Will determines fatigue in WOTC. Certain things trigger loss of Will and when you go below about 66% Will you become tired, below 33% you become Shaken.
Event Name | Chance to Lose Will |
---|---|
SawEnemyUnitWillRollData | 0.5 |
SawLostUnitWillRollData | 0.33 |
CivilianDiedWillRollData | 1 |
WoundedWillRollData | 1 |
SquadmateWoundedWillRollData | 0 |
BondmateWoundedWillRollData | 0 |
SquadmateDiedWillRollData | 1 |
BondmateDiedWillRollData | 1 |
SquadmateCapturedWillRollData | 1 |
BondmateCapturedWillRollData | 1 |
SquadmatePanickedWillRollData | 1 |
BondmatePanickedWillRollData | 1 |
BondmateMindControlledWillRollData | 0 |
SquadmateOnUnitUnconsciousWillRollData | 1 |
BondmateOnUnitUnconsciousWillRollData | 0 |
HorrorM1WillRollData | 8 |
AggressivePistolWillRollData | 0 |
Examples: If you see an enemy you have a 50% chance to lose some Will. If that enemy is a Lost zombie then you have a 33% chance to lose Will. If a civilian, squadmate, or bondmade dies you have a 100% chance to lose Will. Seeing that these Will loss triggers are a percentage chance helps to explain the wildly varying amounts of Will loss among soldiers that went through the same mission taking similar actions. In fact, it seems Fatigue (Will loss) is entirely separate from the actions a soldier performs in a mission and seems solely determined by what they observe or have done to them.
The Will loss is calculated as WillLossStat * WillLossStatMultiplier then max(<calculated will loss>, MinimumWillLoss). The "max" function selects the higher of the two, so this means that the final Will loss is whichever is higher between (WillLossStat * WillLossStatMultiplier) and MinimumWillLoss.
Another is CanZeroOutWill which is set to True for all triggers except seeing standard enemies and Lost.
MaxWillPercentageLostPerMission is also of note. Seeing enemies/Lost can make a soldier lose a maximum of 33% of their Will, while civilians dying is capped at 25%. No other triggers are capped. Well, except AggressivePistolWillRollData which I'm unsure of what that means.
There is plenty more to glean from this file but one more thing to touch on is Panic chance and the types of panic that each trigger is weighted towards:
Event Name | Panic Chance | Panicked Weight | Berserk Weight | Obsessed Weight | Shattered Weight |
---|---|---|---|---|---|
SawEnemyUnitWillRollData | 0 | 0 | 0 | 0 | 0 |
SawLostUnitWillRollData | 0 | 0 | 0 | 0 | 0 |
CivilianDiedWillRollData | 0 | 0 | 0 | 0 | 0 |
WoundedWillRollData | 0.5 | 2 | 1 | 2 | 2 |
SquadmateWoundedWillRollData | 0.5 | 2 | 1 | 0 | 2 |
BondmateWoundedWillRollData | 0 | 0 | 0 | 0 | 0 |
SquadmateDiedWillRollData | 0.75 | 2 | 1 | 2 | 0 |
BondmateDiedWillRollData | 3 | 0 | 1 | 0 | 0 |
SquadmateCapturedWillRollData | 0.75 | 2 | 1 | 0 | 2 |
BondmateCapturedWillRollData | 3 | 0 | 1 | 0 | 0 |
SquadmatePanickedWillRollData | 0.6 | 3 | 1 | 1 | 3 |
BondmatePanickedWillRollData | 0.5 | 2 | 1 | 0 | 2 |
BondmateMindControlledWillRollData | 0 | 0 | 0 | 0 | 0 |
SquadmateOnUnitUnconsciousWillRollData | 0 | 0 | 0 | 0 | 0 |
BondmateOnUnitUnconsciousWillRollData | 0 | 0 | 0 | 0 | 0 |
HorrorM1WillRollData | 1.75 | 2 | 1 | 1 | 3 |
AggressivePistolWillRollData | 0.75 | 0 | 0 | 0 | 0 |
AggressivePistolWillRollData doesn't trigger the usual afflictions and instead triggers only something called PanickedReaction_AggressivePistol. Again, not sure what that is.
So if you look at the panic chances as a 0 to 1 spectrum, 0 = 0% and 1 = 100% and look at the weights as the number of raffle tickets each affliction tossed into the hat you can see that getting Wounded has a 50% chance to panic and 2 out of 7 times (28%) you will Panic, Obsess, or Shatter and 1 out of 7 times (14%) you will get Berserk. Note that this all seems awfully high until you notice the MinimumTiredState=eMentalState_Tired entry for WoundedWillRollData. So this means that the above calculations most likely only trigger if your soldier is already Tired. So, sending a Tired soldier is pretty risky since getting Wounded is a 50% chance to be hit with some negative panic affliction.