XCOM 2
[WOTC] Alternate Bleedout Mechanics
56 Comments
[DG] Z Type Knight 16 Aug @ 4:57pm 
I like this idea, basing bleedout chance on how much negative HP a soldier has.
Darquan 12 Oct, 2024 @ 12:45pm 
Making this mod work with LWOTC I've added it to second wave and the rolls are made in the logs. However, it doesnt seem to register. Does anyone know what the line I need to use in xcomLW_overhaul.ini to tell it to use alternative bleedout?
Peluceus Donmian 25 Jun, 2024 @ 3:48pm 
When I read 'this needs real world testing' I thought you were going to say you wanted volunteers for IRL testing and I was like 'man this mfs committed to their craft'

Is this compatible with LWOTC?
Fenrira 23 Sep, 2022 @ 12:10am 
Thanks for the help. I checked the logs and it turns out the squaddies have a base bleed out chance of 0 instead of 50 which is what caused them to die outright
shiremct  [author] 22 Sep, 2022 @ 2:53pm 
Hmm, that doesn't sound right - if you enable logging in XComAlternateBleedout.ini, do you get reports in the Log file found in ...steam\XCOM2 War of the Chosen\XComGame\Logs? They can be found searching for "Alternate Bleedout:" and should look something like this:

"Alternate Bleedout: Final Bleedout chance:" @ Round(BleedoutChance) @"/ 100"

I don't remember for sure if alternate bleedout works with mid-campaign, let alone mid-mission, activation. Setting bDEBUG_LOG = true in the .ini file will quickly tell you one way or the other though.
Fenrira 21 Sep, 2022 @ 11:58pm 
I attempted to make soldiers bleed out 100% of the time by adjusting base chance to 50 per rank (and 70 per rank with Stay with Me active) and reducing the overkill multiple to 0.1. However, some troops still died with 2 points of overkill damage. I double checked that that the mod was active in the difficulty menu before starting the mission. I’m playing with beta strike if that makes a difference. Would appreciate your help/advice

Side question: can the mod be activated and deactivated mid-mission?
shiremct  [author] 11 May, 2021 @ 5:24pm 
I added the graph images that were dead links to the mod images above.
RhodeXLX 11 May, 2021 @ 5:40am 
Can I see exactly how the bleedout chance is calculated? Those images you posted don't seem to be working.
Ace 19 Apr, 2020 @ 6:17am 
@Kintaro
BLEEDOUT_ROLL=2
BLEEDOUT_BONUS_ROLL=1
BLEEDOUT_BASE=0

That should work for ya
Kintaro 14 Apr, 2020 @ 5:11am 
Would this be enough to get 100% bleedout chance?
BLEEDOUT_CHANCE_PER_RANK = 10
BLEEDOUT_MAX_WILL_WEIGHT = 10
BLEEDOUT_CURRENT_WILL_WEIGHT = 10
Kintaro 14 Apr, 2020 @ 5:04am 
i am sadly not a mastermind in that to understand... :-(
Kintaro 14 Apr, 2020 @ 5:04am 
what values give me 100% chance to bleed out?
Elster 28 Mar, 2020 @ 2:37pm 
Just went on my second mission of a new campaign. A sectoid got a lucky crit from across the map at my rookie, dealing their exact amount of health in damage and killing them instantly. I then had a demolitionist throw a grenade at another rookie of mine that, once again, dealt exactly enough to kill him. Guess that's XCOM, baby.
QuantumKitten 24 Feb, 2020 @ 3:50am 
Your graph images have gone. Looking at their source, it looks like the site they were posted on doesn't exist anymore.
shiremct  [author] 7 Jan, 2020 @ 10:31am 
Yes, that beta strike heal can't be removed via config edits, it will take an SDK mod to do it. I agree it shouldn't have been a thing to begin with - yes you are going to take more wounds using Beta Strike, but people using it expect that going in. Healing half of the magically for no reason is a feature many Beta Strike users didn't want.
emwe 7 Jan, 2020 @ 2:52am 
I looked through the defaultgamedata.ini what @PossumFlavored posted has the same identical values for a playthrough without betastrike enabled.

Also searched for all sensible keywords and found nothing that would explain the heal soldiers get after a successful mission with betastrike enabled in the defaultgamedata.ini.

So I guess the only possible way to remove the healing would be via the SDK.

