview icon to no longer show "beta"

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Iridar

commit sha 172e836a5793501415e3c71d34a769a4c99230de

Issue #1051 - rework `XComGameState_LadderProgress::SwapItems()` to fix log warnings without altering base game behavior.

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Iridar

commit sha ae1400243e83e0c21c35a0e11477fc4273222da7

Issue #1051 - Fix disappearing items on TLP missions

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Iridar

commit sha 5c2852e06ae064d77a1f60607eb49c68043dcc23

Bump version to 1.22.4

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Iridar

commit sha de17827ec72dd9662170c96b8f74c41d534bf212

Bump DLC2 CHL version to 1.22.4

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Xymanek

commit sha 097fff0ca20eaa9e5c1ec430fc1bec06f03edb43

Issue #1072 - Delay PSC return to pool by 1 min in several cases

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Iridar

commit sha 9b4109b85bea06fce95a2cc239f490807a1603ab

Bump version to 1.22.5

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