XCOM 2
[WOTC] Soldier Development Redux (beta)
120 Comments
Radircs 1 hour 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.
wisestcrazy 8 May @ 3:12pm 
will this work mid-campaign for LWOTC
Lesbische Mr Mime 7 Apr @ 9:24am 
Ah that is unfortunate. I was thinking of a setup where soldier rank would just give you abilities, but actual missions would get you the stat boosts (except from rookie --> squaddie). But if the overwatch specialists cannot get aim-stat gains then it would be too tedious. Thanks for the swift response!
XpanD  [author] 6 Apr @ 11:14pm 
It's been a while since I last looked, but I believe those still fall under the issue mentioned below. I did have them working in a private test build, but enabling them also caused certain other abilities to spam skill events, so I haven't been able to push any of that live yet.
Lesbische Mr Mime 6 Apr @ 10:53pm 
Hello,

The original mod mentioned that it did not work with overwatch (and therefore I reckon all reaction shot abilities), did you manage to fix that issue in this release?
XpanD  [author] 3 Apr @ 2:47pm 
Standard shot variants should just work, but custom abilities vary a bit -- abilities can be set up in a ton of different ways, and the logic to handle that (without giving false positives) isn't always perfect.

There's also this, from the change notes:

"You may notice the occasional "Skipping ability, not the first of its event chain" message in the log, including on attacks that you'd expect to trigger an event otherwise. Ignore these for the time being.

The original mod (and the Redux by extension) uses a workaround to prevent unexpected/duplicate skill events, but this check also breaks legitimate events sometimes. I'd like to fix this properly, but have not yet found a reliable way to distinguish between good and bad events. Needs more time in the oven."

In practice things should mostly work fine, but feel free to poke if you find anything particularly broken. (be sure to add log output if there is any)
RambelZambel 3 Apr @ 2:20pm 
does this work with every shot ability?
XpanD  [author] 23 Mar @ 4:44pm 
Should be! I'll add it to the description, this comes up a bunch.
hottt3 23 Mar @ 3:59pm 
Thanks for the mod!! Is it compatible/tested with LWotC?
XpanD  [author] 9 Mar @ 11:24am 
Nope, load order should not be able to affect that. Not sure what to tell you there, but... glad it works now? Weird stuff indeed.
Misterdino Prime 9 Mar @ 7:44am 
Hi, after for some reason after install again the mod of the hoplite and gunslinger, now they hit luck of learn now works, can maybe the order of the mods after in some way if works or not?
XpanD  [author] 7 Mar @ 12:05pm 
That should be doable, though I think something like HP is a higher priority for the time being.
Ironmonk 7 Mar @ 11:24am 
Yeah... anything besides what already is implemented would make things too easy... so I would disable it and leave only what is already in place.

On the original topic: what about crit chance? like every successful critical hit have a very small chance (something like 1% or 0,5%) to grant +1% critical chance (with a max of +10%)?
XpanD  [author] 7 Mar @ 10:28am 
Thanks for the ideas.

Strength has a tiny range, I don't think I've seen it go above 3 or 4 points yet? Classes already set a starting amount there as well, so that's probably not worthwhile.

I would like to do something for HP at some point (if I ever get around to it), though I think I'd want it to be slightly broader than that. Doing something like that on the strategy layer could be interesting, though... (rare survival bonus for successfully recovering from a grave wound? would make sense as a roleplay mechanic)

Not likely to be something that'll happen soon, but yeah, could be fun at some point.

(sorry for multiple notifications, messed up the reply)
Ironmonk 7 Mar @ 8:45am 
just some random suggestions, probably not worth implementing...

HP: every time a soldier is stabilized after going into bleeding out, rolls a chance to increase HP.

From https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/soldier_classes/#wiki_soldier_stats

eStat_Strength - a very rarely used stat, consider soldier's physical strength that could be used in calculations whether this soldier is "strong enough" to resist a physical attack or something like that

