587 ratings
Lifetime Stats
Tags:  Ui
File Size
0.249 MB
Feb 28, 2016 @ 9:45am
Jul 27, 2016 @ 5:46pm
29 Change Notes ( view )

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Lifetime Stats

Tracks and displays the actions and successes of your soldiers throughout their campaign.
Now you can know for sure whether or not your favorite sniper has truely ever missed!

Q: Why don't I see the stats panel during combat?
A: The stats panel only shows when you hover your mouse over the Hit% of a shot. You can make it always displayed by editing the INI file.

Q: Why is 'But Probably...' in my shot window? Does this modify my chance to hit?
A: That is a fun way to visualize how lucky this soldier is. It is just a visual change and does not impact actual dice rolls. You can disable it via the INI file.

Q: Why doesn't my Armory stats panel line up right like in your screenshot?
A: Known bug with non 16:9 resolutions. I am looking into it but in the meantime you can offset the window to the right or down by editing the INI file. Suggested panelXOffest=320 for 21:9 (Thanks Dem0nK!)

Q: Can I change what is shown in the tactical/armory stats panel?
A: Yes! You can change which stats get shown and the order for both panels in the INI

Q: Where is this magic INI file you speak of so I can edit all of these things?
A: steamapps\workshop\content\268500\634754304\Config\LifetimeStats.ini

Q: Is Lifetime Stats retroactive? Or do I need to start a new campaign?
A: Unfortunately, I can only track stats after you subscribe with the exception of Kills. If you want true lifetime stats this needs to be enabled from the start of the campaign.

Q: What is Lucky% and how do you compute it?
A: It is how often this soldier beats the RNG. See below for the full algorithm with examples.

July 27th
  • Added ability logging so you can see all ability triggers as they occur in the Combat.log file (logAbilities=true in the ini)
  • Removed ScreenListener restrictions to be compatible with mods that override UITacticalHUD and UIArmory_MainMenu (...Long War Studios)
  • Added Spanish Localization

Tracked Data: (can configure order and if they are shown for each panel via INI)
  • Kills - Every kill made by a soldier (not part of mod, already tracked by base game)
  • Shots - Every shot taken by a soldier (includes sword attacks)
  • Hits/Misses - Whether the shot Hit or Missed
  • Hit/Miss Streaks - The current and best Hit and Miss streaks for this soldier
  • Crits - How many shots have Crit
  • Avg Hit % - The average hit chance over all shots taken
  • Avg Crit % - The average crit chance over all shots taken
  • Luck - Luck is computed by comparing Hits to Avg Hit%, see below for more details
  • Tiles Moved - The total number of tiles moved by a soldier
  • Executions - Number of repeater executions
  • Damage - Amount of damage dealt
  • Damage Taken - Amount of damage taken
  • Damage Negated - Amount of damage dealt blocked by armor
  • Damage Absorbed - Amount of damage taken blocked by armor

Tactical Lifetime Stats hover tooltip (or permanent panel via INI tweak)
A new panel has been added to Tactical Combat missions showing all tracked data visible by hovering over the current Hit% of a shot.

Luck Modified ToHit % (can disable in INI)
A new Hit% is now displayed next to the existing Hit% for all shots showing how likely this particular soldier is to hit given the actual hit chance and also their luck.

Armory Stats Screen
A new window located on the soldier screen in the Armory shows the stats of the currently selected soldier

Due to popular demand, here are the algorithms I am using to calculate Luck and 'But Probably...'

Luck = Hits / (AverageHit% * Shots) - 1
If this value is less than zero, I show it as positive but 'Unlucky'
Example: AvgHit% = 80, Hits = 10, Shots = 10
Luck = 10 / (10 * 0.80) = 1.25 - 1 = 0.25 or 25% lucky

'But Probably...' = Hit% * (Luck+1)
Example: Hit% = 70%, Luck = 25%
'But Probably...' = 70 * 1.25 = 87.5


Resolutions other than 16:9 cause the armory window to display incorrectly. You can manually edit the position of the window in the INI file
as a temporary fix.

This mod uses UIScreenListeners and events and overrides no classes.
It listens to UITacticalHUD and UIArmory_MainMenu, if a mod overrides these classes there may be issues
I have yet to find an incompatible mod.
Popular Discussions View All (7)
Jun 26 @ 3:17pm
Worlds translations
Jul 25, 2016 @ 6:19pm
PINNED: Bug Reports
Jan 30 @ 3:27pm
PINNED: Tracking for Custom Classes / INI Tweaks
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Lampros 2 hours ago 
Is there a possibility you can include the number of missions participated? Without that info, it's hard to determine performance.
Crow Tessen 2 hours ago 
kind of weird, i subbed to a bunch of mods, and then it crashed a few times after testing,(this one included in the bunch) i unsubscribed them all, started a new campaign, but the mods still show? what do?
Zyxpsilon Apr 11 @ 12:41pm 
Both @12260 for me! This allows for the swap process to flow relatively faster as the available space is "fixed" and more importantly always "Integral". Windows can then allocate various stacks by dedicated memory chunks (strictly for their length & purpose) rather having to rewrite anything + anywhere upon optimization steps of whatever variable amounts of virtual assets produced by your highly conditional uses of specific programs.

Open Browser.. Close.. Watch a Video.. Close.. Open XCom2.. Play for awhile.. Close --- all of which can dispatch +/- memory details back & forth inside that Paging file as need be.

In a word or two -- Static settings == Consistant stability!
Dragon32 Apr 11 @ 11:18am 
Is that "Initial Size" or "Maximum Size"?
Zyxpsilon Apr 10 @ 5:16pm 
To anyone claiming this mod is the direct cause of the "Under-Avenger" bug.. you're half-way right.
THIS (and many more Modded assets, btw) uses a fair chunk of runtime memory to maintain its dataset "active" & up-to-date. As such, it doesn't really matter if it is installed or not **UNLESS** your Win-OS Paging file isn't up to the task of these typical system RAM overload created by the Firaxis Engine & other stuff like multiple Mods.
I've (definitely) solved this buggy flaw with a very simple correction to the Paging MBs value. On my PC -- by raising it from about 8270 to 12260. 4000 more was enough in my case.
I'd recommend checking your own OS settings to increase the Virtual-Stack (Paging) as well.

Might just be the only rational solution to this kind of "problem".
xf100t Apr 10 @ 3:35pm 
Yeah, just want to add to what others have said. Had to disable this in order to continue playing LW2, as the frequent landing gear bug was interrupting play. After disabling this mod, everything returned to normal.
PainassPie!!! Apr 7 @ 4:23pm 
how this can work is just if the but probably is higher than 50 it will state will hit, lower than 50 will state will miss.
PainassPie!!! Apr 7 @ 4:22pm 
Oi, can you make a really quick change/ini config to possibly make it so that the but probably displays either will hit, or will miss instead of an extra number? By a logical standpoint, I don't think that saying but probably 60% for example makes sense, but but probably will hit/miss does. Besides, this will make the mod slightly more humorous, and let's be honest no one will actually take the but probably seriously so it looks kinda weird.
Pécho Mar 23 @ 1:40am 
If the game allow to make the difference between a grazing shot and a regular hit, then maybe not counting the grazing shots at all could be a lead.

If the game won't allow to make the difference, then I can't think of a solution either.
Kosmo  [author] Mar 16 @ 3:40pm 
@Pecho Grazing shots do count as hits. You are right that it sorta messes with the idea behind luck as it essentially means that the 'actual' hit chance is higher than the displayed one (or the one used in calculating luck).

I don't have a great solution however. I welcome your opinions.