XCOM 2
[WOTC] Sensible Wound Times for XCOM2
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?
no use to me
BlackDog  [author] 14 May @ 1:01am 
@Natsume - The in-mission healing does not (as it stands) apply to sparks because their healing uses a seperate code pathway to normal units at the end of the mission (SparkEndTacticalPlay). I originally set the mod up not to affect units which had the bIgnoreEndTacticalHealthMod flag set which means it will not run for SPARKs but it seems possible to modify the behavior or gate it behind a mod-config-menu option so it can be used with SPARKs as well. If I have some time later this year I'll look into it, though I've not played / tested / modded the game for some time now so I'm a bit reluctant to make many modifications in case I break something!
Prysak 𒉭 17 Apr @ 6:14am 
Damn, I was using the harsher wounds mod and I enjoyed the longer time, yours is so well made that I had to switch up, great job!
Natsume 27 Feb @ 2:59pm 
Does this mod not affect sparks? Wondering mainly about the tactical healing part. The in-mission healing to sparks wasn't staying after the mission. Wanted to check before going with Make Heals Persist mod.
Scrivener 7 Nov, 2024 @ 3:25pm 
My pleasure, @BlackDog. Thank you for contributing to the excellent selection of mods available that make this game such a joy to play even now, almost a decade later. :)
BlackDog  [author] 7 Nov, 2024 @ 12:16am 
Glad you're enjoying it & thanks for showing your appreciation :)
Scrivener 6 Nov, 2024 @ 9:30pm 
I really like this mod. Not only does it seem to succeed in making my soldiers' wound times more...well...sensible, but it also makes my medics a reliable strategic as well as tactical asset on the battlefield. I've put in a lot of work splitting the Specialist into two distinct classes for my LWotC campaigns, and this makes my medics all the more valuable for their ability to keep their squad mates out of the infirmary after missions.

Bonus points for giving me the ability to determine how much in-mission healing applies for the purposes of wound reduction. That's a welcome bit of flexibility when it comes to adjusting the desired difficulty of a given campaign.

Absolutely excellent work.
Sisje 29 Oct, 2024 @ 6:46am 
also had it default to 1% (don't want to spam you, just letting you know)
BlackDog  [author] 28 Oct, 2024 @ 12:10am 
It should default to that but I'll check - thanks for letting me know.
Razor 27 Oct, 2024 @ 8:32pm 
@Blackdog Thought my mod broke with update but the slider defaulted to 1% and didn't realise I had to set it to 100%. Could the default behaviour be 100% so its the same before update and people change it from there?
=[NK]= Col. Jack O'Neil 25 Oct, 2024 @ 4:52pm 
Thanks :)
BlackDog  [author] 25 Oct, 2024 @ 11:32am 
@Haru Kasugano - Yes, it only uses the soldier's minimum HP during the mission and the actual HP at the end of the mission for the calculations. How those HP were gained and lost doesn't make any difference.

Also for anyone else reading the comments I've just added a new feature to the Mod Config Menu which allows you to customise the extent to which healing in the mission is allowed to reduce wounds. So for example, if you think that in-mission healing should reduce wounds by only a little, but not completely then you can now customise the % of healing received which will contribute to wound recovery. An example is provided in the MCM and mod preview text :)
Haru Kasugano 24 Oct, 2024 @ 6:51am 
Does the ignore post mission wounds from healing in mission work with modded healing items? Such as the Healing Bomb for WOTC.
DaViper 23 Sep, 2024 @ 9:02pm 
I am not sure why I took so long to switch over to this wound mod. One of the biggest pet peeves I've had with the game is that healing (other than keeping folks from being dead IN mission) was almost a waste of time.
'Tactical Healing' in this current campaign makes the ability to heal on the battlefield actually mean something.

My Valkyries thank you from the bottom of their health-conscious hearts!!! :steamhappy:

p.s. from what I'm seeing this is giving a more logical time for wound times as well. (I previously used "sensible".)
RustyDios 7 Sep, 2024 @ 11:28pm 
yes
=[NK]= Col. Jack O'Neil 7 Sep, 2024 @ 11:17pm 
I think it means, rather than the total damage they've taken in the tactical map, it goes off the damage at the end of the mission, so you can heal during the tactical battle to reduce wound time
Gas Town War Boy 7 Sep, 2024 @ 10:53pm 
What does the option tactical healing reduces wounds do?
Razor 28 Aug, 2024 @ 9:39pm 
Update: Did a lost mission with a VIP and had no issue, looks like your fix worked for us. Thanks so much for the troubleshooting and getting it fixed quick!
Razor 25 Aug, 2024 @ 7:19pm 
@Blackdog, Just did an extract mission with everyone in vests and predator armour and its worked with no issue so I think you got it with the update. Will see when a lost mission comes around
BlackDog  [author] 24 Aug, 2024 @ 12:32pm 
@Vaalen @Razor - I've updated the mod with an alternative methodology for the 'tactical healing reduces wounds' listener. If you have a chance to test it, I'd appreciate any feedback to see if this has solved the problem or not.
KuMunRen 18 Aug, 2024 @ 2:44am 
@BlackDog Hi, Do you know LWOTC team update the wound status strings or mod is working now with lwotc ?
Vaalen 17 Aug, 2024 @ 2:28pm 
@blackdog The modlist I am running is the Season 8 Christopher Odd Modlist, which does include those I'm pretty sure
BlackDog  [author] 16 Aug, 2024 @ 5:34am 
Ah that's interesting - I'll take a look at it over the weekend. At least if I have a test case that reproducibly causes the problem, I can debug it more easily.
Razor 16 Aug, 2024 @ 5:12am 
I restarted my campaign as was only on like force level 8 and can confirm I disabled weapon and item overhaul and vests seem to be doing it. I am running [WOTC] Armour Upgrades which makes the vest into an upgrade slot not a utility item so that could be why its happening for us but not your vests?
BlackDog  [author] 16 Aug, 2024 @ 12:03am 
Also, by any chance did you have a unit in the squad with the 'field surgeon' perk from one of the LW2 classes / perks mod? This ability definitely messes around with the events that occur at the end of the mission so this could also be a potential cause.
BlackDog  [author] 15 Aug, 2024 @ 2:23pm 
@Vaalen Are you running weapon and item overhaul as well?
Vaalen 14 Aug, 2024 @ 4:32pm 
Yeah, not entirely sure what is happening, but I can confirm that this option of Tactical healing reduces wounds, seems to breaking something.. From what I can tell, the option for some reason doesn't include vests into end health calculation, resulting in phantom wounds. For example, hellweave. Happens on lost missions quite consistently.
BlackDog  [author] 7 Aug, 2024 @ 9:56am 
Sure thing - I'll have a look at WIO at some point later to see if it might be interfering. A lot of people run that mod so it'd be a shame to have a feature that breaks under relatively common circumstances (if that's indeed what's causing it).
Razor 6 Aug, 2024 @ 7:19pm 
Just did blacksite mission and still the same with everyone getting wounds for their +hp so I might have to just leave it and play normally without that setting.
Razor 6 Aug, 2024 @ 4:58pm 
So here is what i did
1. Unsub
2. Resub
5. lanuched game
4. activated the mod through MCM on the titel screen
5. load my save from before
6. extracted everyone wounded soilder first and last to see

