XCOM 2
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SWR Not Created Equal WotC
 
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Aug 31, 2017 @ 1:03pm
Sep 3, 2017 @ 11:58am
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SWR Not Created Equal WotC

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In 1 collection by Mertius
Second Wave Remastered
12 items
Description
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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152 Comments
Mertius  [author] May 13 @ 1:00pm 
@Koopa Troopa Sorry for the late reply. I have thought about this before, and I've been tempted to raise the minimum, but I honestly think I'll keep it as is. I personally like the occasional added challenge of planning around characters that have good stats, but initially are critically low in one field like hacking. While it's true that it can introduce an issue with the first missions where you cannot select soldiers, subsequent missions allow you to choose, meaning that careful planning mitigates the weakness. To me, it's just another challenge to work around.

That said, there's a reason while I'll help with any .ini questions. Not everyone wants to play the way I do, so I encourage you to edit it as you see fit. I'm sorry if it was a hassle, but I do hope (now that you have the settings the way you like) you'll still be able to enjoy the mod.
Koopa Troopa May 2 @ 1:39am 
Hey Mertius, I really like this mod and have been playing with it a lot lately. I just wanted to give some constructive criticism: maybe it's not the best to have the hack score go as low as zero. I lost more than one mission because my guys could not open some objective, be it a door or a chest or something, and I couldn't figure out why. After a lot of digging I finally figured out the problem, and then went into your mod and fixed the problem myself. This is a big hassle, though. I would make the minimum hack ability 1, there really is no reason to make it zero. It's a game-breaking problem, as in, you can lose an entire campaign because of that.
Killcatalyst Apr 30 @ 6:32pm 
@Mertius - So that's what bIsRollCrit=true does! I was kinda lost about that one, but now that I know about it I'll leave it on. My reaper's merrily running around the map because of that, but she's the only one with that kind of movement so I guess I did get lucky :)
Once again, thank you for this mod Mertius (*tips hat in appreciation*)!
PlayOnWords Apr 30 @ 6:31pm 
Thanks for the info! I personally like "full randomness" for the aim randoming. So, I will make it interval based on 1.
Mertius  [author] Apr 30 @ 2:20pm 
@Killcatalyst Thank you!
I have a hunch that it was due to a random stat crit. There is a 50% chance that on a Max Roll it will add an additional interval, meaning that for a range with Mobility_high=14 you could potentially still get 15s!

Either that, or your Ranger really likes running. ;)
Mertius  [author] Apr 30 @ 2:19pm 
@PlayOnWords As KillCatalyst said, that is fully customizable in the XComNCE.ini file! Basically, anytime you see a stat with the _Int at the end controls that stat's randomization interval. I went with 5 because that was what was used in EW, but it's by no means set in stone!
Killcatalyst Apr 29 @ 10:37pm 
@playonwords - I believe the interval can be changed in the ini file. Atleast that's how I understand the following entries :
Offense_high=75 ;Wiki Range 55-75, 80 on crit.
Offense_low=55
Offense_Int=5
Had a (good) anamoly when I started a new campaign with this mod - the starting reaper on gatecrasher had 15 mobility. Looking through the ini that shouldn't have happened, but I'm fully aware this could very well be an error on my part, with the experimentation I'm doing with all my mods.

That said, I like this mod and thank Mertius that I have something customizable to play with! :)
PlayOnWords Apr 29 @ 9:13pm 
Decent NCE mod. I am, however, a bit disappointed that it only changes by interval of 5.
Mertius  [author] Apr 17 @ 12:06am 
@Borgadan Rager Oh, I'm sad to hear that. He did great work. Heck, he helped me with this NCE mod... I'd offer to take a look, but honestly, I haven't had time to mod anything for over a year now.

I do hope that, if there is another mod like it, you'll be able to find it.
BorgadnRager Apr 16 @ 4:01am 
EladDV's Second Wave Plus is broken and not being worked on anymore which is dissapointing and its the only mod I know that does this. Was hoping you knew of anything like it but its not an issue. Thanks for replying