XCOM 2
[WOTC] Soldier Development Redux
146 Comments
NooM 27 minutes ago 
hey quick question. If a soldier has default mobility of 15 and the max limit is set to 15 too, but his equipment lowers mobility by 2 to 13, does that count as 13 and his mobility will improve at some point?
XpanD  [author] 2 Sep @ 11:20am 
Pulled the mod out of beta, think it's good to go.

(also, for those reading along, Xilay's issue below ended up being a misbehaving vanilla mod: Fortress Includes Frost Immunity)
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
XpanD  [author] 12 Aug @ 3:46pm 
Are you sure Steam pulled the new build already? It can be a bit slow sometimes. AML will happily show the latest update date, even if the actual files haven't updated yet.

You can force an update by closing everything, unsubbing from the mod, closing Steam, re-opening it, re-subbing and keeping an eye on Library > Downloads.

(you can also check the WOTC_SoldierDevelopment_Options source file in the src folder, if the UseDebugMode option is in there you've got today's build)
Xilay 12 Aug @ 3:39pm 
Alright I tried it but am sorry to say that it doesnt work.
I tried both with and without a + infront for the command and put it in XcomSoldierDevBase.ini as asked.
But all I get from Soldier dev redux in my logs are the 2 already known "not the first of its event chain" lines
XpanD  [author] 12 Aug @ 2:38pm 
Update is out! Make sure Steam pulls the newest update, throw the debug-enabling line into the config (check the Change Notes), and you should see a ton more stuff appear in the logs. Let me know what it says!

(upload it somewhere if possible, need at least the entire printout for an instance where stuff breaks)
Xilay 12 Aug @ 5:24am 
Alright thanks so much for the help and curiosity!
If debug mode can tell what abilities are triggered, and by what, when i go and shoot an enemy, that would already massivly help with this
XpanD  [author] 12 Aug @ 3:58am 
Working on a new build now that exposes the debug mode to (hidden-by-default) config, along with some other things. Hoping to get it out today or tomorrow. Curious to see what that will say here!
Xilay 10 Aug @ 11:57pm 
Im aware that this issue is most definitly not a cause of this mod specificly, but Id like some pointers on how to find out what is doing it.

Specificly, if there a way in code to see what source just triggered what ability, and/or when something removed an ability (as is happening with my scope attachments, and only scopes) that way I can make a small diagnostic mod myself if needed. Or ideally, one like that already exists.
Xilay 10 Aug @ 11:57pm 
Alright so I did just to be safe test it again with all values set to 100% and... nothing
@Dragon32 , I actually had that installed but forgot, since its been a while since I played, thanks for the reminder!

I did put the resulting abilitydump for one of my soldier with the least abilities here:
https://pastebin.com/FjEH63Tu
Tho I doubt u can gleam much from this, as sniperStandartFire itself only appears once here.

I was curious what could possibly be going on as this is the same modpack ive used just fine over a year ago with no issues. I booted it up with no changes and.. this now Oo
XpanD  [author] 10 Aug @ 7:46am 
(just noticed you already mentioned the 100% thing, oops -- have you tried setting the entire array's StatChance values to 100% as well? just in case)
XpanD  [author] 10 Aug @ 7:44am 
@Xilay: Not sure what would cause that, that's bizarre. StandardShot not being the first (and appearing multiple times) kinda suggests to me that there's a mod in your list somewhere that's doing weird things, especially since this part of the code hasn't changed much.

If you feel up for some testing, can you temporarily raise the shot stat gain chances to 100% in the config and see what happens then? Chances are the first StandardShot instance is still valid, in which case you should still see an event fire with the boosted odds.

(if that still fails, I can prepare a test build with debug logging enabled for a deeper dive)
Dragon32 10 Aug @ 3:17am 
Xilay 9 Aug @ 5:55pm 
Hey, I did encounter a problem with this version of the mod that the old one, ironically, doesnt have. No matter what shot I take with my soldiers, they never get a stat increase (even a 100% guaranteed one)

Looking trough the logs, i did see this come up twice:

Soldier Dev Redux: Skipping ability "StandardShot", not the first of its event chain.

meaning everytime my soldier takes a shot the game uses the ability.. 3 times?
That or a different standartshot im not aware of is used. Its also prolly what makes my scopes stop working.

