XCOM 2
[WotC] Per-Turn Will Loss
14 Comments
Stukov81-T.TV 25 Aug @ 11:27am 
FlatWillLossChance just means either
Chance - Will (if it is true) for example. 133% - 50 will = final 83% chance
or just the chance (if false) - 80% chance remains 80% no matter the will
Havoc199 25 Aug @ 11:12am 
Will removing WillEventRollStat_SquadmateRank from all the lines in both XComGame and XComPerTurnWillLoss break the game?
Can I just remove that modifier or it doesnt work that way?
I see JustNU below offered some other modifiers, I assume I can use WillEventRollStat_Flat, in which case do I need to change FlatWillLossChance=false to True?

It is absolutely nonsensical to me that hardened veterans lose will faster than rookies.
JustNU 12 Aug @ 8:40pm 
WillLossStat=WillEventRollStat_SquadmateRank
is the config option related to this behaviour (the mod does a little trick and sends unit as its own squadmate for this)

there are several WillLossStat enums in the game's code, that can be used instead, but i cant guarantee they will actually work

WillEventRollStat_PercentageHealthLost - current hp / max hp (so, less will loss with less hp? i guess)
WillEventRollStat_MaxWill - get max will, not the current one
WillEventRollStat_BondLevel - since you cant be bonded to yourself, i dont think this one will do anything? could even crash the game, actually
WillEventRollStat_Flat - flat 1.0 as starting value
WillEventRollStat_CHPercentageHealthLost - ( max hp - current hp ) / max hp (this one seems to properly scale with less health giving more will loss)
WillEventRollStat_CHTurnCountDecimal - 1.0 + (current turn count / 10) (is 1.1 at turn one, 2.0 at turn 10 aka 2 times more, or in simpler terms, more turns = more will loss)
JustNU 12 Aug @ 8:39pm 
did some code diving due to confusion about soldier ranks, tldr:

it takes the index of soldier's rank as a initial value (before any multiplier or asserting min/max will loss), aka the higher soldier's rank, the more will lose is
...just like the desc says, indeed
Lei 24 Jul, 2024 @ 1:17am 
i also want to keep the will loss on pod, but every turn will gain / up of certain amount (configurable). i think this is the most acceptable solution as we need to keep cycle the soldier we have, but also the cycle it's not for long
zachary.deca.stl 9 Oct, 2021 @ 6:34pm 
and if so is there a way to reduce will on missed shots on aliens and when being shot at no matter if your hit or not?
zachary.deca.stl 9 Oct, 2021 @ 6:32pm 
if i wanted to keep the will loss on pod and make this a will gain system would i just make it a negative number?
pepoluan 30 Apr, 2021 @ 11:43am 
@Thalioden and @Cypher10, I might be wrong, but reading the mod's .ini, it seems that every promotion, multiplies will loss by 0.9. So maybe what the author was trying to say is that, because MaxWill does not change with promotion in WotC (you need a Covert Action to do that), a way is devised to allow higher-ranked soldiers to "lose will more often" before reaching minimum.

In other words, Rookie with a will of 60 and loss of 3/turn will totally run out of will in 20 turns, while a Squaddie with same will of 60 should experience a loss of 0.9 x 3 = 2.7 will/turn, totally running out of will in 22 turns.

@Kinetos can you confirm this?
Stukov81-T.TV 12 Apr, 2021 @ 6:18am 
I was not a fan of the soldier rank variant either so I tried

PerTurnWillRollData=(WillLossChance=1, FlatWillLossChance=false, WillLossStat=WillEventRollStat_MaxWill, WillLossStatMultiplier=0.05, MinimumWillLoss=1, MaxWillPercentageLostPerMission=0.45)

which was pretty nice allready, but i do want to punish low will soldiers even more so now i have:

PerTurnWillRollData=(WillLossChance=1, FlatWillLossChance=false, WillLossStat=WillEventRollStat_CHTurnCountDecimal, WillLossStatMultiplier=2.6, MinimumWillLoss=1, MaxWillPercentageLostPerMission=0.50)

I hope that works, it looks good so far!
Cypher10 16 Feb, 2021 @ 5:53pm 
I agree with Thalioden, I feel like I am not understanding that statement in the mod. The way I understand, higher rank soldiers will lose more will than lower ranked soldiers, is that correct, and if so, by how much more as well as the logic behind that?
Thalioden 12 Jan, 2021 @ 11:40am 
Thank you. That is helpful.

Would you mind helping me understand the design decision of: "The higher their rank, the more will they can lose each turn the will loss event occurs."

That's the opposite of what I would expect if attempting to model combat responses of soldiers in the field. Shouldn't the rookie loose will in combat more quickly than the hardened combat veteran who has survived multiple engagements? I don't think I understand what this mechanic (veterans losing will faster than rookies) is trying to model.
Khyn  [author] 12 Jan, 2021 @ 10:21am 
@Thalioden I don't see anything that would conflict directly, so they should work fine together.

Depending on which "Panic Trees" you prefer, you may want to adjust the panic weights for the default will loss events here:

"...\steamapps\workshop\content\268500\2356606150\Config\ MoreWillRollEdits\XComGameCore.ini "

You can also just restore the game's default panic chances and weights by renaming the above file to "...\ MoreWillRollEdits\XComGameCore_.ini ".
Thalioden 12 Jan, 2021 @ 7:54am 
How does this interact with Panic Mod WOTC ?
Wet Dog Squad 9 Jan, 2021 @ 9:05pm 
This is my first time finding out that will loss isn't turn based. I remember watching a pre-release stream for WOTC where they said it was turn-based, too 😭

Thanks for this, I might be able to actually manage will loss on easier missions, now.