XCOM 2
[WOTC] Stances
129 Comments
hottt3 19 Mar @ 1:08am 
Thanks for the mod! Is it compatible with LWOTC?
Stukov81-T.TV 17 Feb, 2024 @ 2:42am 
you could also change from an absolute to a percentage adjustment
though to be fair, the stances should have a real disadvantage applied to them in my opinion
Kittah Khan  [author] 17 Feb, 2024 @ 1:33am 
@uberjammer
You can alter the stances by editing the ini file.

But, besides that, if I recall correctly, if you rush one turn, you should be able to leave that stance at the start of next turn, which would take 1 AP, leaving 1 AP for the objective.
uberjammer 17 Feb, 2024 @ 12:21am 
I don't know if negative hack is a great idea - I rushed to get to an objective, and because I was in a 'rush' with -25 hack, a turn later I still couldn't hack the array even though I had two turns and was standing on the objective doing nothing. Then again, I don't know if it's possible to just reduce it to 1 hack instead. Perhaps negative stat debuffs are easy, and setting stats is hard?
Kittah Khan  [author] 28 Dec, 2023 @ 7:20am 
@wilnemo35795
I think the community highlander fixes that? From what I recall, it's a bug in the base game.
That, or this IS the community highlander fix.

Either way, you should be able to leave stance and regain normal mobility.
wilnemo35795 27 Dec, 2023 @ 6:41pm 
I am trying to make a stance that imitates the function of crouching in UFO defense, where after you crouch you can't move until you stand back up. But when I make a stance that modifies mobility to zero, selecting the soldier will show the entire map as able to be moved to in a dash, but if you click any tile, nothing will happen and the soldier won't be able to do any action when selected, even if they have full action points. How do i fix this issue?
Stukov81-T.TV 5 Jul, 2023 @ 8:08am 
thanks a lot :)
Morianthi 4 Jul, 2023 @ 11:54pm 
@Stukov I actually took some inspiration from your configs (faster research 😜). But same as mine, I don’t think meditation works. On a different note, I’m also using many of your Amalgamation classes. Thanks!
Stukov81-T.TV 4 Jul, 2023 @ 1:55pm 
Thanks for your kind words. It's just some configs for this awesome Mod you created though
Kittah Khan  [author] 4 Jul, 2023 @ 1:36pm 
@Stukov81-T.TV
Nice stuff, dude.
Stukov81-T.TV 4 Jul, 2023 @ 8:51am 
i have not really tested meditate though, somehow never got the time for that in a mission :)
Stukov81-T.TV 4 Jul, 2023 @ 8:50am 
you could look into my "commands" mod that adds a few stances to see how i did it.
Morianthi 4 Jul, 2023 @ 6:53am 
At any rate, and as an fyi to others, there's the Morale System mod that works well with this mod. Meditate stance would trivialize the will mechanics anyway.
Kittah Khan  [author] 4 Jul, 2023 @ 6:32am 
@Morianthi
Yeah. Looks like the people talking about having meditation stances were wrong, then.
Morianthi 4 Jul, 2023 @ 5:04am 
Yeah, it's weird. I can't figure out why it's like that. I tried on geoscape before deploying the units, and also after deploying the units without having used any of the stances yet. But hey, it works fine now.

As regards will gain, looking at the code, I don't think it would work though. As far as I could tell, here are the relevant lines:

if (WillDrainPerTurn > 0)
TargetUnit.ModifyCurrentStat(eStat_Will, -WillDrainPerTurn);

if (TargetUnit.GetCurrentStat(eStat_Will) >= WillDrainPerTurn)
return;

So do I understand correctly that will stat will only be modified if the WillDrainPerTurn value is greater than 0?
Kittah Khan  [author] 4 Jul, 2023 @ 4:49am 
@Morianthi
Odd, any chance that the thing you were testing with was a tactical save with an already-applied stance?

The stance effects are just standard persistent stat changes, if I recall correctly, so the buff/debuff effects are set (from ini) when the iniital effect is applied.