Besides reporting this problem speicificly, do you know of a command/way to quickly code up a mod that just checks what abilities (including all the normally hidden ones), a soldier or weopen have?
ThePwnageKitty 6 Aug @ 6:46pm 
idk if it's been considered but it would be great if the shooting events could fire off of overwatch shots or if they went off the same tables with a doubled proc chance or something.
Landar486 21 Jul @ 1:34pm 
I was about to mention dodge for a stat to add, as the one of the originals allowed for boosting it, but it's already on the ball it seems. lol
XpanD  [author] 16 Jul @ 10:28am 
There's been a few cool ideas thrown around for Dodge, need to look into those at some point. I'm a bit worried about cheesing there, though something like a roll for the most under fire soldier on a mission (or the soldier with the highest dodge count relative to their existing dodge stat) could do the trick.

HP is also on the radar, though I may end up splitting that off into its own mod when it happens. The idea I'm leaning towards the most feels a bit out of scope here, though nothing's set in stone yet. (something along the lines of a strategy component doing things when soldiers recover from a grave wound)

As for the config change: No plans, sorry. I don't think it's worth the complexity cost right now. (split between a few projects so work has been pretty minimal as-is, though I do want to get a minor update pushed out soon)
Radircs 16 Jul @ 9:05am 
So first of all thanks for the mod that is what I was searching since I like to have some scaling in my game but found hidden potential not to my tastl.

So two questions. First in the original mod low prio work was on Dodge and HP, but never finished is this in the work for this mod in the future to?

And second you have in the XComSoldierDevBase the option to disable classes from reciving boosts. While this is nice a prefared option would for me personal to have diffrent grow factors and limits for diffrent classes. Is ther a way to archive this? Like doubling the reward lines in the XComSoldierDevSkillEvents config but then use the +ExcludeClassesFromX line so it do not trigger for this class and only the other one apply?
XpanD  [author] 9 Jul @ 4:49am 
Flawless: Should work fine, I did most of my testing with it installed. (and ran it with the original mod for years as well)

AP/ComInt balance: Yup, that should work.

ComInt rewards: These are for the entire squad. Doing it per-soldier would be cool, but would probably get very chaotic in the UI unless I got creative with text boxes or the like. I don't want to stray from the original mod too much (since this mod is intended as a drop-in replacement), but that could be a fun feature for a future project.
Daddy Takeda 8 Jul @ 7:13am 
And third and last question : is the reward chance the same for every soldier present in the mission? Meaning is there a roll for each individual soldiers or is the roll for the entire squad, so if one soldier get the CI reward, the entire squad gets it as well?
Daddy Takeda 8 Jul @ 7:10am 
Secondly, it is also stated that AP and CI are mutually exclusive and I'm not sure I understand the meaning. If, in regards of my previous comment, I want to deactivate the AP reward of your mod and just keep the CI reward, but I don't want it to be 100% guaranteed, would the following amendment work?

; ###### Combat Intelligence ######
; Chance to upgrade each valid unit's combat intelligence by one level.
FlawlessComIntChance = 5 ; IF I WANT A 5% CHANCE TO GET THIS REWARD*********!!!!
ExcellentComIntChance = 0


