XCOM 2
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Soldier Fatigue Updated
   
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30 May, 2016 @ 1:33pm
11 Jan, 2017 @ 10:59am
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Soldier Fatigue Updated

Description
This mod recreates the fatigue system from the original Long War. Upon returning from a mission every soldier will recieve fatigue. If a fatigued soldier goes out on a mission, they will function normally on the mission but will recieve a wound at the end.

This mod has an MCM options page. I highly reccommend using it as it is so much nicer than editing ini files.

(MCM: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=667104300 )

ini location: (whereever steam stuff is installed)/steamapps/workshop/content/268500/694223407/config/XComFatigue_Settings_Defaults.ini

*War of the Chosen has a fatigue system built into it already so I will not be updating this mod to work with it.*

Current Additions:
-New ini option for injured soldiers to be fatigued (enabled by default)
-Old fatigue will stack with new fatigue.
-MCM options screen.
-Fatigue now compatable with Long War Toolbox and other mods that make drastic changes to several systems.
-Localization
-SPARK class units will not gain fatigue.
-Staff slots in the living quarters to recover from fatigue faster.

Compatability:
-No class overrides.
-No fatigue on SPARKS Units
-Lots of UI listeners in this mod. I tried to make them all universal but mods that override certain UI screens may cause issues. (This is not common. Only ask about a specific mod if you definately have issues with it. Tell me if it happens, I can and will fix it.)
-This mod will never break a save so yay!

Known Bugs:
-The fatigue severity slider in MCM shows more digits than necessary.
-In some cases, a soldier that recieves a fatigue wound will be listed as available in the return to avenger screen. This is purely a display bug and the wound is applied correctly. The armory roster is always correct if you aren't sure. Units will still have the correct animations corrosponding to the wound severity. This appears to correct itself on the after actions screen after promoting a unit.
-Using this mod at the same time as the original fatigue mod may cause the universe to explode. Pick one, they are interchangable.
-Fatigue text might not be drawn on the second (back) row of Long War Toolbox squad screens. This is a display bug only and the unit is definately still fatigued.

ToDo List (Not necessarily in order):
-Add ini option to apply fatigue wounds before a mission instead of after. This will mean fatigued soldiers will start off with reduced HP.
-Ini option for stat penalties for fatigued soldiers that go on a mission.
-Change the soldier list so that fatigued soldiers are at the bottom.
-Anything in the comments that sounds cool.

F.A.Q.
Q. Will this work with my current save from the original fatigue mod?
A. Yes. Just turn off the original mod and load up this one instead. All of the fatigue data that is saved will be picked up by this mod just fine. You will recieve the mod missing message. Ignore it as you normally would and run remove missing mods or something similar.
Q. What happens when a wounded soldier also has fatigue?
A. The soldier will heal and recover from fatigue at the same time. The two are not related and do not interact.
Q. What does fatigue stacking mean?
A. Basically, fatigue no longer resets. If you have 4 days of fatigue and go on a mission, with the default settings, you would normally accumulate 8-9 days of fatigue which is then added to the 4 already present, resulting in 12-13 total days of fatigue as well as the injury.
Q. How do fatigue injuries interact with normal injuries?
A. If you take a fatigued solder on a mission, they will take an injury. If that unit also takes a normal injury on the mission, that wound will be worse because of the fatigue.

If you used the original fatigue mod and switched to this one, you will be able to use this one in the same save with no problem. Just make sure to only turn on either this mod or the original. This mod will be able to load any save data from the original.