As for meditation effects? What you describe should be fine, check how the actual will is affected in a F1 mod. I can't say for sure it works though, never really played with a meditation stance because it breaks the design I was going for.
Morianthi 4 Jul, 2023 @ 4:41am 
I have another question though. How can I add a will gain per turn (for a meditate stance)? Others have said (or was it you?) that I just have to add the minus sign, and there'll be an increase per turn. But I'm not having any will gain; it just says "2 Will" for instance, which appears to be different from "2 Will Gained."
Morianthi 4 Jul, 2023 @ 4:33am 
Yeah, true, the focus does that, but I added a custom dedicated hacking stance, which adds higher hacking increase at the expense of combat penalties. It works fine as with everything else. However, I can't edit it once I've started the campaign with the initial settings. I accidentally added a minus sign to eStat_Hacking. Even after removing the minus sign, the penalty remains for some reason, as if I did not edit the ini. Weird. I have to restart the campaign to effect the changes? Or maybe I'm just doing it wrong somewhere.

Anyway, I was able to solve it by using Stukov's mod, to trick the game that it's a new mod and add the changes. I just copied the contents to his. So it's all good now. Thanks.
Kittah Khan  [author] 4 Jul, 2023 @ 4:02am 
@Morianthi
Take a look at the existing ini's focus stance, it already incorporates a hacking bonus.

I expect you may have screwed up the syntax somewhere, specifically commas and slashes.
Morianthi 4 Jul, 2023 @ 3:55am 
I already spent hours playing the game, only to notice that I accidentally made a hacking penalty which should have been a hacking bonus (it is a custom hacking ability after all). I can't seem to correct it, even after editing the ini file and restarting the game. Any idea how I fix this? Thanks.
Kittah Khan  [author] 3 Jul, 2023 @ 1:55pm 
@Morianthi
Cheers.
Morianthi 30 Jun, 2023 @ 4:59pm 
Excellent mod! Now I can be a modder of sorts without being technically gifted.
Kittah Khan  [author] 19 Apr, 2023 @ 11:32am 
@Stukov81-T.TV
Thanks.
Stukov81-T.TV 19 Apr, 2023 @ 7:25am 
it is really an awesome mod
Kittah Khan  [author] 23 Mar, 2023 @ 11:36am 
@Alice Malice
Good to hear, I'm glad you enjoy it.
TheMugiMonster 23 Mar, 2023 @ 9:34am 
@Kittah Khan
Just disabled it and they're still there, so it's probably due to some other mod I have installed. Thanks anyway. And thanks for the mod as well - being able to avoid all those 90% misses on life or death shots by just going into the focus stance is such a godsend that I'd still happily use it even if it drained all of my will.
Kittah Khan  [author] 23 Mar, 2023 @ 8:33am 
@Alice Malice
From what I remember, this affects current will, not maximum will.

So, no, but it's been literal years, disable the mod and see if the penalties go away?
TheMugiMonster 23 Mar, 2023 @ 12:25am 
Does the reduced will penalty persist after the mission ends? I've noticed that all my guys have varying penalties to their will each time I check their stats with the F1 info mod, even when I've just started a new mission and haven't done or encountered anything that should be lowering it.
Kittah Khan  [author] 22 Dec, 2022 @ 3:25am 
@Anakameron
I'm glad you're enjoying it.
Anakameron 21 Dec, 2022 @ 9:37pm 
Just wanted to say I am really digging this mod's customization features. Making my own abilities is really cool. I swear there's a mod to easily tweak every single thing in the game for us mod-users these days and I am so here for it.

For anyone wondering, the will drain cost can be used with negative numbers, resulting in it granting will instead of reducing it each turn. I made a Meditate ability that makes you a near-immobile sitting duck but recovers your will a little each turn. Very cool!
RealPlayTV 4 Apr, 2022 @ 6:22am 
I will be very grateful if you make these abilities available to the entire squad https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770955755
Kittah Khan  [author] 10 Feb, 2022 @ 5:40pm 
@Dinenae
I think I included a readme-type file listing the various options and stats.
Dinenae 10 Feb, 2022 @ 5:13pm 
@Kittah Khan
Thank you for the quick reply. Is there a wiki or something that I can look up code lines like your willdrainperturn line that you are using? Or did you create that line yourself? Something like hpdrainperturn and just make it a negative number so it increases.
Kittah Khan  [author] 10 Feb, 2022 @ 4:11pm 
@Dinenae
It's been a long time since I've looked at the stats.