; ###### Ability Points ######
; Chance to give bonus XCOM ability points.
FlawlessAPChance = 0
ExcellentAPChance = 0
Daddy Takeda 8 Jul @ 7:06am 
Is your mod compatible or recommended to use with [WOTC] Flawless ? This mod gives AP as reward for flawless mission.
Shuri-Sama 19 Jun @ 1:02pm 
after i used the old version (which was really buggy) i installed this one. all the bugs r gone. thank you very much.
XpanD  [author] 22 May @ 9:43am 
Do you happen to have any log output from both a success and a failure? Think I added logging there as well, should help figure out what's happening there.
Lil Beetle 21 May @ 12:43pm 
Sometimes I dont get any +Hack, when its literally the same
XpanD  [author] 8 May @ 3:21pm 
Should do, though I would wait until you're out-of-mission before adding it just to be safe.
wisestcrazy 8 May @ 3:12pm 
will this work mid-campaign for LWOTC
Lesbische Mr Mime 7 Apr @ 9:24am 
Ah that is unfortunate. I was thinking of a setup where soldier rank would just give you abilities, but actual missions would get you the stat boosts (except from rookie --> squaddie). But if the overwatch specialists cannot get aim-stat gains then it would be too tedious. Thanks for the swift response!
XpanD  [author] 6 Apr @ 11:14pm 
It's been a while since I last looked, but I believe those still fall under the issue mentioned below. I did have them working in a private test build, but enabling them also caused certain other abilities to spam skill events, so I haven't been able to push any of that live yet.
Lesbische Mr Mime 6 Apr @ 10:53pm 
Hello,

The original mod mentioned that it did not work with overwatch (and therefore I reckon all reaction shot abilities), did you manage to fix that issue in this release?
XpanD  [author] 3 Apr @ 2:47pm 
Standard shot variants should just work, but custom abilities vary a bit -- abilities can be set up in a ton of different ways, and the logic to handle that (without giving false positives) isn't always perfect.

There's also this, from the change notes:

"You may notice the occasional "Skipping ability, not the first of its event chain" message in the log, including on attacks that you'd expect to trigger an event otherwise. Ignore these for the time being.

The original mod (and the Redux by extension) uses a workaround to prevent unexpected/duplicate skill events, but this check also breaks legitimate events sometimes. I'd like to fix this properly, but have not yet found a reliable way to distinguish between good and bad events. Needs more time in the oven."

In practice things should mostly work fine, but feel free to poke if you find anything particularly broken. (be sure to add log output if there is any)
RambelZambel 3 Apr @ 2:20pm 
does this work with every shot ability?
XpanD  [author] 23 Mar @ 4:44pm 
Should be! I'll add it to the description, this comes up a bunch.
hottt3 23 Mar @ 3:59pm 
Thanks for the mod!! Is it compatible/tested with LWotC?
XpanD  [author] 9 Mar @ 11:24am 
Nope, load order should not be able to affect that. Not sure what to tell you there, but... glad it works now? Weird stuff indeed.
Misterdino Prime 9 Mar @ 7:44am 
Hi, after for some reason after install again the mod of the hoplite and gunslinger, now they hit luck of learn now works, can maybe the order of the mods after in some way if works or not?
XpanD  [author] 7 Mar @ 12:05pm 
That should be doable, though I think something like HP is a higher priority for the time being.
Ironmonk 7 Mar @ 11:24am 
Yeah... anything besides what already is implemented would make things too easy... so I would disable it and leave only what is already in place.

On the original topic: what about crit chance? like every successful critical hit have a very small chance (something like 1% or 0,5%) to grant +1% critical chance (with a max of +10%)?
XpanD  [author] 7 Mar @ 10:28am 
Thanks for the ideas.

Strength has a tiny range, I don't think I've seen it go above 3 or 4 points yet? Classes already set a starting amount there as well, so that's probably not worthwhile.

I would like to do something for HP at some point (if I ever get around to it), though I think I'd want it to be slightly broader than that. Doing something like that on the strategy layer could be interesting, though... (rare survival bonus for successfully recovering from a grave wound? would make sense as a roleplay mechanic)

Not likely to be something that'll happen soon, but yeah, could be fun at some point.

(sorry for multiple notifications, messed up the reply)
Ironmonk 7 Mar @ 8:45am 
just some random suggestions, probably not worth implementing...

HP: every time a soldier is stabilized after going into bleeding out, rolls a chance to increase HP.

From https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/soldier_classes/#wiki_soldier_stats

eStat_Strength - a very rarely used stat, consider soldier's physical strength that could be used in calculations whether this soldier is "strong enough" to resist a physical attack or something like that

STR: similar to mobility (but not exclusive to dashing), but only when carrying a body.
Misterdino Prime 7 Mar @ 7:04am 
i can confirm, in long war of the chosen works well