XCOM 2
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[WOTC] Sensible Wound Times for XCOM2
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21 Jun, 2023 @ 10:26am
17 Jul @ 11:20am
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[WOTC] Sensible Wound Times for XCOM2

In 1 collection by BlackDog
BDs WOTC Standard Collection
351 items
Description
This mod alters some minor parameters in XCOM2 WOTC to make wound times a bit more sensible and to improve the sorting behaviour of wound states in soldier lists (e.g. While using string based sorting from the excellent Rusty DLS Redux & Sorting Options Plugin. The mod also keeps the definitions of ‘lightly wounded’ and ‘gravely wounded’ the same as the base-game (>75% = Light Wounds, >50% Moderate Wounds >0% Serious/Grave Wounds).

“Why use this mod, when there are two very similar alternatives?”, you might ask. The author has used both Reliable Wounds and Harsh Consistent Wound Timers but both mods did not fully suit the author's tastes - in particular because:

1. Reliable wounds does not alter the “Woundstates” array which assigns the labels to the soldier lists, and because it uses 5 bands of 20% to assign the healing times, it’s possible that the labels in the wound states array don’t line up with healing times in the wound severeties array. This can cause some soldiers in ‘lightly wounded’ state to have healing times longer than ones in a ‘wounded’ states (although admittedly a lot less often than the base game). It also doesn’t alter any localisation so when using string based sorting, gravely wounded soldiers appear before lightly wounded and wounded, alphabetically.

2. Harsh consistent wound timers alters the woundstates array so that soldiers are considered gravely wounded only below 30% of maximum HP. The labels line up correctly so sorting works fine, but this can alter the behaviour for mods which depend on assessing gravely and/or lightly wounded status to test for soldier eligibility (e.g. Augmentations / MEC troopers / Gene Mods). Again, no localisation changes are made in this mod for string based sorting either. Users may also find that the wound times are a bit too brutal for their tastes.

In short, this mod offers a bit of a compromise between the two, alters the localistion (Eng/Fra at the moment) of the labels so they are alphabetical (Light Wounds, Moderate Wounds, Serious Wounds) for better list-sorting behaviour and implements a minor fix for some odd base-game behaviour which can result in soldiers healing instantly if the health percentage falls in between the maximum HP for one level and the minimum HP for the next.

The mod also features a setting which is adjustable from the Mod Config Menu allowing you to change whether (and by how much) in-mission healing contributes to reducing wounds once the soldiers return to the avenger. For example, a soldier with 10HP that was injured to 2HP and then healed back to 6HP would (in the base-game) come back with 2HP on the avenger. Setting 'tactical healing reduces wounds' to 50% in this mod would return the soldier to the avenger with 4HP, and 6HP if it was set to 100%. This allows for some more 'realistic' behaviours and for medics to have a level of strategic as well as tactical value on the battlefield.

Obviously, please don't subscribe to this mod and either of the others discussed above as they alter the same settings!

I also welcome users from other locales to provide suitable alphabetical labels for the wound states for other languages to help with sorting. If you’re able to do this, please find me on the XCOM2 modding discord and I’ll add your proposed changes to the mod, or leave some notes in the comments :)

For references here are some comparisons between all the mods which alter this behaviour.

Base Game
HP% Remaining
Time - Days (Rk-Com)
Time - Days (Leg.)
1-20
14-30
23-50
21-50
5-18
8-30
51-75
2-12
4-20
76-100
1-7
1-12

Reliable Wounds
HP% Remaining
Time - Days (Rk-Com)
Time - Days (Leg.)
1-20
17-25
29-42
21-40
11-17
28-29
41-60
6-11
10-18
61-80
3-6
5-10
81-100
2-3
3-5

Harsh Consistent Wound Timers
HP% Remaining
Time - Days (Rk-Com)
Time - Days (Leg.)
1-10
33-35
55-59
11-20
28-33
47-55
21-30
26-28
43-47
31-40
23-26
39-43
41-50
18-23
30-39
51-60
12-18
20-30
61-70
8-12
13-20
71-80
6-8
10-13
81-90
4-6
7-10
91-100
1-4
1-7

