XCOM 2
Soldier Fatigue [Outdated]
204 Comments
S.Flo  [author] 13 Feb, 2017 @ 10:08am 
Hiya everyone! Sorry for the radio silence and lack of updates. The past year's been insane for me. Either way I'm back and plan to begin supporting many of my projects again in the coming days.

However, I do not plan on updating this particular project. The magnificent Numbers has made a fork of the project you all should be using instead (link in the description) and on top of that Long War 2's Infiltration system accomplishes the same effect as this in a much more elegant way.
necro55 12 Feb, 2017 @ 4:46pm 
No, EVERY single troop who had been fielded became injured during a few days of scanning and no missions. Very reproducible.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694223407
This updated version from "Numbers" has fixed it.
Matikanefukukitaru 12 Feb, 2017 @ 2:02pm 
@necro55: If they still were fatigued when they did go on the mission, everything's working as intended by them being injured afterwards.
necro55 12 Feb, 2017 @ 12:00pm 
This one bugged out on me too, I will try the new one by Numbers and hope it works as intended. Game still functioned, but about 1-2 game days after a missions, everyone who was on the mission started showing up as injured, even after a flawless victory.
I will post there with my testing results.
Skarsatai 2.0 16 Jan, 2017 @ 1:06pm 
Looks like the mod is dropped in the focus of the modmaker ? No response from the Maker since several month? I like the idea of the fatigue. I checked the newer version from Numbers link, but there at present (jan2017) the maker has to fight against more faults and glitches with LW 2 or 6 slots so far as I understood. Looks like I use this mod only for simulated rotation of the rooster. Mod ist working but with no penalies for the fatigued soldiers.... sad.
Weimond 8 Sep, 2016 @ 1:16pm 
how do I acces the mod configuration folder cant find the ini with that name
Numbers 16 Jul, 2016 @ 5:28pm 
They both use screen listeners. The alternate mod launcher should specify with a little asterisk that they don't actually conflict. It just means that it might take a little longer to load the AfterAction UI screen.
Thor of Florida 16 Jul, 2016 @ 2:20pm 
the alt mod launcher says this mod and LW toolbox conflict on the UIAfterAction, but in all my playing it's never been a crashing conflict. any reason for that?
Numbers 14 Jul, 2016 @ 7:34pm 
That'll fix it.
Iceberg265 14 Jul, 2016 @ 6:37pm 
Soldiers are currently not getting wounded after completing a mission while fatigued for me.
Numbers 5 Jul, 2016 @ 9:44pm 
@Vortex Pixalation, As far as I know, with this mod, SPARKS will get fatigue and never recover from it. Its not being updated so I made a working replacement with some new features.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694223407
Vortex ♀ Pixalation 5 Jul, 2016 @ 8:50pm 
is this working with Shen's Last Gift, it on't apply Fatigue to the Sparks right
Numbers 19 Jun, 2016 @ 10:51am 
@Sarezar, this mod stopped working with some update. The mod author stopped updating it so I made a replacement and fixed it. I'd reccommend using that. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694223407
Sarezar 19 Jun, 2016 @ 10:07am 
Ignore the previous comment. It looks like fatigue stopped working altogether. I'll try the usual...
Sarezar 19 Jun, 2016 @ 8:35am 
Hi. It looks like soldiers that are already fatigued won't receive a wound if they fail a mission (first time I failed a mission :O ) Is this working as intended? (I don't know if fatigue is applied when failing a mission, I did this mission with already fatigued soldiers)
Numbers 18 Jun, 2016 @ 10:53pm 
@resonansER Its in a few places. Any of the source files that start with UI probably have one. Its in the CreateVisual function. Since it is all hard coded, to get a translation working, you'll have to recompile it as a separate mod.
Gonanda 18 Jun, 2016 @ 10:45pm 
WHERE is phrase FATIGUED? I want to translate her on russian. Where is variable for this phrase? Please, answer.
Numbers 30 May, 2016 @ 9:16am 
@DabHand Thats a good idea. If that isn't a side effect of fatigue on wounds then I will make it one.
JayBee 🔰 30 May, 2016 @ 9:08am 
I definitely agree with you that fatigue piling on to injury is a good way to go, solves all problem while having the least work involved. With ini changes people could adjust the fatigue so that covers pretty much everything. If you want to check out the wound section in Partisan War go ahead, feel free to use it or not.

