XCOM 2
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[WOTC] Scaling Wound Times
   
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14 May, 2021 @ 2:58am
26 May, 2021 @ 10:21am
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[WOTC] Scaling Wound Times

Description
This mod makes wound times change according to the number of days passed since the start of the campaign to make them less harsh at the start and longer as the game progresses.

The formula for the reduction parameter is WoundTimeScalarTop / (Days passed + WoundTimeScalarBottom), which by default is 27/(Days +45), resulting in 60% reduction at the very start of the campaign.

Also included is a new set of wound severities in XComGameData.ini, change or remove them at will for your enjoyment.

Alternatively, enabling the USE_LW1_CALC option in XComWoundTime.ini changes the calculation to use intervals determined by the fraction of HP remaining of the soldier and a total minimum and maximum points, as LW1 used.

The USE_EW_ARMOR fixes problems that the EU Armor Mechanics mod has, but it will show soldiers who only took armor damage as wounded in the barracks. They will heal instantly.

Running the Critical Wound Times mod in addition to this one will change critically wounded soldiers to have their HP count as 0 instead of 1 in the wound time calculation.

This mod only overrides one file:
XComGameState_HeadquartersProjectHealSoldier.uc
Other mods should be compatible as long as they don't override the same file or use a different way to manage wounds that doesn't involve GetWoundPoints.

WARNING: Removing this mod in the middle of a campaign may cause any wounded soldiers to remain permanently wounded.
16 Comments
Solymr ibn Wali Barad  [author] 15 Oct, 2024 @ 3:13am 
Check the scalar parameters to make sure you didn't disable the time reduction, and check the wound severities in the .ini to make sure the wound times didn't get edited to be much higher.
PanMops 15 Oct, 2024 @ 2:37am 
the mod indeed changes healing time, but for some shit reason at beggining of game soldiers are wounded for like 2 months, which i have no idea how to fix
Freelancer MAD DOg 1 Jan, 2022 @ 3:43am 
Thank you patience sir,this all I need to know. Armor is actually armor now, not some kind of armor shape skin XD
Solymr ibn Wali Barad  [author] 1 Jan, 2022 @ 1:46am 
WoundTimeScalarBottom is forced to be higher than 0 to avoid divide by zero problems. To turn off the days passed function set WoundTimeScalarTop = 0
I don't exactly understand the second question but yes, both of those also affect wound time in a separate way if they are set to true.
Freelancer MAD DOg 31 Dec, 2021 @ 9:30pm 
so···WoundTimeScalarBottom = -1 is turn off days passed ,right?
USE_EW_ARMOR = true
USE_LW1_CALC = true is start-up this 2 function ,right?
Glasswalker 12 Jun, 2021 @ 1:04pm 
@jepakazol Thanks for the recommendation!
Solymr ibn Wali Barad  [author] 12 Jun, 2021 @ 12:29pm 
LW1 used the health interval to get the random wound time. If for example a soldier had 3/8 HP left, the wound time would be between 5/8 (1-3/8) and 4/8 (1- (3+1)/8) of the max time set in the ini.
Rollo Tomasi 12 Jun, 2021 @ 5:54am 
"Alternatively, enabling the USE_LW1_CALC option in XComWoundTime.ini changes the calculation to use intervals determined by the fraction of HP remaining of the soldier and a total minimum and maximum points, as LW1 used."
Can you explain the effect of this? Longer, shorter, or about the same wound times overall? Shorter early game and longer late game? Or just less RNG maybe? Or something completely different? I don't remember the effects of the LW1 system anymore :-)
Jepakazol 21 May, 2021 @ 5:30pm 
@The_Perculator try also "Mission Mania" mod for that thing- so many missions that I have team A, B, C, D :)
Glasswalker 15 May, 2021 @ 9:59pm 
This is really interesting. I really look forward to the potential LW1 style calculation. I REALLY need more mods to force me to rotate soldiers more lol