XCOM 2
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Armor Chance for Unarmored Units [WOTC]
   
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8 May, 2020 @ 2:32pm
18 May, 2020 @ 5:05pm
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Armor Chance for Unarmored Units [WOTC]

Description
Unarmored enemies have a 17% chance of spawning with +1 Armor.

Only affects enemies that do not normally have Armor points - it will NOT add Armor points to enemies that already have Armor. This adds some divergence to your game and you may need to make tactical considerations based on the situation at hand.

Affects all unarmored units from the base game, WOTC, all DLCs, and several mod-added enemies.

100% safe to enable or disable at any time. For more diversity amongst enemies, try using Unique Stats for All Units.
Popular Discussions View All (1)
0
12 Apr, 2023 @ 2:29pm
Lost Dasher with 4 armour
zin
48 Comments
zin 27 Apr, 2023 @ 5:24pm 
Ah, yes, very simple. But me, I’m bad at maths, once again. Thank you!
Alex Nares  [author] 27 Apr, 2023 @ 5:08pm 
Yes, for 33.33% chance of 1 Armor:

+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount=-1, RandStatAmount=3)
zin 27 Apr, 2023 @ 10:00am 
Hi, I can’t figure out how to set a 30–35% chance of 1 armour.
Do you know of a configuration that results in that (perhaps, 33.33% chance of 1 armour)?

I came up with this:
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount=-6, RandStatAmount=9)

That’s a 22.22% chance of 1–2 armour, which I use for Faceless, which is nice.
An Essential Hiro 16 Apr, 2023 @ 8:15am 
Oh alright then, no worries!
Alex Nares  [author] 16 Apr, 2023 @ 5:06am 
Thanks, but sorry, I am no longer modding XCOM 2.
An Essential Hiro 15 Apr, 2023 @ 10:46am 
Any chance of adding frost legion enemies? Also, I've noticed that the Advent Demoman from LW2/LWOTC is not on the list. Great mod though, loved configuring it to up the difficulty curve.
zin 12 Apr, 2023 @ 7:45pm 
Oop! You’re right! I did forget to put a hyphen before the 1. The weird thing is, I’m pretty sure I used to have that, but I changed it for some reason.

And I had this configuration for 120 enemies… welp! Thanks for the help!

It took me a while to understand how the mod works, but thankfully I got it eventually.
Alex Nares  [author] 12 Apr, 2023 @ 7:34pm 
That's because if you have this:

+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= 1 , RandStatAmount= 4 )

That means they start with 1 armor (StatAmount=1) and gain a random amount from 1-4 (RandStatAmount=4) then always -1 afterward. So they gain 0-3 which would result in 4 Armor with their base armor of 1. You probably forgot to put the " - " in front of the 1 (to make it -1 instead of +1).

But all the other stats are correct, great job posting a chart. Looks like you have a correct understanding of how the stats work!
zin 12 Apr, 2023 @ 2:27pm 
I have a little problem. I’ve encountered Lost Dashers with 4 armour; however, I’ve set them to have a 50% chance of 1–2 armour:
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= 1 , RandStatAmount= 4 )

I don’t understand why this is happening. Is this due to this mod, you think? I also have WorldWarLost, but that only gives Brutes armour as far as I can tell.
zin 12 Apr, 2023 @ 1:31pm 
Other options:

16.66% chance of 1 armour (default):
StatAmount= -4 , RandStatAmount= 6

20% chance of 1 armour:
StatAmount= -3 , RandStatAmount= 5

25% chance of 1 armour:
StatAmount= -2 , RandStatAmount= 4