Then again having injuries scale with campaign time or another variable (like in LW) I haven't done, the need hasn't presented itself, but I may work on that in the future. ;)

Thanks for taking up this project!
DabHand 30 May, 2016 @ 9:07am 
Suggest you keep the fatigue remaining from the mission they went on, and add it to the fatigue from that mission regardless of injuries so even a slight wound/fatigue wound will not eliminate large outstanding fatigue statuses. i.e. it can continue to build up regardless.
Numbers 30 May, 2016 @ 8:58am 
My only plan is to tightem up wound times and remove some of the spread and just make the smallest fatigue times a bit longer so that it doesn't become better to take a small injury than no injury with fatigue. I may or may not even do that because I know there are other mods people like to use for it. In either way it won't be in the initial release. I think applying fatigue to wounded soldiers will fix the issue though so I might not do anything.

As for people wanting to help test, my plan is to run a few tests myself to make sure the new ini options work at all then I'll release for feedback and more bulk testing. That'll hopefully be either today or tomorrow depending on how things go.

As for any help needed with integrating with other mods, just let me know once I release it. Happy to help with stuff like that.
JayBee 🔰 30 May, 2016 @ 8:50am 
Sounds good, S.Flo was going to be helping me integrate fatigue into Partisan War , though I've become savvy enough in the mean time to integrate myself. I do hope that they are doing well and just really busy instead of other possibilities.

Why would you adjust wound times in a fatigue mod when there are other code that are really delicate to control wound times? The injury system itself is very sensitive. Having said that, I suppose it could work out as the wound times in base XCom are pretty crap. I haven't played with that since fine tuning my own injury system.

I think that wound times will make your initial release take quite a bit longer to get right. That's your choice of course. If you need help testing then I've got too much time on my hands sometimes. :)
Numbers 30 May, 2016 @ 8:40am 
So here's what I have so far. I've asked the author about reusing code. Haven't heard back. Will probably go ahead and upload very soon. I've fixed some compatability issues. I've made all of the current ini options changable by difficulty. I've added an ini option for wounded soldiers to take fatigue. I've got stuff in place for me personally to start playing with wound times. The current plan is to adjust wound times in the fatigue mod itself.

Right now it all builds correctly. I need to run a couple of missions for testing and I don't know how long that'll take. Hopefully not too long. As far as I know it does work with notoriety but I'll include it in one of my tests just to make sure. I've made a couple of changes to hopefully fix all future compatability problems this mod may have.
harlequin565 30 May, 2016 @ 3:17am 
Also - add fatigue to all soldiers - even wounded ones. That's my tuppence. (or make it a true/false switch in an ini)
harlequin565 30 May, 2016 @ 3:15am 
Re: Difficulty.
I'd make it configurable in the Ini. I also run the scanning sites mod (maybe 1 mission every 4 days?) and I also modded my wound times to make a light wound last >9 days so taking a fatigued soldier on a mission guaranteed a >9 day stint in the hospital.
With people running different setups, allowing configurability is probably the best way forward. Comment your ini accordingly with suggested baseline values and let people go the way they want.

My suggestion would be to wound the soldier to 75% health (if uninjured) as this puts it in the second "bracket" of wound times. If a fatigued soldier is wounded in the mission, then let that wound stand. You might get some people trying to game around the numbers by grenading their high HP soldiers to 76%+ but it's not worth coding around IMO.

Also - can you make it play nicely with Squad Notoriety? I'm using this as my Fatigue substitute and like it so much I intend to keep it.

Looking forward to seeing your work!
DabHand 29 May, 2016 @ 1:36am 
Ensure the injury taken from using a fatigued soldier is always worse than allowing the fatigue time to run its course.

