XCOM 2
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SWR Hidden Potential WotC
   
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Sep 1, 2017 @ 1:20pm
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SWR Hidden Potential WotC

In 1 collection by Mertius
Second Wave Remastered
12 items
Description
Second Wave Remastered: Hidden Potential. (V.4)

A vanilla version of the Hidden Potential Mod, following the original Second Wave option.

Vanilla Version: http://steamcommunity.com/sharedfiles/filedetails/?id=626241684

Heavily recommended to be used with SWR:Alien Range Bonus, since by using the classic values, the aim of XCOM soldiers have a median up to +10 higher, which the Range Bonus compensates for.

Heavy : 0-2 Aim per level
Assault : 1-5 Aim per level
Support : 2-6 Aim per level
Sniper : 3-9 Aim per level
Psi: 1-3 Aim per level

HP: Heavy increases 0-2 per level. All other classes increase 0-1 per level.

All randomized StatCaps were removed.

Relevant Modifications were done in XComClassData.ini.

As a note: This is made while the original HiddenPotential mod was down. However, they still utilize roughly the same tweaks, so feel free to use either. This is just with the vanilla stats, whereas Hammerstein has done an excellent job tweaking and balancing to get median values closer to XCOM2's average ending stats.

Version 2 Update Note: Updated to work with Alien Hunters.

Version 3 Update Note: There was a request to add random progression to SPARKs. However, due to the nature of this as a simple .ini fix, I've opted to split the feature off into a second mod.
The Mod was also checked, and continues to function as of the Shen’s Last Gift.

Version 4 Update Notice: The WotC update. This is the needed fix to get this up and running in WotC. Unfortunately, the change to how Will works in WotC means that this mod no longer randomly increase that stat 4-12 each level.
Faction Soldiers will now randomize with each level, although the Squaddie level Progression will remain the same as Vanilla WotC since that effectively changes their starting stats. This also ensures compatibility with SWR Not Created Equal WotC.

If you would prefer not to randomize faction soldiers, you can simply delete that section from this mod's version of the XComClassData.ini

Skirmisher: 1-3 Aim per Level, 0-2 Health.
Reaper: 1-4 Aim per Level, 0-1 Health.
Templar: 1-3 Aim per level, 0-2 Health.

-Mertius
126 Comments
Mertius  [author] Mar 16, 2023 @ 11:59pm 
@The_Minge_Mangler Hey, sorry to say, the only way I can suggest would be to manually add similar adjustments to the modded classes' mod files.

It's not too hard, and you can even look through this mod's files to see how it is done, but you would still need to go in and change things yourself. Also, any updates from the mod creators would risk reverting those changes.
The_Minge_Mangler Mar 16, 2023 @ 1:33am 
is there any way to get this to work with modded classes?
Dixie Normus Nov 1, 2022 @ 11:00am 
Hey, thanks a LOT for coming back to me so quickly. I thought you might have just ported it 1:1 from EW despite different progression tables because you wanted to. Otherwise you probably would have changed it in the last 4 years. :D
So sorry if I came off as ranting, I appreciate anyone who mods. I took "Squaddie level Progression will remain the same as Vanilla WotC" as meaning that the mod takes a vanilla Squaddie and then applies its own rules in 6 subsequent level-ups to Colonel. I checked the (Rand)StatAmount in aStatProgression but apparently didn't bother to count what level they are applied, which is my bad.
Mertius  [author] Oct 31, 2022 @ 11:06pm 
@Dixie Normus
All of that said, this mod in particular is to bring back the EW stat rolls. There are other Hidden Potential mods specifically balanced for XCom 2 alone. This is because I personally preferred the older ranges.

It is also why I specifically recommend the “SWR: Alien Range Bonus” mod, as it gives alien units back the Range Bonus they had in XCom:EW, and which normal XCom soldiers have. With their average engagement distances, this leads to about an equivalent buff to the alien’s aim in return (+10).

Lastly, I am probably not going to do any major overhauls involving custom configs or anything like that. These are simple mods specifically to keep them lightweight and with a low-conflict chance. Plus, I honestly don’t think I’d have time anymore.
Mertius  [author] Oct 31, 2022 @ 11:03pm 
@Dixie Normus Hmm… Outside of faction soldiers, all units should start randomizing at squaddie and have 7 ranks of progression.

I re-checked the numbers, and the Colonel Offense and HP breakdown is as follows:
RangerOff= +15/80 vs +21/86, Diff:6
RangerHp=+6 vs +3.5, Diff: -2.5
SharpshooterOff=+26/91 vs +42/107, Diff:16
SharpShooterHp=+4 vs +3.5, Diff: -.5
GrenadierOff=+10/75 vs +7/72, Diff: -3
GrenadierHp=+6 vs +7, Diff:1
SpecialistOff=+15/80 vs +28/93, Diff:13
SpecialistHp=+6 vs +3.5, Diff: -2.5
PsiOff=+10/75 vs +14/79, Diff: 4
PsiHP=+4 vs +3.5, Diff: -.5
SkrimOff=+12/80 vs +12/80, Diff:0
SkirmHp=+5 vs +6, Diff: 1
ReaperOff=+16/91 vs +15/90, Diff: -1
ReaperHp=+3 vs +3.5, Diff:.5
TemplarOff=+12/80 vs +12/80, Diff:0
TemplarHp=+5 vs +6, Diff: 1

AvgOffDiffNoFaction: 7.2
AvgHpDiffNoFaction: -1
AvgOffDiff: 4.4
AvgHpDiff: -.3

All in all, this actually meets what I was expecting, with about +10 average aim.
Dixie Normus Oct 31, 2022 @ 7:02pm 
Grenadier and Psi have the same progression vanilla with 1.33 per level, but 1 and 2 modded, instead of a 1-2 range, resulting in a fair 1.5.

So even with the suggested ranges above, the averages generally favor the player, making a series of bad rolls not feel too terrible. But the way it is now, it's a cheat mod. I loved Hidden Potential in EW, but it's just too much with these numbers.

Could you create a proper config to allow quick adjustments without having to go through the whole XComClassData?
Dixie Normus Oct 31, 2022 @ 7:02pm 
Some stats are way off from the normal class progression and Health in particular is a problem, as the main difficulty-defining stat:

Sharpshooter and Psi end up with 8 HP vanilla, everyone else with 10. All Squaddies have 5. Randomized progression starts at leveling up to Corporal. That's an average of 0.833 for everyone but Sharpshooter/Psi, which have 0.5. So your 0-1 progression is correct for only those two, while all others should get 0-2, closer to the 0.833 in vanilla.

Sharpshooter Aim is another issue: Vanilla they get 16 points from 6 level-ups to Corporal. 2.67 average. Modded they get ~6, which puts them a whole 20 points on average ahead of vanilla. A better range would be 2-4 at a fair ~3.

Support/Specialist should get ~2 per level (68 Squaddie, 80 Corporal) but gets ~4. Same for Ranger/Assault, who gets ~3. Proper range would be 1-3.
Mertius  [author] Aug 14, 2022 @ 11:27am 
@Captian Rekt The Will change should be for everyone, since it is a global change. It's a random adjustment per level, following the expected WotC values.
DdaY Aug 11, 2022 @ 2:08am 
Is the WIll change affected for everyone or just the faction soldiers...i didnt get that
Mertius  [author] Jul 29, 2022 @ 9:00pm 
@Derp Effectively yes. It's been a while, but IIRC, StatAmount=5 sets the stat increase to 1 initially, then RandStatAmount=5 rolls 0-4 (x<5 rather than x<=5) and then adds it to the stat increase.