![]() Each in-game hour in the strategy game reduces injury time by an hour. Injuries are reduced by simply letting time pass. Heavy armors and small armor items give more leeway for taking damage without becoming injured. Sturdy units with Will to Survive, SHIVs, and MECs can all take more shots than most soldiers before dipping into their base HP and receiving an injury. Injuries can be further reduced by mitigating damage you take. Like dealing with fatigue, you should have several teams of units ready at any given point. His Base Injury time would then be: 10 20% * 80 days, or 26 days. His base HP% lost would be 1 of his 5 base HP or 20%. This means he lost 1 base HP and all 4 armor HP. Injuries will prevent a soldier from deploying in future battles until the injury is recovered from.īase Injury time: 10 days (Base HP% Lost x 80 days)Įxample: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. Even if this loss of HP is healed, the lowest point will count towards an injury. SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation.Īny soldier that takes damage beyond their armor HP and into their base HP receives an injury. Once you have researched Xenogenetics you can give your soldiers a Meld Injection. The last thing you want is for an important mission to come up and only have raw recruits ready to go. ![]() Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Ideally, you should have several teams of soldiers ready at any given point. Note: Only the new fatigue is modified by Base Fatigue Modifiers.įatigued soldiers with over 60 days of fatigue (modified by campaign length) will have fatigue over 60 days converted into injury time. Save the file and right-click to open Properties and set to Read-Only.įor more information, you’ll want to find the following string in DefaultGameData.Base Fatigue Time: 16 hours of fatigue per turn on a missionįatigued soldiers that go on missions will have their pre-mission fatigue increased by 20% before adding the new fatigue they gained from the mission.Modify all lines with “ MinDays” and “ MaxDays” to =0.Press Ctrl F and search “ eMentalState” to find a series of entries. ![]() Go To: C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config.With a few small tweaks, you can completely remove the Fatigue mechanic from all difficulty levels. They’ll recover if you complete missions and leave tired troopers in the Avenger. The Fatigue mechanic makes your soldiers lose effectiveness after every mission. XCOM 2: War of the Chosen – How To Make Custom In-Game Propaganda.XCOM 2: War of the Chosen – All New Mission Types Explained.XCOM 2: War of the Chosen – Instantly Unlock New Hero Units With Advanced Options.XCOM 2: War of the Chosen – New Research, Weapons
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