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No way for Reaper HUD to visualize abilities that will always reveal the Reaper #1315
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The banish ability is a bit strange, in that it doesn't use the normal rules for super-concealment loss. The Concealment rule set on the ability template is eConceal_Always, then it fires off an event after every additional shot which is listened to by SoulReaperListener & this manually triggers SourceUnit.BreakConcealment at the end of the ability, if the reaper doesn't continue shooting stuff. The main 'trigger', if you like, of the Reaper Shot HUD being displayed and used is related to the |
This is an example of the art of the possible: The visualisation isn't awful but I'd hesistate to say whether it's better than the base game. Still, a fix similar to this could be used to allow the Reaper HUD to still be used, rolled against etc. in a straightforward way - all that would be required would be setting eConceal_Never on the ability template and it should basically work. Happy to submit a draft PR but I still think the implementation needs a bit of work. |
Yeah Banish isn't the best example since it uses special logic to break concealment, but the problem is that there's basically nothing you can do to make the UI display 100% to reveal with currently available tools. |
are we not able to add a hook to allow mods to override/update the reveal chance? |
We probably could, I'm just pointing out it hasn't been done yet. |
UITacticalHUD::UpdateReaperHUD
will cap out the per-shot concealment loss atclass'X2AbilityTemplateManager'.default.SuperConcealShotMax
, which is 80% by default, when targeting non-objective targets.Existing overrides don't provide enough functionality to bypass this logic.
Existing abilities that always break concealment, like Banish, just visualize as if they keep concealment, and rely on textual description to relay their mechanics.
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