XCOM 2
[WOTC] Luck Tracker
30 Comments
Melan 10 Jan @ 10:14am 
Very cool mod for us statistic fanatics. On the Bandit faction counting on the XCOM side. That might be caused, be the same thing that makes them activate vips and such. Technically third party factions who use the e-team one and two factions, sort of count as a player.
It would be cool, if you could separate this Luck Tracker into each faction instead of just XCOM and enemies. Something similar to how the Kill Counter mod has separate counts for them too.
Cerebralcloud92 13 Dec, 2024 @ 1:45pm 
Would Grazes be added to this tracker as well, if possible?
MASETON 17 Sep, 2024 @ 5:28pm 
The most essential mod for our painful campaign,you can finally have concrete proof that it's not "that's xcom baby" and more like that's cheating baby. negatives into this luck meter would be the cherry on top so we can finally close that debate of the commander being more lucky than AI.❤️ STOP CHEATING ADVENT LOL
Mr.Wanaskiwin "Navarone" 14 Jul, 2024 @ 6:22pm 
I seriously hope this can go into the negatives. i want it to display my -100 luck.
Mr.Wanaskiwin "Navarone" 14 Jul, 2024 @ 6:22pm 
Omg FUCK THE HELL YES! I CAN FINALLY QUANTIFY MY NEGATIVE LUCK. FINALLY WHEN SOMEONE SAYS ITS NOT POSSIBLE FOR YOU TO HAVE MISSED ALL GAURANTEEDS IN EVERY MISSION.

I CAN GET PROOF! I CAN GET PROOOOOOF!
muteZ  [author] 10 Jul, 2024 @ 7:10am 
That is actually a great idea. I can definitely work that in to the next release and add a couple of sliders in to the mod config menu as well. Good call on that.I have some updates I want to work in for the Covert Infiltration mod and the legacy pack content in the next build but should be able to throw that into the mix.
LightenedDark 5 Jul, 2024 @ 12:28pm 
Now having played with it: can you put an INI setting for the maximum and minimum values? I know having -1000% or +1000% luck would seem weird, but I want to know if the enemies (all 50 of them) have 'should' have made 10 more shots, or if I should have.
Kevin from HP Customer Service 2 Jul, 2024 @ 5:52am 
I miss this feature on the old Lifetime Stats, before the Redux version done away with it
RedX 25 Jun, 2024 @ 5:04pm 
Just change the name to [WOTC] (Approximated) Luck Tracker lmao.
muteZ  [author] 24 Jun, 2024 @ 8:27am 
No problem man. I underestimated the complexity of everything that is involved when taking this on because it turns out there is quite a bit of nuance to the abilities that are in the game or could be in the game (from other mods) and not everything is as straight forward as a standard shot that either hits or misses :p. It does make more sense to me now as to why this hasn't been created yet though.Totally worth the effort though.
LightenedDark 23 Jun, 2024 @ 5:20pm 
I always forget to up-vote mods I use because I want to try them. But I'm immediately thumbs upping this one.

I've literally been waiting years for someone to make this mod. Thank for so much.
muteZ  [author] 3 Jun, 2024 @ 7:45pm 
Oh yeah I totally get that. That's why I added the option for scaling the luck meter for 350 vs the 100. The 350 is just an arbitrary number and can really just be thought of as the top score for luck. Then your luck score starts at baseline 175 (half of 350) which assumes you niether have good luck or bad luck yet. Then when you hit 4 50/50 shots, you are at 375 and the luck meter is at 100%. Of course if you then miss 4 50/50 shots right after, you are right back at 50%.

In regards to the 100% shots though, I'm with you. On paper it seems like a 100% shot should have no business contributing toward luck because it's guaranteed but it kind of feels bad when the meter doesn't budge. I was thinking of adding a minimum score for successful hits so that 100% at least contributes 5 because a hit is a hit and there is something to be said about being lucky positionally to have a 100% shot. I could just add it as a toggle option.
xf100t 3 Jun, 2024 @ 3:02pm 
I feel like this meter swings wildly when I play. It's either at 0% or 100%, but rarely in between by a few turns in. I guess I feel more satisfaction when I flawless a mission with 0% luck?
muteZ  [author] 2 Jun, 2024 @ 3:32pm 
Yeah, that's a good point. I turned off the delayed evac on my playthrough so I didn't even think about that. I bumped it down a smudge for the default offset values for the next release but it does encroach on the notifications even without that update and with scaling the notifications panel down. That is of course when everything for this mod is visible but I think maybe I should consider a hide/show button especially since I am thinking about adding an enemy breakdown of hits/misses as well.
Robob 2 Jun, 2024 @ 3:44am 
I'd like to point out that if you have LWOTC installed,the "EVAC Requested" text overlaps with the luck meters,as they appear in the same spot
muteZ  [author] 1 Jun, 2024 @ 8:49pm 
Ah, just checked that Iridar mod out and I'm terrified to see how that game plays with that onlol. Appreciate it man.
RedX 1 Jun, 2024 @ 5:30pm 
Neat adition for those of us that like having ALL the info. Thanks man.

