XCOM 2
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MachDelta

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29 comments

  1. Stormborne
    Stormborne
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    Ehhh, your mod isn't working. Pretty disappointed. I was really excited about this but... OK, my 12HP grenadier took 5 damage and is "Gravely Wounded" for 21 days c'mon man. That's worse than in the game before, and unless my math is wrong, that's only 41% health damage taken. Now I'm stuck without my 2 best grenadiers for the next 5 missions =/

    I'm playing on Legendary, so, these 2 sectopods + 2-4 Archons that I'm getting every mission, accompanied by small armies of Mech, Heavy Mech, Shieldbearer, and not to mention Anromedons, I duno how I'm supposed to do this without my two most important anti-heavy units. Especially in 8 turns.

    1. MachDelta
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      I'll try another round of testing to double check, it's quite possible I messed something up when packaging the mod. That said, there still is quite a lot of randomness designed into the system and 21 days isn't too far off from what I would expect (Napkin math: 41% puts it in the 20k-30k points range, the old maximum was 40k which translates to roughly a month, so a ~30k roll being 21 days is roughly in line with that).

      Lastly, most of the feedback I seem to be getting is that maximum wound times are still far too high in general so it's safe to say that the next update should be bringing down those numbers a bit.

      But thank you very much for trying it out, and for your feedback!
    2. Stormborne
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      Nah don't get me wrong I appreciate the time that modders take to help make a game great. I've just had a string of pretty brutal missions, so I apologize if I came across a bit critical. Am looking forward to seeing how the next set of changes play out!
    3. Stormborne
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      ACTUALLY, now that I think of it, maybe what you missed was actually this weird phenomenon in which healing the unit in-mission after it takes damage reduces the wound time in vanilla. For example, one of my units DIED. IT was down to bleeding out, then I revived it with Revival protocal, brought her up to full health and at the end of the mission she had no wound. Now... ok, this is obviously dumb, but in some cases I was getting more LIght Wounds ever since reading how people's wound times were being reduced from medikits.
    4. MachDelta
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      Actually, the default game already accounts for that, as every soldier has a hidden value that tracks the lowest amount of health they ever had on a mission. So if your soldier was bleeding out, their wounds would be calculated based on 0% health remaining even though you revived and healed them to full health afterwards.
    5. Stormborne
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      Well it didn't! I'm not lying amigo, telling you the truth here.
    6. vulchor
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      Stormborne, MachDelta is telling you the truth. Using a medkit is not supposed to reduce wound time in vanilla. If it does that is not the way the designers intended. The same was true in the original XCOM. I can verify that this mod is working correctly in my game so far. I'll still see the occasional gravely wounded from a guy loosing only 30% of his hitpoints but overall it seems the random variance in recovery time has been reduced. This game has never been a straight ratio of wounds to days healing, and vanilla gives you a bunch of crazyness like a guy losing 1 hp but being out for 20+ days.
    7. H4RDC0R3V1B3Z
      H4RDC0R3V1B3Z
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      Yeah, I just got 1HP damage (due to a dodge) and the guy's out for 24 days lol. It's a stupid game really.

      Shame this mod is out-of-date. Really annoying that it's calculated in such a weird way.
  2. vexorg
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    Hello,

    I seem to be having some problems with getting this mod to work. I get this in the log file:

    [0003.92] Log: Checking DLC installation for ../../XcomGame/Mods/WoundRecalibration ...
    [0003.92] Log: IS INSTALLED : YES
    [0004.16] Warning: Warning, Failed to load 'WoundRecalibration': Can't find file 'WoundRecalibration'
    1. Tarathiel_Torosir
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      Been having the same issue.
    2. Marcsward
      Marcsward
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      Was this ever solved?
    3. Tarathiel_Torosir
      Tarathiel_Torosir
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      No.
    4. H4RDC0R3V1B3Z
      H4RDC0R3V1B3Z
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      Could be out-of-date compared to the current version perhaps? Last updated on February. Didn't AC come out in March?
  3. Celicni
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    Laughed my fucking ass off at that picture holy s#*!
  4. Marcsward
    Marcsward
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    I don't think this works with latest version. I looked at it in Winmerge. It doesn't address the same lines as default gamedata.ini. It might need a rebuild.
    Edit: That may may not be the problem.(?) It's just really hard to see this thing doing any good.
  5. Marcsward
    Marcsward
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    Every one of your mods is a must have. Thank you.
  6. vulchor
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    You forgot to up-tick the version number on this page to 1.1, still says 1.0 as latest.
    1. MachDelta
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      Oops, thanks
  7. vulchor
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    This is a great idea, however I'm maybe not quite as hardcore of an XCOMmer as some, I play at veteran and find it very challenging. I prefered the difficulty in XCOM EU/EW. I played Long War, but with the second wave options designed to bring the difficulty down. I don't like the idea of longer wound times, especially considering that XCOM 2 significantly increased the wound times from XCOM EU/EW. Maybe you could make a different on that lowers the max wound time? Otherwise this is a fantastic mod! I like consistency, and was getting irritated when a guy barely got hit but was wounded for 10+ days, but another guy who get moderately injured would be wounded for the same amount of time.
    1. MachDelta
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      Perhaps I overstated how long wound times are lengthened for the most serious wound category. The maximum points value was bumped up roughly 12% versus the base game (45k from 40k), and this was only for the absolute worst category - soldiers with less than 5% health remaining. I debated on weather or not to include the category, and after some more sleep I think it was maybe a harmless mistake. In order to break the 5% barrier a soldier would have to have a 20hp maximum and walk away from a mission with only 1hp remaining. I'm not entirely certain this scenario is possible in the game as it stands.

