XCOM 2
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[WOTC] Soldier Development Redux (beta)
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21 Sep, 2024 @ 5:05am
13 Aug @ 5:10am
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[WOTC] Soldier Development Redux (beta)

Description
This is an unofficial, updated build of Hotl3looded's excellent Soldier Development mod that fixes some issues (including the stat reset bug), as well as adding a bunch of new features. Please check the original page for a breakdown of what it is and how it works.

Note that, unlike the original, this Redux does not disable covert op stat boosts by default! This feature is now handled by a more compatible standalone mod, the Covert Slot Reward Restrictor. This mod is optional and can be safely omitted.

Please remove the original Soldier Development before installing this one, as they will conflict.

Fixes to the original:
  • Skill events now fall through properly instead of lowering stats above the config max.
  • Skill events should no longer potentially be rolled twice.
  • Hero units (and modded SPARKs) may now gain combat intelligence as well.

New stuff:
  • Psi skill events!
  • New config system. (configurable breakpoints, more things to tweak)
  • Support for other languages. (just a few for now, submissions welcome)
  • Melee attacks that cover long distances may now boost mobility as well. (on by default)
  • Failed missions can now have their own rewards. (off by default)
  • Negative AP and Will "rewards" are now allowed. (off by default, settable limits)
  • Evolved Nanoprocessor (SuperSoldiers) and Full Override (LW2) are now valid hack skills.

Other changes:
  • Lost headshots and guaranteed hits no longer trigger skill events.
  • Max mobility is now 15 (from 14), but growths are slower.
  • Dashing chance logic now handles small values better. (extra digit)
  • Logging for tracking new changes. (useful in case stuff breaks)

Compatibility:
Not aware of any conflicts. Should be safe to add to (or remove from) a running campaign, just finish your current mission before doing so.

Everything should also work with Long War of the Chosen and other overhaul mods, though balance will vary.

Required mods:
Calculating shot accuracy uses a Community Highlander function, but this did not seem to cause any issues when testing without it installed. Marked it as required just to be safe.

Why this redux?
The original mod's author (Hotl3looded) seems to have disappeared from the internet a few years ago. At some point I saw someone report an issue, got curious, reproduced it in my own game (after reverting my config changes), and then went down the rabbit hole... and the "local build with a few patches" that followed quickly snowballed into this.

Credits:
  • Hotl3looded for the original mod, which laid the foundations for this redux. Seriously, the original mod was most of the work.
  • Alastair for outlining the combat intelligence issue, and ragnakore for the mobility fix. (both in the original page's discussions)
  • Zelfana and Iridar for providing a ton of advice.
  • Translators: Yoga (Russian), william09703 (traditional Chinese), SKRING (simplified Chinese)
Popular Discussions View All (1)
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29 Sep, 2024 @ 1:23am
PINNED: Psi growths
XpanD
144 Comments
Zombie 19 Aug @ 5:49am 
Thanks for making this!
XpanD  [author] 13 Aug @ 5:15am 
Released a quick fix for a nasty oversight where it was reading successful shot chances and bonuses from the psi array instead, introduced in yesterday's update. Thanks, Xilay!
Xilay 13 Aug @ 5:00am 
Alrighty, Sent you a friend request so we can talk there
XpanD  [author] 13 Aug @ 12:27am 
Also, forgot to mention... There's no fallbacks for anything other than StatChance on hacks. Everything else will either be picked from whatever the closest config entry is, or zero if the config is broken/missing.
XpanD  [author] 13 Aug @ 12:24am 
Logging looks healthy here. I don't see PistolStandardShot firing multiple times, it's just hitting multiple checks from what I can see. This is expected since it passes by all the event listeners on its way to the correct one. (the bad ones just reject it right away)

What does your config look like? The chances side of things is likely just a config issue at this point, but I'd have to see it to be sure.

TPS' primary shot not registering is interesting, that's something I can look into once I'm back from vacation.

If you have Discord and feel like digging deeper, feel free to add me there: XpanD (might be a bit quicker)
Xilay 12 Aug @ 7:55pm 
The second thing is, it tells me theres a 50% chanche to get a stat increase. That has to be the fallback default, because I set it to 100% and the default the mod ships with for 100% accurate shots is way lower.

Thirdly, the problem with the pistolshot ability going off multiple times apparently is still there, no idea where thats from :/
Xilay 12 Aug @ 7:55pm 
Okay so I got good news and I got bad news

The good news, Ive found a common denonimator among the shots not counting.
The bad news, this seems to be 3 seperate bugs not just 1

https://pastebin.com/9QM10JqB

These 2 shots were now also taken
The first one was did get a stat increase, it was a normal pistol shot.
The second one was from the main weopen of my spark

The common thing I noticed is that, the shots that didnt get thier first ability registered at all, were from my soldier who is carrying a primary pistol (thanks to the true Primary Secondarys mod). this pistolshot that did register properly was not from a primary pistol (heck, it was a utility one infact)
Xilay 12 Aug @ 4:32pm 
Nope nothing , sorry ;_; , thats literally all iam getting from it
XpanD  [author] 12 Aug @ 4:10pm 
Was there no debug output above there? I maaaay need to make a special build after all if that's the case, hoping to find the actual first ability in the chain.
Xilay 12 Aug @ 3:58pm 
Welp u were absolutely right, steam didnt download an update yet, despite AML showing so.

https://pastebin.com/SPaW8RwW

Heres the paste with the new debug lines. All I did here was just load up a tactical save, shoot an enemy with a pistol (it hit) and exit out