Item upgrades for rescued soldiers #407
Labels
enhancement
Improvement of something that already exists
gameplay
low priority
This should be worked on eventually, but it's not an improtant conern
Need to investigate how item upgrades work for soldiers who were captured and being rescued. This may possibly reveal a base game bug/omission which may need to be fixed in CHL. Copy paste from when I was looking into it for #371:
The call is routed though
X2StrategyElement_DefaultRewards::GivePersonnelReward
and afterwardsbCaptured
is cleared (for both chosen captees and alien HQ ones).GivePersonnelReward
calls 2 things:UnitState.ApplyBestGearLoadout
andXComHQ.AddToCrew
ApplyBestGearLoadout
replaces armor, primary weapon, secondary weapon, heavy weapon, grenade pocket and 1 utility item with a better version if it's infinite and puts the old one back into HQ's inventory.AddToCrew
updatesm_RecruitDate
to today, recalculates bond compatibility, triggers ui popup if not a rescued soldier.I'm kinda extremely confused currently and have a big desire to just let
ApplyBestGearLoadout
handle this, even though it seems subpar.The text was updated successfully, but these errors were encountered: