XCOM 2
106 ratings
[WOTC] Soldier Development Redux (beta)
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
351.785 KB
21 Sep, 2024 @ 5:05am
28 Jan @ 6:39am
11 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Soldier Development Redux (beta)

Description
This is an unofficial, updated build of Hotl3looded's excellent Soldier Development mod that fixes some issues (including the stat reset bug), as well as adding a bunch of new features. Please check the original page for a breakdown of what it is and how it works.

Note that, unlike the original, this Redux does not disable covert op stat boosts by default! This feature is now handled by a more compatible standalone mod, the Covert Slot Reward Restrictor. This mod is optional and can be safely omitted.

Please remove the original Soldier Development before installing this one, as they will conflict.

Fixes to the original:
  • Skill events now fall through properly instead of lowering stats above the config max.
  • Skill events should no longer potentially be rolled twice.
  • Hero units (and modded SPARKs) may now gain combat intelligence as well.

New stuff:
  • Psi skill events!
  • New config system. (configurable breakpoints, more things to tweak)
  • Support for other languages. (just a few for now, submissions welcome)
  • Melee attacks that cover long distances may now boost mobility as well. (on by default)
  • Failed missions can now have their own rewards. (off by default)
  • Negative AP and Will "rewards" are now allowed. (off by default, settable limits)
  • Evolved Nanoprocessor (SuperSoldiers) and Full Override (LW2) are now valid hack skills.

Other changes:
  • Lost headshots and guaranteed hits no longer trigger skill events.
  • Max mobility is now 15 (from 14), but growths are slower.
  • Dashing chance logic now handles small values better. (extra digit)
  • Logging for tracking new changes. (useful in case stuff breaks)

Compatibility:
Not aware of any conflicts. Should be safe to add to (or remove from) a running campaign, just finish your current mission before doing so.

Everything should also work with Long War of the Chosen and other overhaul mods, though balance will vary.

Required mods:
Calculating shot accuracy uses a Community Highlander function, but this did not seem to cause any issues when testing without it installed. Marked it as required just to be safe.

Why this redux?
The original mod's author (Hotl3looded) seems to have disappeared from the internet a few years ago. At some point I saw someone report an issue, got curious, reproduced it in my own game (after reverting my config changes), and then went down the rabbit hole... and the "local build with a few patches" that followed quickly snowballed into this.

Credits:
  • Hotl3looded for the original mod, which laid the foundations for this redux. Seriously, the original mod was most of the work.
  • Alastair for outlining the combat intelligence issue, and ragnakore for the mobility fix. (both in the original page's discussions)
  • Zelfana and Iridar for providing a ton of advice.
  • Translators: Yoga (Russian), william09703 (traditional Chinese), SKRING (simplified Chinese)
Popular Discussions View All (1)
0
29 Sep, 2024 @ 1:23am
PINNED: Psi growths
XpanD
121 Comments
XpanD  [author] 15 hours ago 
There's been a few cool ideas thrown around for Dodge, need to look into those at some point. I'm a bit worried about cheesing there, though something like a roll for the most under fire soldier on a mission (or the soldier with the highest dodge count relative to their existing dodge stat) could do the trick.

HP is also on the radar, though I may end up splitting that off into its own mod when it happens. The idea I'm leaning towards the most feels a bit out of scope here, though nothing's set in stone yet. (something along the lines of a strategy component doing things when soldiers recover from a grave wound)

As for the config change: No plans, sorry. I don't think it's worth the complexity cost right now. (split between a few projects so work has been pretty minimal as-is, though I do want to get a minor update pushed out soon)
Radircs 17 hours ago 
So first of all thanks for the mod that is what I was searching since I like to have some scaling in my game but found hidden potential not to my tastl.

So two questions. First in the original mod low prio work was on Dodge and HP, but never finished is this in the work for this mod in the future to?

And second you have in the XComSoldierDevBase the option to disable classes from reciving boosts. While this is nice a prefared option would for me personal to have diffrent grow factors and limits for diffrent classes. Is ther a way to archive this? Like doubling the reward lines in the XComSoldierDevSkillEvents config but then use the +ExcludeClassesFromX line so it do not trigger for this class and only the other one apply?
XpanD  [author] 9 Jul @ 4:49am 
Flawless: Should work fine, I did most of my testing with it installed. (and ran it with the original mod for years as well)

AP/ComInt balance: Yup, that should work.

ComInt rewards: These are for the entire squad. Doing it per-soldier would be cool, but would probably get very chaotic in the UI unless I got creative with text boxes or the like. I don't want to stray from the original mod too much (since this mod is intended as a drop-in replacement), but that could be a fun feature for a future project.
Daddy Takeda 8 Jul @ 7:13am 
And third and last question : is the reward chance the same for every soldier present in the mission? Meaning is there a roll for each individual soldiers or is the roll for the entire squad, so if one soldier get the CI reward, the entire squad gets it as well?
Daddy Takeda 8 Jul @ 7:10am 
Secondly, it is also stated that AP and CI are mutually exclusive and I'm not sure I understand the meaning. If, in regards of my previous comment, I want to deactivate the AP reward of your mod and just keep the CI reward, but I don't want it to be 100% guaranteed, would the following amendment work?

; ###### Combat Intelligence ######
; Chance to upgrade each valid unit's combat intelligence by one level.
FlawlessComIntChance = 5 ; IF I WANT A 5% CHANCE TO GET THIS REWARD*********!!!!
ExcellentComIntChance = 0


; ###### Ability Points ######
; Chance to give bonus XCOM ability points.
FlawlessAPChance = 0
ExcellentAPChance = 0
Daddy Takeda 8 Jul @ 7:06am 
Is your mod compatible or recommended to use with [WOTC] Flawless ? This mod gives AP as reward for flawless mission.
Shuri-Sama 19 Jun @ 1:02pm 
after i used the old version (which was really buggy) i installed this one. all the bugs r gone. thank you very much.
XpanD  [author] 22 May @ 9:43am 
Do you happen to have any log output from both a success and a failure? Think I added logging there as well, should help figure out what's happening there.
Lil Beetle 21 May @ 12:43pm 
Sometimes I dont get any +Hack, when its literally the same
XpanD  [author] 8 May @ 3:21pm 
Should do, though I would wait until you're out-of-mission before adding it just to be safe.