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SWR Not Created Equal WotC
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0.384 MB
Aug 31, 2017 @ 1:03pm
Sep 3, 2017 @ 11:58am
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SWR Not Created Equal WotC

In 1 collection by Mertius
Second Wave Remastered
12 items
Second Wave Remastered: Not Created Equal WotC. (UPDATED V.5)

A vanilla randomizer for Rookie Starting stats based on Enemy Within, and now it works for War of the Chosen!

***Vanilla Version: http://steamcommunity.com/sharedfiles/filedetails/?id=626232835

It generally follows the distribution from the first game, but adds hacking.
Offense: 55-75, 10% chance of 80.
Mobility: 1/3 chance 11, 1/3 for 12, 1/6 for 13, 1/6 for 14
Will: Should fall in the traditional 25-60 range. Crit to 62.
Hacking:1/3 for 0, 1/3 for 5, 1/6 for 10, 1/6 for 15

A Vanilla version of EladDV's Second Wave Reborn Mod's implementation of NCE. Very similar, except it uses the old EW Rollstat function, modifies only the original random stats (and hacking, since it's new), and no RedFog. Thanks to him for the help!

You can modify ranges in XComNCE.ini
As a side note, this does not modify the stats of units already above the Rookie rank, including reward characters, whose stats will use the character base stats and level up from there.

V.2 Update Notes: Due to popular demand, additional optional stats were added. They are left disabled by default, but now you may randomize Health, Dodge, Defense, and Crit Chance. You may now also choose to disable the 50% crit chance on high rolls, keeping the values to your defined ranges. Note: Defense and Crit Chance have no ready in-Armory display.

V.3 Update Notes: Added a small addendum to the XComGameData_CharacterStats.ini so that it randomizes correctly for players on “Rookie” level difficulty. Randomization should no longer hang after the first month. Added an additional safeguard to prevent Aliens from Randomizing.

V.3.1 Update Note: Minor addition to the previous Update. This plugs a small loophole where Rulers would get Randomized stats if a new campaign was started.

V.4 Update Notes: As requested, there is now the option to randomize SPARK starting stats. To use this feature, simply go to the XComNCE.ini and make bIsRandSparks=true . As of V.5, Sparks have their own custom ranges for randomization.

V.5 Update Notes: The WotC Update. This mod is now fully compatible with War of the Chosen, and it's been beefed up a bit. It is automatically set to Randomize Normal Soldiers and Faction Heroes ( bIsRandHeroes=true ), and each Faction's Hero has their own randomization ranges. You can customize these ranges by altering the same values you would for a normal soldier, but within their respective section. Each stat generally starts with an identifier such as Reap, Skirm, or Temp. The same holds true for SPARKs, who have had ranges added as well. While you can change the ranges, avoid changing the Template Offsets, because that is what allows a squaddie-level unit to be randomized, and if changed will stop that unit's randomization.

V.5.1 Update Notes: Fixed a bug with Will generation stopping later randomization. Will Ranges have been adjusted for WotC. The repurposing of Will has made the old ranges less playable, reverting to normal ranges. Faction Hero will Intervals lowered to increase diversity.

V.5.2 Update Notes: Added Armor to Optional Randomization Options. Just switch bIsRandArmor=true when you want to use. Also customizable in the NCE.ini, base settings are 0-1 (25% crit for 2) for soldiers, 0-2 (20% Crit for 3) for Sparks.
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Mertius  [author] Feb 11 @ 11:48am 
@neilnandu Not Created Equal shouldn't require a change for custom Spark classes, unless the classes cause changes to the base stats. In which case, not really. It'd require that I retool it to work with whatever modded classes you were using....unless all Sparks were changed to this new class, in which case you could alter the offset for thier starting stats.

If the base stats are the same as a normal spark, however, you should be able to just turn on the Spark randomization option. Also, regardless, even if the mod is unable to randomize the Sparks, everything else will function normally.
neilnandu Feb 9 @ 8:18am 
I tried adding new spark classes to the INI but it did not work, is there any way to add custom spark classes to yor mod ?
Mertius  [author] Jan 14 @ 7:13pm 
@Moon Maiden Really? That's surprising to say the least.... Do you know if any of your other mods may be affecting something known as a "UIAvengerHUD_Listener?"

Also, after deactivating your mods, you may need to wipe rebuild your config. Basically, wipe your config file and have Steam verify the local files to remove all traces of mods for a clean test.
Moon Maiden Jan 14 @ 3:33am 
i wanna say, it worked before but just yesterday it started crashing my game, i did the 1 by one see what mods aren't working thing and it was this one. then i tried to use a different not created equal mod and the same thing happened. im really confused, im not the most mod savvy
Moon Maiden Jan 14 @ 2:26am 
this mod is making my game crash at startup, i can't figure out why.
Mertius  [author] Jan 8 @ 9:57pm 
@Lampros I see where you're coming from, I do. That said, I still think it's OK.
The goal was to randomize around the normal stat. So, since Rookies start at 65 Aim, randomization is equally distributed with a 50% chance to be above or below that. Faction soldiers in turn are balanced around their normal starting stat, and usually a little higher. Skirmishers have a 50% chance to be above or below their base 68 aim, Reapers around 75, and Templars around 68. It's also worth noting that (not including crits) the Faction soldiers have a narrower range as well, +/-8 for Templars and Skirmishers, and +/-5 for Reapers. Likewise, normal soldiers have a larger range of +/-10.

Again, I get that a larger pool guarantees base soldiers with peak stats, and the smaller pool for faction soldiers makes the odds of them getting peak stats far less likely even with the smaller ranges, but I'm hesitant to raise the average above the normal solely for them.
Lampros Jan 5 @ 7:21pm 

In practice you always end up with a few soldiers who max out (or close to max out) in both Aim and Movement in regular games, because there is such a huge pool of soldiers. You get something like a dozen to start the game, and I end up recruiting at least 20-30 to get decent recruits. And if you use the More Soldiers mod (as I have started doing), you start with almost 50. In contrast, you are guaranteed with only 1 of each of the new classes. So again in practice the new classes generally have worse stats. And given that I do not think the new classes are clearly better in terms of skills, they end up simply being worse. So I don't see how giving them a stat boost can over-power them.
Mertius  [author] Jan 5 @ 6:35pm 
@Lampros Hmm, their base stats should actually give them higher rolls than the average soldier. True, the Reaper is the only one guaranteed above average with a 70 Off minimum, but even the Templars and Skirmishers should average out higher offense-wise (around their normal non-random stats, IIRC).

Hmm... I'm hesitant to make changes that could potentially make them overpowered, but I do also understand that with the far smaller pool of recruits, getting a bad faction soldier kind of sucks. I'll think about it, but for now, I'll advise tweaking your personal XComNCE.ini so at least your game matches your taste.
Lampros Jan 5 @ 5:51am 

Would you consider increasing the stats across the board for the hero classes? Two reasons: First, they are supposed to be more "elite." Second, more important, you tend to only get one per faction, so you cannot really play the "lottery" game with them - which is in part the point of this mod. For instance, the last game, all 3 of my heroes had 11 movement and only the Reaper had decent AIM. Compare this with my normal end-game classes: All had at least 75 Rookie Aim and 13 movement.
Lampros Dec 31, 2017 @ 5:37pm 
Got it; thanks, Mertius.