XCOM 2
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[WOTC] Soldier Development Redux
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2024 年 9 月 21 日 上午 5:05
8 月 13 日 上午 5:10
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[WOTC] Soldier Development Redux

描述
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 XCOM 2 scene 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)
热门讨论 查看全部(1)
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2024 年 9 月 29 日 上午 1:23
置顶: Psi growths
XpanD
152 条留言
XpanD  [作者] 10 月 13 日 上午 2:47 
You can safely ignore that one.

Due to the way the mod works, it has to check each ability that gets "used" so it can pick out the ones it needs to do things with. If an ability is firing constantly (e.g. if it's tied to movement or the like), it may show up multiple times as well.

I'll probably cut down on some of this logging in the next update, it does get a bit noisy for abilities like these.
TheAshenHat 10 月 12 日 下午 9:53 
so just wondering, does this mod have a issue with Target Definition? having a repeating line in my console during movement.

" [0701.84] SoldierDevRedux: Skipping ability "TargetDefinition", not the first of its event chain. (ECSI: 238659)
[0701.86] ScriptLog: Effect Blade Finesse changing turn-endingness of SwordSlice: False
[0707.67] ScriptLog: HiCalRecoil event AbilityActivated (TargetDefinition) = AA_WeaponIncompatible
[0707.67] ScriptLog: TargetDefinition Cost: 0 Spent: 0
[0707.67] ScriptLog: NinjaBladeFinesseBonusMove event AbilityActivated (TargetDefinition) = AA_InvalidActionPoints
[0707.67] ScriptLog: TF_ZeroInMiss event AbilityActivated (TargetDefinition) = AA_InvalidAbility
[0707.67] ScriptLog: TF_ZeroInHit event AbilityActivated (TargetDefinition) = AA_InvalidAbility
[0707.67] SoldierDevRedux: Skipping ability "TargetDefinition", not the first of its event chain. (ECSI: 238659) "

seems odd to me, did not think this mod had anything to do with that ability.
Dragon32 9 月 5 日 上午 8:35 
@Xilay
The mod's author does say not to use it with WotC in the next-to-most-recent comment
Xilay 9 月 5 日 上午 3:26 
To add to this. While I don't condone hating on mods. There's a reason the top comments on "Fortress Includes Frost Immunity" specificly all say it messes alot of stuff up, no matter what other mods its combined with. So id reccomend anyone who has it to uninstall it asap
NooM 9 月 4 日 上午 2:27 
Got it, thanks
XpanD  [作者] 9 月 4 日 上午 2:25 
It should go off of their bases, before any equipment does its thing.
NooM 9 月 4 日 上午 12:49 
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  [作者] 9 月 2 日 上午 11:20 
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 8 月 19 日 上午 5:49 
Thanks for making this!
XpanD  [作者] 8 月 13 日 上午 5:15 
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!