[WOTC] Extended Vision

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Author: Shard

Last revision: 19 Jun at 19:15 UTC

File size: 72.7 KB

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[WOTC] Extended Vision

Ever think that it was odd that you couldn’t see what was at the other end of the street in XCOM2? Me too! Worry no more, however, because this mod increases the vision range of all characters to allow them to see properly!

– Increases all XCOM and Alien vision ranges by five times – more than enough to allow them to see across most maps. Vision is still blocked by terrain, of course, so you’ll see further on open maps.
– Extends the weapon range tables to account for extended range. I’ve tried to extend them based on the weapon’s existing bonuses/penalties, Penalties eventually cap at -100; the range at which this happens and the rate of dropoff are different for each table.
– Edits the enemy range tables to match those for the Rifle – they’ll get close range bonuses and long range penalties too now (in theory, at least. This… might not be working.).
– The maximum number of possible active enemies is increased, as you’ll certainly be seeing more at once.
Enemy detection range remains the same – it seemed more fun that way. It should be easier to sneak through missions if you can see everything, but once you’re busted remember that they can all see you too!
– Rocket range is increased, but grenade and flamethrower range is not.

– Short range weapons (shotguns, bullpups, and pistols) aren’t any shorter range than usual, but sure feel like it. I’ve still found them useful in closer confines or once enemies close in though.
– Snipers still have Squadsight, but will basically never use it as it only kicks in beyond vision range – the sniper rifle gets accuracy penalties with range like any other gun, but they don’t kick in for much later to make up for it. You’ll want to take Return Fire over Long Watch, is what I’m saying.
– Skirmisher abilities (whiplash, justice, etc) don’t take range penalties – consider this before discounting them for having a short range weapon.
– Snipers are the most accurate class at long range, followed by Reapers, and can feasibly fight everything from an entrenched position. That said, objective timers are unchanged, so consider that before fighting a whole map’s worth of aliens from heavy cover on elevated ground starting turn one.
– Psionic enemies are way more scary when they’re mind controlling you from outside flashbang range.
– Though I haven’t played a full campaign with this, I imagine that the Chosen should be… fun.

General compatibility:
– Shouldn’t break anything, I hope.
– Should be fully compatible with the SMG pack (its unique range table is extended like base weapons).
– Currently working for selected modded enemies/allies (eg Biozerkers / Hybrid Rookies). I think this mod needs to be loaded after those, but the specifics escape me at the moment.
– Any modded weapons that use the existing range tables should be fine. Those that have their own custom tables will cap out at the longest range on that table (for example, the Pathfinders mod adds a rifle with steep accuracy dropoff that caps at -50 accuracy). This will only likely be an issue if your modded weapon caps at +0.

Compatible ally / enemy mods:
– Hybrid Rookies
– Formatted EWPs

– CreativeXenos Archons
– Bio Troops/Beasts/Command
– Advent Pathfinders
– Advent Synthoids
– Advent Medic
– Advent Warlock
– Celitids
– World War L
– Sectoid Abductor
– Advent Field Training (adds training officers)
– Advent General Revamp (Might wreck the base General, though all he does is flee anyway)
– Advent Snipers
– Advent Drones

"Neutral" parties:
– Bandits
– Cult of Jariah
– Phantoms
– Marauders
– Rogue XCOM

Other enemies will still function, they just won’t see you until you’re closer.

– Performance seems to take a hit at the very start of a mission – probably because the game has to calculate sightlines to all enemies in range. This can have weird effects on the order Central tells you about things in, though nothing game-breaking.
– Performance may also take a hit on missions with large maps and many enemies. In my experience it sorts itself out after a while, possibly because the numbers become more manageable. Again, nothing game-breaking seen so far, but it might take a little longer.

– Tee, author of the mod More Health, which I looked at to figure out what the heck one has to do to mod this darn game.
– Facenor for pointing out that the Assassin’s Mountain Mist affects vision.
– Everyone who even looks at this!

Comments are very much appreciated – let me know what you think!

Required DLC:

These DLC should be installed in order to use this item.

XCOM 2: War of the Chosen