STR: similar to mobility (but not exclusive to dashing), but only when carrying a body.
Misterdino Prime 7 Mar @ 7:04am 
i can confirm, in long war of the chosen works well
XpanD  [author] 6 Mar @ 3:09pm 
@Misterdino Prime: That is super strange, wonder what's breaking it there. Will have a look at that combination when I next work on the mod. (may be a while, though)
XpanD  [author] 6 Mar @ 3:06pm 
Long War of the Chosen? It's been confirmed working by a good few people before, may be worth checking your logs also.
dont work in long war and sub-mod.......
Misterdino Prime 6 Mar @ 11:44am 
i try the log and nothing, i augmented too to 100% chance to lvl up shoot and for what i can see, the classes with primary weapon are pistol are no register their chance of update shoot. Maybe the original creator of the mod never taked care of modded classes with "no standard primary weapons". i hope my research can help you for make a better mod (even if is great alr)
Lelouch_vi_Britannia 1 Mar @ 9:33pm 
Does someone knows, maybe WOTC-compatible version of original Dynamic Stat Development is exist? With simple TES-like skill xp progression.
XpanD  [author] 28 Feb @ 11:11am 
Would still recommend checking the logs for that one, those mods may be replacing the standard shot ability with something that's being considered invalid here. Log output should have more details on what it's filtering for.
Misterdino Prime 28 Feb @ 9:51am 
development shoot*
Misterdino Prime 28 Feb @ 9:51am 
first, works with lwoct, second, its seems that modded class with pistol like first weapons don't is applied the development luck, like akimbo, or hoplite classes
XpanD  [author] 22 Feb @ 3:15pm 
Check the game's logs (Launch.log) after taking a shot, could be the ability's doing something funky. Log should show more info with a bit of luck.

(can also temporarily crank up the odds of getting a stat boost and restart the game, good way to check too)
Misterdino Prime 22 Feb @ 3:01pm 
its me or don't works with akimbo class?
Langollion 12 Feb @ 12:00pm 
Very nice, thank you for the redux mod!
XpanD  [author] 11 Feb @ 3:15pm 
Should do. There were a few issues with it originally, but I believe those are all sorted now.
Rebellis_@uitum 11 Feb @ 1:10pm 
does this work with LWOTC ?
Kane1944 28 Jan @ 11:30am 
Thanks for the reply and input. I will check the log, raise the stat boost and do some testing.
XpanD  [author] 28 Jan @ 10:59am 
Does the game log (Launch.log) say anything when it drops stats? The original issue should be long patched, but maybe the logs will have a pointer.

May also be worth temporarily raising the dash stat boost chance to 100.0f -- that guarantees a growth event whenever a soldier that's not yet maxed does a yellow move. Good for testing.
Kane1944 28 Jan @ 8:42am 
Thank you for keeping the mod alive. Much appreciated. I am still experiencing the stat reset for Mobility. I have adjusted the config file MaxMobility to 30. I have increased Hacking, Psi and Aim as well, and I believe they are working for me as intended. Any ideas?
XpanD  [author] 28 Jan @ 6:42am 
Another update, another new translation! Simplified Chinese this time, courtesy of SKRING.
XpanD  [author] 27 Jan @ 1:46pm 
Yup, poke me on Discord (or add me on Steam) and I can have a look!
SKRING 27 Jan @ 5:55am 
Hello, I am running this mod using a self translated Simplified Chinese file and have been playing for several hours. Currently, everything is normal. Can I send you the Simplified Chinese translation file for the convenience of other Chinese players?
PS: Thank you for your contribution to the XCOM2 community.:steamthumbsup:
XpanD  [author] 26 Jan @ 5:56am 
Pushed out another update for a traditional Chinese translation, courtesy of william09703!
XpanD  [author] 23 Jan @ 1:45am 
Send it over and I can have a look! Feel free to add me on Steam, or on Discord if you have that available -- easiest to do it over a live chat.
william09703 22 Jan @ 8:47pm 
hey, I got the traditional chinese localization files ready. would you like to add it?
XpanD  [author] 21 Jan @ 4:28am 
Nope, you get what you see in the XComSoldierDevSkillEvents config. (the Mobility section)

Faster soldiers do technically have a higher chance to trigger the boost event, as they can cross larger distances and rack up more per-tile event rolls. It's a tiny difference, though, and the actual boost is the same regardless of soldier speed.
John keL1er 21 Jan @ 4:15am 
is it true that the mobility upgrade has a "fast upgrade" for fast soldiers and a "slow upgrade" for slow soldiers? can this be reversed ? )
william09703 18 Jan @ 4:40am 
well, shxt. I didn't receive the notification. Thanks for the update, buddy! I'll make the localization as soon as possible
XpanD  [author] 18 Jan @ 3:44am 
Pushed out an update with a brand new Russian translation, courtesy of Yoga. Also changed the default encoding to UTF-16 LE BOM, which supports languages with non-English characters better. (now matches the base game)