This Mod
HP% Remaining
Time - Days (Rk-Com)
Time - Days (Leg.)
1-12
24-30
40-50
13-24
20-26
33-43
25-37
16-22
27-37
38-49
12-18
20-30
50-62
7-12
12-20
63-74
5-9
8-15
75-87
2-5
3-8
88-100
1-3
1-5
Popular Discussions View All (1)
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12 Nov, 2023 @ 1:09am
Russian Localization
Aks
92 Comments
DaViper 18 Jul @ 1:15am 
@blackdog, I'm NOT a modd(er)....I'm a modd(ee), BUT...after 5k hours with this addiction, I find it freaking hilarious that I understood EVERY WORD YOU SAID.
🤣🤣🤣
Thanks for all the effort. Further in this run and everything is working. (I would have tested spark damage/repair, but I'm at that point where ALL my dudes/ettes are basically superheroes. 🤣)
I'll double check that with a mission where I let the spark get damaged...and fix it.

Although, I also gotta say, that I really like the idea of engineering repair bays, so I might end up with that option 'off' after testing.
BlackDog  [author] 18 Jul @ 12:47am 
Hehe well glad it's working for you :) The reason I didn't spot it in testing is that units are handled slightly differently depending on how the mission finishes (For terror missions etc. where the mission ends when all the enemies are dead, you have to hook directly into the 'end of battle' event, but when the soldiers leave via an evac. area, like rescue the VIP & whatnot, the units are removed from the battlefield *before* the mission fully ends so you have to hook into the 'unit removed from play' event instead. I'd made a copypaste mistake in the unit removed listener but not the other one so I didn't detect the issue before releasing because I was testing with the 'endbattle' console command :)
DaViper 17 Jul @ 7:53pm 
And...(drumroll)...reloaded the final tactical turn for the last mission with the updated mod, and yep...all back to normal again. The crew had the same 'tired' troopers but no wound time. TYVM!
(zero issues with 'tired'...that makes perfect sense.)

For anyone reading this, I have never bought the "all better on the battlefield, and magically hurt later". We have psionics and crazy 'fantasy' elements blended within this title, so for me, if I take the time to fix my troops, losing them for up to 2 weeks for "injuries" feels like an annoying double jeopardy. Heh heh.:steamhappy:
DaViper 17 Jul @ 6:44pm 
Excellllent! :-D No need to apologize...it's coding. :steamhappy:
I figured that had to be the issue....now to figure out why my ballistic shield upgrades aren't increasing their stats. heh heh. (It never ends...which is kinda' fun as well.)
BlackDog  [author] 17 Jul @ 11:22am 
@DaViper - Apologies, I made a small mistake in one of the event listeners when I was implementing the new feature yesterday. I've uploaded a fix now, please unsub/resub and it should be sorted.
DaViper 17 Jul @ 3:12am 
And...mid campaign. Turned on the healing for sparks. First mission, troopers were wounded that shouldn't have been as they had been healed on the battlefield.

Turned that option off. Following mission, troopers who should have been 100%...were wounded.
This was working, so I'll say, at least 'mid-campaign', this is a regression.
DaViper 16 Jul @ 9:48pm 
Thanks for the work on this. I'm in the middle of a campaign, so I'll be looking at the change 'mid-campaign'. No mention of that as an issue, so I'm guessing we're all good?
BlackDog  [author] 16 Jul @ 5:25pm 
BlackDog [author] 23 hours ago
@LightenedDark @Natsume, I've implemented the feature allowing the tactical healing / repairs to be used with SPARK units as well, with a seperate Mod Config Menu toggle to enable it :) I've done some quick testing and it seems fine but please let me know if you experience any issues!
LightenedDark 15 Jun @ 10:20am 
@BlackDog I personally would appreciate the option to have this mod affect sparks, or at least the tactical healing / ignore_lowers_HP=true part. I am thinking of doing a new campaign with a spark as my main damage sponge and then just healing it constantly, hopefully to full. I can even send it out on every single mission without it getting wearing and snapping. It feels more ethical than potentially hurting/sacrificing a human.

@EvilBob22 Good job keeping the haters away. This entire modding community is wonderful.
EvilBob22 7 Jun @ 7:56pm 
If it's no use to you, you shouldn't subscribe to it then, should you?