(I also don't understand why it exists in the first place)
onestrongbow GocleCD 26 Nov, 2019 @ 5:50am 
@PossumFlavored i'm facing the same probleme as yours , did u find any way to remove the beta strike auto healing stuff ?
shiremct  [author] 15 Sep, 2019 @ 7:39am 
It's in the main options menu somewhere... I think in the Change Difficulty section, but I don't remember for sure. When you have Better Second Wave Support, it enables you to change the second wave options instead of just view them in whatever vanilla menu you could already see (but not change) them.
=[NK]= Col. Jack O'Neil 15 Sep, 2019 @ 2:10am 
From the description

"If you are using Better Second Wave Mod Support , you can also enable or disable the option in the middle of an existing campaign. NOTE: Better Second Wave Mod Support is only required for the mid-campaign setting change; it is not a dependancy for any other features of the mod so it's an optional element you can use or not, depending on your needs."
Haybusa 15 Sep, 2019 @ 12:09am 
How to add mid campaign? I have the mod that was suggested but the mod doesn't specify how to add it mid campaign.
shiremct  [author] 7 Jul, 2019 @ 11:29am 
If I remember correctly, LW2 has a similar mechanic built in. It's been a long time since I looked into those files, but I think there is something already there to work with.

I think the hook from the CHL needed to override bleedout chances is also present in the LW2/Vanilla CHL so someone could definitely strip out the Second Wave part of this mod and make a version for base-game X2 using this as a guide. Anyone has my blessing to do so if they desire.
shiremct  [author] 19 May, 2019 @ 6:29am 
Yes, it should pull in the current Will stat after modifiers for that portion of the formula and a current Will value that's been boosted over the Base Will value will also continue to increase the chance (by a small amount).
initium 19 May, 2019 @ 3:47am 
Would this pick up and use any modded ability that changes Will, either up or down, applied in missions?
Example - Buff to Will through a Psi-op nearby
Example - Chosen ability to reduce Will
Example - TIn Foil hat mod to add +5 Will (no mod exists, but you get the point)

I can't quite figure out if the calculations pick up other mods that can change Will, but it's a great mod whatever the answer.
SuspiciousSeal 3 Apr, 2019 @ 4:35pm 
ether one of you know what "SecondWaveBetaStrikeHealthWoundStates[3]=(WoundStateHealthPercents[0]=75, WoundStateHealthPercents[1]=50, WoundStateHealthPercents[2]=0)" does in the defaultgamedata.ini? Im wondering if its the thing messing with how often you get critically wounded on beta strike.
SuspiciousSeal 3 Apr, 2019 @ 4:21pm 
@Mitzruti Ahhh, that would explain it. Thanks to both of you.
Mitzruti 3 Apr, 2019 @ 11:42am 
If you're playing on betastrike, the game (even unmodded) seems to half-heal your soldier at mission end so you never get wounds past 50%. It's really silly, tbh.
shiremct  [author] 3 Apr, 2019 @ 11:06am 
No, this should not impact the severity of wounds or wound times. They can be quite random at times with default behavior. A string of bleedout without critical wounds is unusual, but not outside the realm of possibility.
SuspiciousSeal 3 Apr, 2019 @ 9:35am 
does this reduce the number of critcally wounded soldier you get? I keep getting men surviving on 1 HP without a crit wound to go with it.
Mitzruti 5 Oct, 2018 @ 10:27pm 
Oh. must have overlooked the 10. sorry about that.
shiremct  [author] 5 Oct, 2018 @ 7:45pm 
Here is a link to the spreadsheet that has the formulas (used to be pictures hosted up within the description, but they dont load anymore...)

https://docs.google.com/spreadsheets/d/1_3a23OqfamvZQrOK3N2Y45EVU3v4Wd-PhbCJ9oDRtV0/edit?usp=sharing

If you are talking about a unit suffering the maximum of 10 Overkill Damage, then yes, it is intended... but you didn't mention damage at all, so I'm guessing that's not what you are talking about and in that case, there is a 10 * [Will Contribution] you may have missed?
Mitzruti 5 Oct, 2018 @ 11:57am 
Looking at the formula inside the ini, even with stay with me and 100/100 will, the max bleedout chance is still below 50%. (100/100 will contributes only 10%)

Is this intended, or an accidental result of when you altered the will part of the formula?
Phantom 5 Aug, 2018 @ 5:17am 
The only thing i am missing from the mod description is, how are the base wotc bleedout chances and how does the mod adjust it? Is it like in vanilla that every soldier below 50 Will has 0 chance to bleedout? etc...
Phantom 5 Aug, 2018 @ 5:13am 
dont bother about ratings this mod is great! keep up the good work :D
Vaeringjar 5 Jun, 2018 @ 2:28pm 
the star rating is misleading, as far as I know, when a mod has a small number of ratings it'll never get 5 stars regardless of the actual ratings, an author can always check the positive/negative ratio though

it's stupid, I don't get it either
shiremct  [author] 15 Apr, 2018 @ 9:55am 
I did expect a lot more people to be interested in tieing bleedout chances to overkill damage, but I think I do a poor job sometimes with the descriptions. Oh well, so long as those who do want it enjoy it :)
Oblivious Naga 15 Apr, 2018 @ 3:09am 
This mod needs more love (reffering to star rating)
pauloel7 4 Feb, 2018 @ 7:04pm 
Awesome souce; isn't it lovely when code works FOR you!? Cheers!
shiremct  [author] 4 Feb, 2018 @ 6:56pm 
Thanks! You should be able to install at any time in the strategic layer. Not sure what would happen installing in the middle of a tactical mission... may not even be possible, but anypoint outside tactical should be fine.