Its still the same wounds from the +hp. I am running [WOTC] Weapon and Item Overhaul if that helps show where the hp is coming from. I wonder if its baked into that save and I need to run another mission to see if the behaviour is different. Will report back when I get an extract mission (I have the blacksight mission to do so will run that and report back).

I have taken screenshots or can get the save file if that helps sorry to cause so much trouble if its on my end.
BlackDog  [author] 6 Aug, 2024 @ 12:22pm 
Hi @Razor - I tested this again with units with ablative HP & units with vests which add additional HP but couldn't reproduce the issue. It's possibly it's a bad mod interaction but can you just try unsubscribing & re-subscribing to this and running the test again please? The behaviour you described seems to me like what was happening *before* I pushed the most recent update (before the update, it did appear to be possible for units to be missing HP equal to the armour etc. they were wearing even after full healing on the mission - I presumed the old eventlistener was just firing after the soldiers' gear was being unequipped at the end of the mission, but I may be wrong).
Razor 4 Aug, 2024 @ 11:06pm 
Just checked and yes they all have +2-4 HP in green on their character sheets and thats what their wounds were, so guessing its a me problem/interaction with a mod i have thats giving HP from gear etc
Razor 4 Aug, 2024 @ 11:04pm 
@blackDog I used the MCM menu to toggle it on and off to test.

I did a facility lead to get rid of some avatar project where you plant the c4 and evac had 5 people at full HP no damage taken the mission and my last solider was on 2/11 hp that had been healed by a med kit(+5) and damaged again. Ended the mission with everyone wounded with 2-4 damage. 14 damage spread over the other 5 squad members and my 2/11 had healed to 3. I wonder if its something to do with a mod like Weapon and Item Overhaul giving HP to armour, Vests or another mod i have that's screwing with total HP.
Razor 4 Aug, 2024 @ 3:21pm 
Thank you for your work will give it a try!
BlackDog  [author] 3 Aug, 2024 @ 3:50am 
@Razor - Thanks for your report. I reviewed the code & discovered an issue with the eventlistener. I've adjusted it to fire on the TacticalGameEnd event rather than OnPlayerTurnEnd. It seems OnPlayerTurnEnd was being triggered multiple times - I'm not sure exactly why that happens but the adjusted event seems to be more reliable. I'm pushing the fix now, let me know if you experience any issues. I've also implemented MCM support so you can turn on & off the behaviour from in-game.
EvilBob22 31 Jul, 2024 @ 7:27pm 
Yeah, I'm not 100% sure if it does or not (I know some modding, but I have tons left to learn), but it doesn't matter for a never wounded soldier. Let's say you have a 6 HP soldier. At the start of the mission, LowestHP is set to 6. Each turn, it is set again to the current HP (6 each time). So, even if you evac during turn 10, it would have been set to 6 again at the end of turn 9. Lowest matches current, and there shouldn't be any wounds.
Razor 31 Jul, 2024 @ 7:05pm 
I have no modding exp in Xcom2 so Im only guessing but I wonder if on extract missions the turn end doesn't happen and that listener doesn't fire?
EvilBob22 31 Jul, 2024 @ 6:14pm 
I'm not seeing anything obvious in the code, that part looks pretty simple, There is a listener that sets the lowest HP value to current HP at the end of each turn, the actual assigning of wounds is handled by the base game. It shouldn't cause wounds unless the base game has the same bug for unwounded soldiers. We'll probably need to see what Blackdog thinks.
EvilBob22 31 Jul, 2024 @ 5:35pm 
Ahh, sorry I missed that part. So, IGNORE_LOWEST_HP seems to not be working for you. I never use that option, so I haven't seen that issue.
Razor 31 Jul, 2024 @ 5:32pm 
Have been doing testing an a mission on the last turn evac screen with 2 wounded soldiers and IGNORE_LOWEST_HP = true everyone gets -1 hp at the end of the mission and are wounded and out of commission for a few days.

If i reload the save with IGNORE_LOWEST_HP = false and extract it only shows 2 wounded soldiers and works as intended.

Guessing its something to do with that setting plus VIP extract to skyranger not the mission just ending.