Suggest fatigue injury is double the fatigue days remaining when soldier was taken on mission.
PLUS number of fatigue days left. i.e. Where F = fatigue days left. Injury in days = (2*F) + F This ensure its always worse than an AWC assisted heal time

Additionally
+50% heal time to any ACTUAL injury taken when fatigued PLUS Add remaining fatigue in days to any injury. i.e. Where F = fatigue days left and B = battle injury time. (B * 1.5) + F

if you ini it up people can tune to their liking otherwise you'll never please everybody.
Hudson Savage 28 May, 2016 @ 9:35pm 
For my current playthrough I am on Commander and I have reduced the average time somewhat but increased the varience. However I run mods that gives me more frequent missions and I run a much larger roster, so its not a great comparison to a vanilla game.

Here are my config settings in case you are interested.
[SoldierFatigue.UnitFatigueUtilities]
FATIGUE_TIME = 180
FATIGUE_SPREAD = 25

Also well done getting a LWT compatable version going, I hope to see it soon!
Forever Dead 28 May, 2016 @ 6:11pm 
If you got this working with toolbox Numbers you are my hero! I wouldn't mind longer wound times on lower difficulties but thats just me. Thank you for picking this up and updating it. Much respect.
Numbers 28 May, 2016 @ 3:26pm 
Can I get some feedback on difficulty? The problem with balancing fatigue at low difficulties is that XCOM 2 missions are on average about 7 days apart. This is why the default for fatigue is 8-9 days. It pretty well guarentees that any unit will be fatigued for at least one mission. Some injuries can naturally just be a short 1-5 days though once you have better armor. How do people feel this should work? I can change fatigue and/or injury times. I can apply fatigue to injured soldiers. I can probably do some other things that I'm not thinking of. Feedback on this please.

(Note: it works fine for legendary because wound times are longer but the time between missions are the same)
Numbers 28 May, 2016 @ 11:34am 
I would like to see it go to the workshop very soon yes. There are still a few things I'm going to add such as a few ini options and I still need to ask the author if I can reuse a lot of their code.

Right now the current testing that I've done which is fatigue alone and fatigue with Toolbox have soldiers getting fatigue injuries correctly. I am not currently aware of any other conflicts.

I see how I could potentially make this mod super compatable with everything into the future but it will take something of a performance hit according to people smarter than me, I just don't know how much and it would probably scale with the number of mods installed so I would be hesitant to do that. I know of other major mods that do it though so I might as well.
DabHand 28 May, 2016 @ 11:22am 
You going to release it in Workshop Numbers?

@ JG Baxter, the point made by:
Mcowher 3 hours ago
"I've had wounds that last shorter than the fatigue time, I think there is a logic issue here."

...is that you might as well ignore fatigue and use fatigued soldiers, as the resulting wound from using them is often less than the fatigue time remaining.

Of course my issue was it didnt work AT ALL other than display that a soldier was fatigued. This has been happening to multiple users of the mod.
Numbers 28 May, 2016 @ 10:48am 
And on a happy note, I got it working with Toolbox :)
Numbers 28 May, 2016 @ 10:35am 
I'll actually make it an ini thing.
Numbers 28 May, 2016 @ 10:34am 
Ooooohhh. I see what you are saying. If a troop is unfatigued and takes and injury, they will not get fatigue. This is changable if people want it. If a soldier is fatigued on a mission and had fatigue as well, then they will get a longer injury. This is already happening.
JayBee 🔰 28 May, 2016 @ 10:26am 
@Numbers "troops that are wounded during deployment will not be inflicted with fatigue."

Unless I missed something, that seems clear. :)
Numbers 28 May, 2016 @ 10:19am 
@Mcowher Fatigue is balanced for legendary. If you play below legendary, that is possible. I'm making a new version of fatigue and I'm going to try to address this.

@Baxter Fatigue is designed to add onto normal injury times. Its hard for me to tell if it is currently working though. The fatigue amounts can currently be adjusted in the ini.