      The flip side of this is that because there are more categories for soldiers to fall into, it's now more certain that seriously injured soldiers stay wounded for long periods of time. In the base game it's possible for heavily wounded soldiers to escape with quite short recovery times, which shouldn't be as possible with this mod. That has the potential to exacerbate recovery times, particularly in cases for players who were typically lucky (perhaps without knowing it) on wound rolls.

      Regardless, adjusting the final categories is definitely a change on my shortlist for future updates. In the meantime, all the other categories were intended to roughly follow the same progression as the base game (with the exception of >80% health where they were slightly reduced) and so I'm hoping it's largely a neutral change from a gameplay standpoint.

      But thank you for the feedback! I hope the mod works as intended for you, as I too was confused and slightly frustrated with how random the recovery times seemed to be with my soldiers.
    2. vulchor
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      That makes sense. Otherwise, besides that issue, your mod did what it was supposed to do. I'm just now trying out the new version. Thanks! Also, kudos for the great Garrus picture, that's hilarious. I wish someone would mod him into the game, I'd love to Garrus on my team kicking the asses of tyrannical aliens.
  8. XQYpwnz
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    With this mod name, i request Garrus in a medsuite as a modpicture!
    But, thank your for this, i will test and hopefully give you some feedback. Current wounds seems too random and non-interesting.We definetely need some consistency to make i/l runs more polished and interesting.
    1. MachDelta
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      Sort of better I hope?
    2. meyer10101
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      That's hilarious.
    3. XQYpwnz
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      Good job, sir, good job.
  9. Havoc10K
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    In my opinion all the calculations the game makes are correct from my perspective.

    The game takes the following into account:
    -Amount of Damage
    -Dodge: Grazed damage
    -Debuff placed
    -Soldier Rank
    -Armor upgrades
    -Advanced Warfare Centre bonus.

    Now to explain:

    I noticed this in a few battles so I'll explain it from my perspective and maybe this will shed some light as to why the game does it right and any mods that deal with this are in my opinion simply cheats.

    The games I had and made observations on this "Wounded" Factor were going as follows:
    My ranger Colonel got attacked by Sectoid, the Sectoid placed PANIC on my Ranger, Enemy heavy Lancer then attacked my ranger, Dodge: Grazed him for 3 damage, and stunned him. Another soldier killed the sectoid so the panic was removed (smart mechanic). The stun lifted the next turn and my Ranger killed the Heavy Lancer.

    No more damage was placed on my ranger.

    Another unit situation.
    My specialist was attacked by Elite Officer and got damaged 3 points.
    No more damage was placed.

    Mission over, the following wound stats were placed:
    Ranger: Gravely Wounded (Result of both physical 3 points of damage and mental attacks) Shaken on recovery.
    Specialist: Wounded (Result of only 3 points of damage) No Shaken status on recovery.

    The calculation in my opinion is correct, people forget that mental attacks are also damaging soldiers, i once had a situation where my Ranger was hit by Heavy Lancer Dodged damage (Literally Dodge: No Damage) but was incapacitated for teh remainder of the mission, when he came back to Avenger he was gravely wounded.

    The debuffs are a big part of this game, people should stop cheating their way into this game, You are expected to lose soldiers in this game, no matter what difficulty.
    1. Devon_v
      Devon_v
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      Have you gone code diving to check this? Because as far as I've seen the game does not check half the stuff you are suggesting it does. Armor in particular is ignored completely, unlike EU.

      All this mod does is adjust the HP ranges that are translated into wound time rolls. If the game was checking all this detailed information before, it would still be doing so after.
    2. Stormborne
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      In its current state, the game is not consistent with what you're saying. In the same mission, I had a soldier who took 2 damage be Gravely Wounded and one who took 5 damage been Wounded. There appears to be no logic. And this is not a one-time thing. It seems to me completely random, and often times I get Gravely Wounded from less than 3hp loss (with 10hp).

      In fact, this may be a different equation, but my soldier got crit by a sectopod and was bleeding out... I stabilized, revived, healed once. At the end of the missoin, they didn't appear as wounded.

      I am particularly interested in mod because of its Description on what it does, and if it does what it says it does, it would be a great addition to this game for both the purposes of immersion and for no longer trivializing tactical consequences.
  10. Oddball_E8
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    I firmly believe that the best mods are made at 3am