I recall there's two detection stats, one for being detected, and the other for detecting.
increased HP may count as a "buffer", you could also try the shield hp, though I'm not sure that works properly either. I don't think there's a regeneration stat, though.
Dinenae 10 Feb, 2022 @ 3:13pm 
@Kittah Khan
I really love what you have going here. I think it is a really cool idea to have difference stances that can give you small boosts with a sacrifice to something else. I want to do a couple other stances, but have not modded before. I made a Stealth stance for the start of missions that gives a boost to flank aim and flank crit. It also reduces your detections radius, harder to detect, I think. I'll put my code at the bottom so you can see if I did it right or did it backwards. Now I am trying to figure out how to do a zen stance that could give some health back as well as maybe SightRadius and HearingRadius. I see people talking about increasing will, but I am not sure how to increase lost HP using the eStat_HP stat type. I feel like just giving it a value would increase the max HP and not actually heal the character. Thoughts? Thank you.

Stat = eStat_DetectionModifier, \\
Value = 0.5, \\
Kittah Khan  [author] 23 Dec, 2021 @ 5:29am 
@Empusae
Whoops

@Gwynbleiid
@PSY
I honestly thought I had tested something similar at some point. My bad if it's not working

@Haite
@stappy82
Thanks.

Anyway, I won't be updating/fixing this, I deleted my XCOM2 modding setup a while back.
If anyone feels like putting out their own version, feel free.
stappy82 22 Dec, 2021 @ 5:16pm 
This is one of the best mods !:steamthumbsup:
Haite 7 Dec, 2021 @ 12:50pm 
Waiting for the "Stands" mod with Star Platinum haha
Jokes aside, the flexibility and customisation of this mod is crazy! Very fun to play around with, thank you!
PSY 27 Nov, 2021 @ 3:06am 
@Gwynbleiid and sorta @Kittah Khan

Adding
WillDrainPerTurn = -X, \\

Does seem to 'grant will' only it doesn't actually do anything. The flyover appears with the integer you put but the '-' neither subtracts or adds any actual will. Had a stance made that gave 5 and had it on for more than 10 turns during gatecrasher. When soldiers got back to base they were fatigued with will stats at 30ish out of 40ish.
Empusae 31 Mar, 2021 @ 12:25pm 
Localization line for "Leave stance" ability is missing.
Gwynbleiid 17 Oct, 2020 @ 5:49pm 
yeah i was thinking something like your meditation suggestion if i can't do the full will regain at once, thanks for the answers tho loving your stances
Kittah Khan  [author] 17 Oct, 2020 @ 3:36pm 
@Gwynbleiid
I suggest lowering the will costs if you find it too punishing, that seems less awkward to play with.

Alternatively, add a "meditation" stance where you take some stat penalties and have a negative willdrainperturn to regain will.

As to your actual question, there's nothing that keeps track of the amount of will lost from a stance being active, it just alters the unit's will and that's it.
Gwynbleiid 17 Oct, 2020 @ 2:54pm 
i really like yor ideas but even with minimum extra will loss my soldiers get very tired after every mission, so that's why i wanted to have a way to recover will, also if i put willdrainperturn = -4, will that give positive will per turn, or is not how it works?
Gwynbleiid 17 Oct, 2020 @ 2:48pm 
@Kittah Khan i mean that instead of havin -x will/turn it recovers all missing will at once, the thing is i don't know how to get that missing will value, or if it's even posible, @madwolf said that he made a stance do that in a comment from june so i was wandering how to do it
MrCloista 17 Oct, 2020 @ 1:05pm 
I think he's asking for a stance that gives +will/turn.
Kittah Khan  [author] 17 Oct, 2020 @ 9:37am 
@Gwynbleiid
Just noticed your comment, my bad.
Could you rephrase that, I'm not sure what you mean with "stance recover all will" ?
Gwynbleiid 28 Sep, 2020 @ 6:35pm 
@madwolf i saw your coment from a while back and was wandering how do you made the stance recover all will? i mean + will obviously but how do you know what is the value?
Kittah Khan  [author] 26 Jul, 2020 @ 5:14am 
@MrCloista
No, the stances now apply to all characters which are non-robotic soldiers.
MrCloista 25 Jul, 2020 @ 7:39pm 
Do the stances still require the soldier to have Hunker Down (and as such don't work with classes who have that ability replaced, like those using Ballistic Shields)?
Kittah Khan  [author] 3 Jul, 2020 @ 6:24am 
It does not override any stat. It does add a stat change effect while the stance is active.

It's not strange that there are unexpected effects if multiple mods are modifying the same stat.