And for anyone who's curious, I do have a slightly changed version of fatigue currently working. I'm trying to nail down why toolbox breaks it and fix that. I haven't yet tried the idea of applying injuries to the beginning of missions.
JayBee 🔰 28 May, 2016 @ 8:16am 
@Mcowher, the thing is Fatigue was set to be separate and not add to injury times. So that'll certainly occur.

I do think that fatigue amounts should be adjusted roughly by half and added to the injury times.
Mcowher 28 May, 2016 @ 7:56am 
I've had wounds that last shorter than the fatigue time, I think there is a logic issue here.
Hudson Savage 27 May, 2016 @ 3:42am 
@Harlequin - Yes, I had the very breifest look at the LWT files after remembering that it had a red fog system, I've still yet to delve in to it properly,but maximising compatability especially with LWT would have to be a priority.
harlequin565 27 May, 2016 @ 2:48am 
If you do go with Red Fog Fatigue consider testing it with LWT installed - as that has a red fog (wound) system too. If a new mod isn't compatible with LWT, then we're back to square 1.
Am happy to help with testing and balance, but coding is beyond me - unless it's ini tweaking :)
Hudson Savage 25 May, 2016 @ 10:26pm 
I could probably only help with bug hunting, number tweaking, and such basic stuff to be honest, I'm a game artist though so GUI graphics etc are no problem.

I could comb through code to try and find something useful also since I can use the dev kit a bit.

I'll into a red fog mod or two and see how they tackled it, might be worth posting on Reddit and nexus to see if anyone has any ideas also.
Numbers 25 May, 2016 @ 10:19pm 
I've been thinking about using a red fog type system. Right now I'm having issues getting the fatigue mod code working on my system to where I can adjust it. Hopefully things will get moving when I can resolve that. Once that happens, if you've got any experience with something like red fog then it'd probably be helpful.
Hudson Savage 25 May, 2016 @ 9:53pm 
One idea I'd had for fatigue was to make it function a bit like red fog. I wanted to have fatigue be a more nuanced system while still having a similar effect on player habits.

A soldier accrues a small amount of fatigue each turn and a big chunk for injuries and completing missions. At various break points this applies a reduction (likely % based) to a trooper's combat abilities (aim and will especially, though dodge, psy offense, hack and maybe mobility could be effected also).

Say for example this happened every 10 fatigue out of 100 max, the stat reduction starts out relatively minor but ramps up harder and harder at about 50-75 fatigue. At 100 fatigue a trooper is exhausted and can not be taken on missions until they recover, if this point is reached in mission they go unconscious also. Fatigue recovery happens on a day by day basis (or hour by hour) Gts perks or the Awc could improve recovery rates.
Hudson Savage 25 May, 2016 @ 9:53pm 
Other ideas include applying fatigue on certain actions such as being the target of certain enemy abilities (being mind controlled for example would be pretty stressful)

Clearly though as noted below, modding XCOM is hard so this would be an ambitious thing to try.
It's beyond my current abilities with modding this game but I'd be happy to assist however I can if someone wanted to try and implement this version of fatigue.
Numbers 22 May, 2016 @ 12:44pm 
I've talked to them and they said they still have every intention of supporting this. I haven't asked about reusing code but I will ask if I decide I need to. I'm still just doing some testing on the code personally to get a good feel for what exactly the current problems/how things are working are and how fatigue could potentially be expanded to include some other features.

Plus I'm finishing up my first playthrough on alien hunters. Quite enjoying it. I'll get going faster on this once thats done.
DabHand 22 May, 2016 @ 12:14pm 
I take it not much luck trying to contact S.FLo offline then? Was thinking you could always credit him/her. I would have thought they would happy enough to see the mod move on and not be their problem anymore.
Numbers 22 May, 2016 @ 11:59am 
Not really on the ETA. XCOM modding hard :(

Plus I'm trying to make sure I don't copy too much from this mod.
DabHand 22 May, 2016 @ 11:39am 
Ah kk :)

Sounds like a plan. Plus if in the ini, people could make it as bad as they wanted. Honestly you could argue the mod should have worked this way in the first place.

Rough ETA? Am looking forward to testing it out.