XCOM 2
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[WOTC] Sensible Wound Times for XCOM2
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21 Jun, 2023 @ 10:26am
3 Aug @ 3:53am
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[WOTC] Sensible Wound Times for XCOM2

In 1 collection by BlackDog
BDs WOTC Standard Collection
353 items
Description
This mod alters some minor parameters in XCOM2 WOTC to make wound times a bit more sensible and to improve the sorting behaviour of wound states in soldier lists (e.g. While using string based sorting from the excellent Rusty DLS Redux & Sorting Options Plugin. The mod also keeps the definitions of ‘lightly wounded’ and ‘gravely wounded’ the same as the base-game (>75% = Light Wounds, >50% Moderate Wounds >0% Serious/Grave Wounds).

“Why use this mod, when there are two very similar alternatives?”, you might ask. The author has used both Reliable Wounds and Harsh Consistent Wound Timers but both mods did not fully suit the author's tastes - in particular because:

1. Reliable wounds does not alter the “Woundstates” array which assigns the labels to the soldier lists, and because it uses 5 bands of 20% to assign the healing times, it’s possible that the labels in the wound states array don’t line up with healing times in the wound severeties array. This can cause some soldiers in ‘lightly wounded’ state to have healing times longer than ones in a ‘wounded’ states (although admittedly a lot less often than the base game). It also doesn’t alter any localisation so when using string based sorting, gravely wounded soldiers appear before lightly wounded and wounded, alphabetically.

2. Harsh consistent wound timers alters the woundstates array so that soldiers are considered gravely wounded only below 30% of maximum HP. The labels line up correctly so sorting works fine, but this can alter the behaviour for mods which depend on assessing gravely and/or lightly wounded status to test for soldier eligibility (e.g. Augmentations / MEC troopers / Gene Mods). Again, no localisation changes are made in this mod for string based sorting either. Users may also find that the wound times are a bit too brutal for their tastes.

So in short, this mod offers a bit of a compromise between the two, alters the localistion (Eng/Fra at the moment) of the labels so they are alphabetical (Light Wounds, Moderate Wounds, Serious Wounds) for better list-sorting behaviour and implements a minor fix for some odd base-game behaviour which can result in soldiers healing instantly if the health percentage falls in between the maximum HP for one level and the minimum HP for the next.

The mod also has a feature which can be enabled from Mod Config Menu to ignore any wounds which were healed in-mission from the post-mission wound calculations (e.g. If you heal soldiers to full health on the mission, they will be treated as having no injuries when they return to the avenger). This can be toggled on & off as desired.

Obviously, please don't subscribe to this mod and either of the others discussed above as they alter the same settings!

I also welcome users from other locales to provide suitable alphabetical labels for the wound states for other languages to help with sorting. If you’re able to do this, please find me on the XCOM2 modding discord and I’ll add your proposed changes to the mod, or leave some notes in the comments :)

For references here are some comparisons between all the mods which alter this behaviour.

Base Game
HP% Remaining
Time - Days (Rk-Com)
Time - Days (Leg.)
1-20
14-30
23-50
21-50
5-18
8-30
51-75
2-12
4-20
76-100
1-7
1-12

Reliable Wounds
HP% Remaining
Time - Days (Rk-Com)
Time - Days (Leg.)
1-20
17-25
29-42
21-40
11-17
28-29
41-60
6-11
10-18
61-80
3-6
5-10
81-100
2-3
3-5

Harsh Consistent Wound Timers
HP% Remaining
Time - Days (Rk-Com)
Time - Days (Leg.)
1-10
33-35
55-59
11-20
28-33
47-55
21-30
26-28
43-47
31-40
23-26
39-43
41-50
18-23
30-39
51-60
12-18
20-30
61-70
8-12
13-20
71-80
6-8
10-13
81-90
4-6
7-10
91-100
1-4
1-7