If installing in the middle of a campaign, you will need to also sub to the Better Second Wave Support mod in order to activate the advanced/second wave option.
pauloel7 4 Feb, 2018 @ 6:32pm 
Love the mod - 100% agree with its purpose and mechanics! Thank you!
Quick question: considering X2HL mac version is unavailable/being updated, I cannot sub to this mod at the moment. Would it work later, mid-campaign? Only at campaigns start?
shiremct  [author] 30 Jan, 2018 @ 12:11pm 
It just adds an entry to the Advanced Options list, so if that menu works with a controller (I assume it should) then it will, yes.
花兔 30 Jan, 2018 @ 10:15am 
Support controller?
shiremct  [author] 24 Jan, 2018 @ 12:00pm 
Yes, you have the general gist correct. The chance to bleedout will be higher than normal at first and will increase based on will/rank; however, overkill damage will reduce the chances - pretty significantly for high overkill damage values you may find in the late-game. Overall, I think the chances in the late-game probably end up being a bit less than standard when "Stay With Me" is active (It's a really big boost in the base-game calculations) and maybe a little bit more without it.

The main thing is that it's a little bit more in your control than before since the chance is modified by several factors, but it may not always be in your favor, especially late-game. Of course, you can bump up the % chance boost per rank and a few other tuning knobs in the config file to get it closer to what you want if the chance tables above look too good or too poor.
shiremct  [author] 4 Dec, 2017 @ 12:15am 
The effect registers for and acts on the OnOverrideBleedoutChance event - The community highlander implements this event; a hook in the bleedout chance code doesn't exist in the base game.
WaterFowl 3 Dec, 2017 @ 9:59pm 
whoops I feel blind for not checkout out that src folder. Thank you. I think I'm understanding this. If I could ask another question - which part of this mod requires the community highlander? is that what calls the override function?
shiremct  [author] 3 Dec, 2017 @ 7:59am 
@Type1Ninja, you could increase the BASE_CHANE_PER_RANK variables to like 200 or more and it should always pass the bleedout check.

@WaterFowl, the algorithm itself is not really editable through the config files. All of the things you want to do are possible (though quite a bit more complex with the multiple rolls required and variable bleedout timer), but you can't text-edit the script files, you'd have to compile it as a new mod in the SDK.

If you are interested in learning how to mod for XCOM, check here: https://www.reddit.com/r/xcom2mods/wiki/index

If you open the .uc files in the Src folder with a text editor rather than the compiled .u file in the Script folder, you can see the plain-text code as entered into the SDK before compile to get a better idea how UnrealScript works.
WaterFowl 2 Dec, 2017 @ 8:34pm 
is there any way I can edit the algorithm? I like the overkill idea, but I personally don't want will or soldier rank to factor into the chance at all. Personally would just prefer on hit bleedout chance = 100%, bleedout turns = 5 - overkill dmg, and then if turns == 0, a will based roll for one turn. And then on a crit, a will based roll to see if bleedout even occurs

I'd try and do it myself but I can't figure out how to edit these .u files, it's a lot of gibberish in the text editor (as in, not alpha numeric chars). Also don't know how to tell the game to change bleedout turns :/ or even detect if there was a crit... I know how to code but unreal makes almost no sense to me
Type1Ninja 30 Nov, 2017 @ 8:16pm 
Is it possible for you to add an extra "always bleed out option" without modifying any new classes? The other one conflicts with Merciful Advent, and I'm curious if it's possible to achieve the same effect.
Mr. Bonkers 15 Nov, 2017 @ 5:27am 
I think that is a good solution. Nice one, I'm definitly going to start a campaign with this mod now. Thanks :)
shiremct  [author] 14 Nov, 2017 @ 6:02pm 
Formulas were updated. Base chance is now dependant on rank. These values should work better with the way Will increases are handled in the game.
shiremct  [author] 14 Nov, 2017 @ 12:32pm 
No, you're right - misunderstanding on my part. I had gotten the impression from watching campaigns that Will increased with level... Instead it must have all been inreases from covert ops. Downside of spending more time modding the game than playing it proper, I guess!

Hmm, I'll have to take another look at the curves now to account for the lower average Will stat. I may pull the soldiers rank into the calc directly. Thanks for the correction!