And about the game pushing things one way or another via internal stuff, you can disable almost all of the "assists" using other mods (like the one from Iridar). Only then you can suffer true RNG.
muteZ  [author] 1 Jun, 2024 @ 3:22pm 
Roger that. I added the mod to my playthrough and am just waiting to encounter the faction so I can debug but I imagine it will be some ability that's occurring that registers itself as a hit or miss or maybe triggering multiple times. I'm sure the issue will reveal itself once I actually run into them.
GothMoth 1 Jun, 2024 @ 6:10am 
I can't exactly recall anymore if there were overwatch shots but I'll keep an eye on those as well in case the same situation replicates. one thing I forgot to mention was that the hits/misses counters also showed a really high number of shots taken, something like a total of 30, after only maybe two turns, this was definitely more shots than I had taken (even with potential overwatch shots) which also contributed to me assuming the tracker had added unintended shots into the calculation.
muteZ  [author] 31 May, 2024 @ 5:34am 
Hmm interesting. Did you take any Overwatch shots that missed during the enemy turn? That would cause it do go down for sure but if not, it's possibly an edge case. I can give that class a go on my end and see what I can find out.
GothMoth 31 May, 2024 @ 5:18am 
hey, really neat mod here, just noticed that a thing that I thought I should report. I was playing a mission with a 3rd party faction present (specifically RealityMachina's Bandit faction) and I noticed that my luck seemed to plummet while it's not actually my turn. was at 88% when my turn ended and went down to 7% when my next turn started. I dunno if my hunch is accurate but my first thought was that the luck tracker might have also counted the Bandits' attacks into the tracker, as I believe this was my first time with both the tracker and a 3rd party faction. not a big deal to me personally but something to potentially look into in case my hunch is correct.
muteZ  [author] 30 May, 2024 @ 8:14pm 
I just pushed up a fix that will hopefully fix that issue for you but let me know.
muteZ  [author] 30 May, 2024 @ 6:36pm 
Oh man. Good catch. It probably will crash. It probably only works from loaded games at the moment. I meant to circle back to that but totally forgot. I shall get a fix in place tonight/tomorrow. Apologies man.
SolvedBear 30 May, 2024 @ 4:29pm 
For reasons I cannot possibly hope to begin to understand, this mod causes Operation Gatecrasher (which is now a randomly generated name?) to instantly fail. A second or so of the second intro cut scene plays and then it cuts to the interior of the skyranger with 'Mission Failed'. Soldiers don't appear in the skyranger here but they do when the after action report appears.

Words cannot describe my utter fucking confusion.
muteZ  [author] 29 May, 2024 @ 8:02am 
I feel you man. I can't say for certain but while I have been combing through the code a bit I have come across some functions that certainly at least imply that it's not all random. Especially when I see some conditionals for different outcomes based on "score streaks" and the like. Game is still awesome though so I can't complain lol.
Mungojerrie 29 May, 2024 @ 7:34am 
This is supremely interesting! I sometimes feel like I'm being treated unfairly by the game when my soldiers make 4 misses in a row on ~70-80% shots. A mod like this would certainly help establish if it is just a perception bias or if the game sometimes really is as mean as it seems :D
Thank you!
muteZ  [author] 28 May, 2024 @ 2:53pm 
I'm actually not familiar with mod jam so I'm not sure on that one but it is compatible with LWOTC.
Eyu 28 May, 2024 @ 1:58pm 
Is it compatible with LWOTC and modjam?
Thx for the work.
muteZ  [author] 27 May, 2024 @ 5:33pm 
Yep, overwatch is included at the moment.

I will probably throw in a variety of options to include/exclude in the final luck determination in the settings since luck is such an subjective topic and then the outcome of the meter and other tracked stats is more or less in the player's hands.
FearTheBunnies 27 May, 2024 @ 5:10pm 
Does this include overwatch shots in the math?