Huge credit to S-Flo. This mod couldn't have happened without them.
Original Fatigue Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=642435739

**Most Recent Major Update 11/13/16 23:00 PST**
  • Staff Slots (some changes will require new campaign)
    • all staff slots now available immediately
    • number of available staff slots now changable in the settings (maximum of 6)
      • This number can be increased in the middle of a campaign but not decreased
    • Added a panel displaying soldier fatigue times to the living quarters.
    • wounded soldiers can no longer use fatigue staff slots
    • fixed all bugs (fingers crossed)
  • Balance
    • the first time a soldier is fatigued in a campaign, they will be fatigued for ~4 extra days
    • default fatigue time lowered from 9 days to 8 days
Popular Discussions View All (1)
3
2 Sep, 2017 @ 5:20pm
Terrible Terrible Bug
Numbers
444 Comments
spaceweezle 2 Apr, 2024 @ 10:17pm 
Thanks a lot for making this. Game feels so wrong without fatigue. Also feels very limited having only 4 classes. Wonder if there's a mod that incorporates classes from LW.

I didn't like the overall design and balancing of LW2 so I'm trying vanilla for the first time.
agris 14 Mar, 2024 @ 5:35pm 
Thanks, I've tried all permutations of placing:

[SoldierFatigueUpdated.UIPersonnel_LivingQuartersFatigue]
Y_POSITION = -50

in XComSoldier_Fatigue.ini, XComFatigue_Settings_Defaults.ini, and %USERPROFILE%\Documents\My Games\XCOM2\XComGame\Config\XComFatigueSettings.ini

The former two files are in the game's workshop directory, the latter being in user space. I can't make the Y axis setting change the living quarters text.

While I don't know unreal 3.5 (or any version) scripting language, I can stick a fork in an electrical socket like the best of them. I found your LivingQuarters_Listener.uc source, and it looks like the text that is drawn over the semi-transparent box has a hardcoded relative position to the box [code]DisplayText.SetY(BGBox.Y + 10)[/code] which is not user-editable in the compiled *.u script.

Like most of my remaining mod niggles, I'll need to probably configure the SDK to make this change if my OCD won't calm down.
Numbers  [author] 14 Mar, 2024 @ 1:58pm 
Changing that value should be correct. I haven't had the game installed in a long time but make sure you're editing the version of the ini that is loaded by the game and not the one downloaded by the workshop. I think it is in Appdata or Documents or something, not the Steam/workshop folders.

There's also a chance that those X/Y coordinate can be adjusted by the MCM if you're using that. Genuinely don't remember. Apologies.
agris 9 Mar, 2024 @ 10:52am 
@Numbers

I'm using this with Vanilla XCOM2, no conflicts in AML, and the fatigue panel in the living space is not aligned with the names. https://i.imgur.com/XvPBDMw.png (This is probably due to my aspect ratio being 16:10 instead of 16:9, not a big deal)

I thought this would be an easy fix by modifying the Y_Position variable under [SoldierFatigueUpdated.UIPersonnel_LivingQuartersFatigue] in your mod's XComSoldier_Fatigue.ini, but that doesn't do anything. I also tried putting the setting in your defaults ini file, but also did nothing.

Is there a way to change the text or panel alignment in your mod?
VitaminBlitz 4 Aug, 2023 @ 7:38am 
WOTC Doesn't need this mod, XCOM 2 Classic does.
WarLLT1315 31 Dec, 2022 @ 10:31pm 
@cruiser → Pause Scanning [WOTC] This mod , It completely meets your requirements. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1154579172 [/url
cruiser 23 Jul, 2022 @ 6:01pm 
Is it possible to have the game pause, or at least show a notification, when a soldier gets out of fatigue? Would make it much easier to juggle the Living Quarters slots.
[DG] Z Type Knight 26 Jul, 2019 @ 12:03am 
It's nice for people who play Vanilla XCOM 2 and would like a reason for larger soldier rosters. It's unnecessary for War of the Chosen players, as WotC has a stock fatigue system.
Daiggsta 9 Mar, 2018 @ 11:37am 
@Numbers thanks dude
Numbers  [author] 9 Mar, 2018 @ 10:49am 
It is not. WotC implements its own fatigue system so I have don't plan on updating this. It'd be redundant.