XCOM 2
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Unique Stats for All Units [WOTC]
   
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May 3, 2020 @ 11:58am
May 6, 2020 @ 3:13pm
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Unique Stats for All Units [WOTC]

Description
Are you tired of fighting the same old clones with pre-determined default stats? This mod brings variety to your game by randomizing the stats of all units. No two enemies are exactly the same; every enemy is unique.

Every Advent soldier was once a human person. People have different strengths, skills and weaknesses. Everyone is different - and this mod brings that concept to life.

All units (both friendly and enemy) will have randomized stats within a reasonable range of -33% to +33% of their original stat. So for example, a unit that normally has 10 HP will now have anywhere from 7-13 HP. This allows for some really divergent gameplay experiences.

----- Stats Affected -----
- HP
- Aim
- Mobility
- Will
- Psi Offense
- Defense (only a range of -5 to +5)
- Hacking (only a range of -5 to +5)
- Armor (only if the unit already had armor - it does not add Armor to units that didn't have it before - If you want unarmored units to have a chance of getting armor, try adding Armor Chance for Unarmored Units).

I deliberately excluded Sight Radius and Stealth Detection Radius because, in a group of enemies, naturally the unit with the highest vision range will detect you, so it would just make it easier for enemies to see you.

Now includes several mod-added enemies. If you notice any enemies not affected, let me know so I can add them.

---- Deliberately Excluded from this Mod ----
- Alien Rulers
- Commander's Avatar
- Engineer Shen (Shen DLC)
- Markov
- Central (Bradford from Alien Hunters DLC)

100% safe to enable or disable at any time. If you saved your game halfway through a mission, it will take effect after the mission. For more variety in your game, try using Enemy Weapon Variety.
77 Comments
iGroman Jun 1, 2022 @ 4:14am 
I see tnx
Alex Nares  [author] May 18, 2022 @ 1:29am 
That means your game won't crash or get messed up when adding the mod to an existing campaign or removing the mod mid-campaign. It's safe to enable or disable any time. Some mods can't be added to existing games or removed once the campaign starts or else your campaign could get messed up. If this mod is not working then you may have another mod which is overwriting its effects.
iGroman May 17, 2022 @ 2:24pm 
100% safe to enable or disable at any time
I'm sorry may be i'm supid but HOW?
Ive started new game, every units are the same. I dont see your mod in mod configurator menu.
Alex Nares  [author] Apr 19, 2022 @ 11:32pm 
Any mods made after May 5, 2020 which create a new enemy will not be included, but you can add them yourself if you know how to modify the INI.
Dęąth Viper Apr 19, 2022 @ 7:35pm 
Does this include support for all mod added enemies current?
Alex Nares  [author] Jan 12, 2022 @ 6:14am 
That is correct
Valvatorez(Cox Cable = awful ISP Jan 12, 2022 @ 1:59am 
@Alex Nares
Semi relevant to the mod but I assume if change stats for bosses such as Rulers, Chosen or Julian it overrides those from the base game?
Alex Nares  [author] Nov 21, 2021 @ 12:46am 
Yes. If you saved your game during a mission, edits won't take effect until next mission.
Quariongandrax Nov 20, 2021 @ 10:51pm 
is it safe to edit this mod mid-campaign?
Alex Nares  [author] Sep 14, 2021 @ 7:37pm 
Existing soldiers will not be affected by the mod. Only soldiers that are "newly generated" by the game will have random stats. Soldiers waiting in the recruiting screen have already been generated - however after activating the mod, new soldiers that appear there AFTER applying the mod will have random stats. The game also "generates" a soldier whenever you see one as a mission reward.