This Mod
HP% Remaining
Time - Days (Rk-Com)
Time - Days (Leg.)
1-12
24-30
40-50
13-24
20-26
33-43
25-37
16-22
27-37
38-49
12-18
20-30
50-62
7-12
12-20
63-74
5-9
8-15
75-87
2-5
3-8
88-100
1-3
1-5
Popular Discussions View All (1)
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12 Nov, 2023 @ 1:09am
Russian Localization
Aks
54 Comments
Razor 10 hours ago 
Just did blacksite mission and still the same with everyone getting wounds for their +hp so I might have to just leave it and play normally without that setting.
Razor 12 hours ago 
So here is what i did
1. Unsub
2. Resub
5. lanuched game
4. activated the mod through MCM on the titel screen
5. load my save from before
6. extracted everyone wounded soilder first and last to see

Its still the same wounds from the +hp. I am running [WOTC] Weapon and Item Overhaul if that helps show where the hp is coming from. I wonder if its baked into that save and I need to run another mission to see if the behaviour is different. Will report back when I get an extract mission (I have the blacksight mission to do so will run that and report back).

I have taken screenshots or can get the save file if that helps sorry to cause so much trouble if its on my end.
BlackDog  [author] 17 hours ago 
Hi @Razor - I tested this again with units with ablative HP & units with vests which add additional HP but couldn't reproduce the issue. It's possibly it's a bad mod interaction but can you just try unsubscribing & re-subscribing to this and running the test again please? The behaviour you described seems to me like what was happening *before* I pushed the most recent update (before the update, it did appear to be possible for units to be missing HP equal to the armour etc. they were wearing even after full healing on the mission - I presumed the old eventlistener was just firing after the soldiers' gear was being unequipped at the end of the mission, but I may be wrong).
Razor 4 Aug @ 11:06pm 
Just checked and yes they all have +2-4 HP in green on their character sheets and thats what their wounds were, so guessing its a me problem/interaction with a mod i have thats giving HP from gear etc
Razor 4 Aug @ 11:04pm 
@blackDog I used the MCM menu to toggle it on and off to test.

I did a facility lead to get rid of some avatar project where you plant the c4 and evac had 5 people at full HP no damage taken the mission and my last solider was on 2/11 hp that had been healed by a med kit(+5) and damaged again. Ended the mission with everyone wounded with 2-4 damage. 14 damage spread over the other 5 squad members and my 2/11 had healed to 3. I wonder if its something to do with a mod like Weapon and Item Overhaul giving HP to armour, Vests or another mod i have that's screwing with total HP.
Razor 4 Aug @ 3:21pm 
Thank you for your work will give it a try!
BlackDog  [author] 3 Aug @ 3:50am 
@Razor - Thanks for your report. I reviewed the code & discovered an issue with the eventlistener. I've adjusted it to fire on the TacticalGameEnd event rather than OnPlayerTurnEnd. It seems OnPlayerTurnEnd was being triggered multiple times - I'm not sure exactly why that happens but the adjusted event seems to be more reliable. I'm pushing the fix now, let me know if you experience any issues. I've also implemented MCM support so you can turn on & off the behaviour from in-game.
EvilBob22 31 Jul @ 7:27pm 
Yeah, I'm not 100% sure if it does or not (I know some modding, but I have tons left to learn), but it doesn't matter for a never wounded soldier. Let's say you have a 6 HP soldier. At the start of the mission, LowestHP is set to 6. Each turn, it is set again to the current HP (6 each time). So, even if you evac during turn 10, it would have been set to 6 again at the end of turn 9. Lowest matches current, and there shouldn't be any wounds.
Razor 31 Jul @ 7:05pm 
I have no modding exp in Xcom2 so Im only guessing but I wonder if on extract missions the turn end doesn't happen and that listener doesn't fire?
EvilBob22 31 Jul @ 6:14pm 
I'm not seeing anything obvious in the code, that part looks pretty simple, There is a listener that sets the lowest HP value to current HP at the end of each turn, the actual assigning of wounds is handled by the base game. It shouldn't cause wounds unless the base game has the same bug for unwounded soldiers. We'll probably need to see what Blackdog thinks.