XCOM 2
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Hidden Potential v 0.8
   
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Feb 7, 2016 @ 1:21pm
Aug 8, 2016 @ 12:49pm
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Hidden Potential v 0.8

Description
UPDATE: Long wait eh ? Sorry, but work and real life can be hard. I have updated the mod today for the new format and it should be ok again. If something is wonky please let me know - Keep in mind, the core of the mod is designed to be minimally intrusive and the only relevant changes are in the XcomClassData.ini where the stat progress for the vanilla classes rests.

Hidden Potential - a spiritual successor to the original Second Wave option.

Does it bother you that every soldier has the same stats ? Well it bothered me too, so let's remake one of the best Second Wave options.

The stat growth at each level should be randomized now, with the original stat growth being the median value and possible caps removed. There are some exceptions for balance reasons though:

Snipers and PsiOps: because both get such a huge amount of stats at Rank 1, a bad roll would cripple them. So the Rank 1 gain for Snipers has been dispersed over the first two ranks with a chance at a small bonus on top of the normal growth. PsiOps already has random stat growth for PsiOffense, so I left that untouched and only removed the cap, so with really lucky rolls you can grow your own Professor X ;)

Grenadiers posed a problem since the last 4 levels gave them only +1 Aim per rank. I wanted their range to be between +2 to +6 for the last 4 levels. Cause of the way the stat formula works they have a chance to roll 0 at Lt. and Major rank.

Version 0.1 Everything should work on a fresh campaign. I still await some feedback how this plays in the end game and if any stat tweaks are required. Currently you get one guaranteed point of Aim at every level (see Grenadier exception), since the chance to get 0 points when you level seemed a bit too harsh to me, if the final stats end up too high I will readjust this.

V 0.2 Minor bug fix for Specialists

V 0.3 cleaned up the .ini a bit

V 0.4 fixed a possible filename problem

V 0.5 test build - code seems ok, but the game still refuses to bypass the default values. You can use the .ini from this build to replace the original .ini - this is confirmed as working. But I want to re-integrate this into the launcher asap.

V 0.6 working build, tested in SDK and game. Rewrote the whole ini again, with a lot of help from the awesome people at Nexus

v 0.7 Introduced random hacking stat growth for the Specialist. Balanced Sharpshooter stats a bit, the range is now 79-104 compared to the vanilla 91.

v. 0.8 Fixed the mod for the format introduced with the last DLCs.
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275 Comments
initium Feb 27, 2019 @ 3:41am 
@Hammerstein

Hey there. Are you still supporting this mod?
Will you post an update for WOTC?

As it's been over a year and you have over 10,000 subscribers I hope you will. By now you can probably safely assume most players have the WOTC update from a Steam special.
Zyga Oct 6, 2018 @ 11:15pm 
it's been a year, I'm guessing no WOTC version?
Murion May 17, 2018 @ 1:57am 
Hi,

how exactly can tweak the .ini for custom classes?
initium Sep 12, 2017 @ 10:39am 
~Confirm that -x works (x = pick a number)
I've only used minus 1 but as it's just an integer I'm sure other numbers will work too.
Word of warning.
Negetive movement points absolutely kill you at Commander and Legend difficulty
initium Sep 12, 2017 @ 7:25am 
~Update
I couldn't figure out how to alter Lucubrations infantry soldier class mod so I amended yours by adding in the InfantryClass template (cut and paste). In his mod all the soldier progressiona lines start with "+" so i changed them to a "-" and copied in the new progression with the RandStat at various points.

Started a new game, completed gatecrasher and hit the tilde button to bump all soldiers to Rank 7. Success - a random selection and a random set of stats - none too far from others to worry me.

I'll keep playing and add a negetive interger in to a movement stat to check it works. WIll keep you posted, but it seems like everything is just peachy :)
initium Sep 12, 2017 @ 3:46am 
Thank you for replying with the tip Hammerstein. I appreciate the help and will definitely look into the whole -/+ thing. I just assumed that editing the soldier mod copying your lines would update it. Room to learn :)

I also appreciate the mini mod approach you develop and share. Thank you because this makes it possible for we subscribers to enjoy the game without it being "same old, same old" each rerun.
There's no point modding the life out of a game if it doesn't keep balance or challenge.
Hammerstein  [author] Sep 11, 2017 @ 6:32pm 
You might want to check if any of these mods edit the XComClassData.ini and maybe overwrite the Hidden Potential lines. Additional class mods of course need their own lines to work properly, but you gotta use the same -/+ format or it won't register.

Currently I just set random growth for Aim, PsiOffense and Specialist Hacking. Editing HP or Movement would be easy too, maybe I will take a look at it in future.

The main purpose of this mod is to randomize these 3 main stats, so that it remains an easily understood mini-mod. There are other mods out there which edit everything from Defense to Will and other stuff and they are a good solution if a player wants that kind of customization.
initium Sep 11, 2017 @ 7:12am 
@Hammerstien
Glad to hear you'll be able to update and rename for WotC while keeping this mod active too. Many thanks and a great piece of work.

I have noticed that I don't get anything except the standard progression on additional soldier mods. I have Lucubrations Infantry Class running, but it doesn't pick up the hidden potential. I have even modded the mod (adding the RandStatAmount=4,CapStatAmount=120) and still can't get it to work.

Any tips?

PS - in my playing around I found you can add mobility randomly to soldiers. I've tried it with your mod adding the code in the ini file and it works fine. Of couse this needs careful thought otherwise you'd blow the game balance, but a simple 1 or 2 movement bonus to soldier classes that need it like the Ranger and Sniper and all's good ;)
Hammerstein  [author] Sep 10, 2017 @ 4:53pm 
Yes, no worries, I intended to do that anyway.

The WOTC version will be a separate upload and I will post a link here.
initium Sep 10, 2017 @ 8:45am 
@Hammerstien
Please don't update this mod to be WotC compatable. Instead create a new one for WotC as anyone playing without WotC DLC loses out and possibly has a broken game due to save game errors. I had this issue with a squad size mod.

Looking forward to using your mod to have soldiers that make more sense and gives the AWC more meaning in the game.