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MoreFirepower avatar MoreFirepower commented on August 21, 2024

Correction: In my further attempt, it is the adjacent field.

FB3
FB4

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TwinuX avatar TwinuX commented on August 21, 2024

Some enemies, like Muton Centurions, have flashbang resistance. This means that flashbangs have a chance to not apply. Other sources of disorient, or Sting Grenades stun chance, ignore this.

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MoreFirepower avatar MoreFirepower commented on August 21, 2024

This means that flashbangs have a chance to not apply.

Hmmm. I then tried around a bit more. It should have been a throw on the marked field, which finally worked for both enemies:

FB5

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TwinuX avatar TwinuX commented on August 21, 2024

As I said, they have a chance not to apply.
For Muton Centurions (MutonM2_LW) this is a 20% resist chance.

+ENEMY_FLASHBANG_RESIST=(UnitName=MutonM2_LW, Chance=20)

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MoreFirepower avatar MoreFirepower commented on August 21, 2024

As I said, they have a chance not to apply. For Muton Centurions (MutonM2_LW) this is a 20% resist chance.

+ENEMY_FLASHBANG_RESIST=(UnitName=MutonM2_LW, Chance=20)

Thanks for the information! But the behavior I described was reproducible! Do savegames also contain already determined random numbers?

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TwinuX avatar TwinuX commented on August 21, 2024

XCOM saves contain an RNG seed that doesn't change when reloading the save. It's not the same seed as was used by the initial run, but every reload of the save will produce the same results as the initial reload, assuming actions were taken in the same order.

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copyrite avatar copyrite commented on August 21, 2024

Explained by Flashbang resistance and RNG mechanics, not an issue.

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