![]() Mechanically, it helps prop up the relevance of the Will stat, which was of extremely limited relevance in the base game since it's no longer used for psychic offense and base XCOM 2 has even fewer Panic test sources than the prior game. Particularly impressive is that it does so without making the experience an unpleasant strain on the player, which is what usually happens when a game attempts to provide mechanics for 'war is hell' or similar. Fatigue, and the associated mental disorders that can occur from pushing your soldiers too hard, does a lot to shift the feeling of the game away from 'a handful of superheroic supersoldiers happily stomp an evil alien empire at no real effort' to something more like 'a ragged underdog of a resistance force does its best, and does eventually succeed, but it's a long and taxing effort for everyone involved'. Thematically, it's an example of War of the Chosen making more of an effort to make warfare seem, from an in-universe standpoint, like something draining and unfun the base game had some efforts in that direction, but they weren't very effective. This system is fairly interesting and important on a number of levels. War of the Chosen is not designed to let you achieve that perfect state, at least once you get out of the cheating-for-you absolute baby difficulties. ![]() (The config files also indicate Shaken soldiers are even more likely to gain a negative mental trait than Tired soldiers, though this doesn't jive with my actual experience so I suspect it's not a properly-implemented mechanic) In an ideal world, you'd only ever deploy completely fresh soldiers and they'd never have anything bad happen to them on missions. ![]() You flat-out can't deploy a soldier who is Shaken until they recover, which takes 14-20 days, once again independent of normal out-of-battle Will regeneration rates. If you push them even farther, there's a 'Shaken' state that kicks in once they drop below 33% Will. If that happens, all it means is they'll have more starting Will if you insist on sending them out anyway, and so be more likely to avoid Panicking and whatnot. This is independent from normal Will regeneration, so even if it would take less time for them to regenerate their Will to max that won't lead to them exiting the Tired state prematurely. Once a soldier has entered the 'tired' state, they'll take 8-12 days to recover from it. This means the Fatigue system doesn't hit Psi Operatives as badly as you might expect, and more generally encourages trying to prioritize sending Tired soldiers to Facility-related stuff so you minimize how many troops are unavailable at any given moment. You're also not allowed to deploy them onto Covert Ops if they're Tired, period, though note that assigning them to Facilities is not blocked by being Tired: they can perform Bond training, Retraining, Psi Operative training, and negative trait removal at the Infirmary just fine. If it drops below 67%, the soldier will be Tired after the mission ends -you can still deploy them in this state, but it's a very bad idea, as they'll react badly to more or less literally anything bad happening, and once the mission completes they'll probably earn themselves some manner of psychological problem that will impair their performance in future deployments even once they've rested. Specifically, when you deploy units, their Will 'rots' over the course of a mission. ![]() (In part because a lot of elements of XCOM 2 and War of the Chosen are clearly influenced by Long War, and this system is broadly comparable to Long War's Fatigue system) A new mechanic in War of the Chosen that the manual briefly alludes to, but which is not properly explained anywhere in it or the game itself, is what I call a Fatigue system.
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