XCOM 2
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Covert Action Config
   
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5 Sep, 2017 @ 8:56am
24 Sep, 2017 @ 12:27pm
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Covert Action Config

Description
Features
  • Increase the number of soldier slots required for missions. Includes a config that requires 3-4 for most missions. Changing the UI to support more than 4 is totally beyond me, however. Note that having multiple optionals is possible, but wonky in the UI.
  • MCM with options to change the duration range of all covert actions. By default they are increased from 50% to 150% randomly. This is a balance decision based on how powerful covert actions are. Even higher settings can be used for pairing with advantageous mods such as -bg-'s Multiple Covert Actions.
  • Change optional resource costs. This mod includes by default a balance adjustment to the supply costs, but others may be increased as well. This is not available in the MCM and must be changed in the XComCovertActionConfig.ini in your documents config folder. Nontraditional resources such as corpses may also be used if you like. Again I'll note that multiple optionals is possible but the UI gets glitchy.
  • Increase risks by having Capture and Ambush chances on more missions. There are All options in the MCM, doing so individually must be done in the ini. This large risk increase is suitable for the added advantage of the above Multiple Covert Actions mod. However, it does render certain dark events pointless.

Usage
Changes will only take effect on new covert actions—covert actions recycled from the last month or those that already exist in a save will not be affected. Reloading the game may ensure the templates are edited for any changes.

Compatibility
  • Works with RealityMachina's Covert Action Missions, includes its missions by default, and can control its settings.
  • Works with bountygiver's multiple covert actions.
  • Works with robojumper's improve combat intelligence for faction soldiers.
  • ???

Future Plans
  • Always taking suggestions, though this is limited by my time/interest/ability.
  • Exposing some addtional config variables that Firaxis left out.
  • Config list to eliminate covert action types.
Popular Discussions View All (1)
0
10 Feb, 2018 @ 11:15am
Where's 'Never Wounded'?
The Golden Knight
94 Comments
Metablueba 16 Apr @ 5:17am 
Does this mod also let you just disable covert ambushes? I always found them more of a time-waster than an enticing mission type.
LightenedDark 13 Feb, 2021 @ 9:50pm 
Given how popular this was, it's a shame it was abandoned within a month and a half
Green Raven 19 Aug, 2020 @ 2:41pm 
Does this make it so you need three to four troopers out of the box? Or do you need to fiddle with ini files first?
Lebowskichild 8 Jul, 2019 @ 6:08am 
So for anyone who has had the same issue as me regarding my previous post, it seems that from testing with the same parameters as below except this time instead of using the console to add the Resistance Ring, this time I played through to the second month and built the Resistance Ring normally.
The changes to the extra soldiers/optionals in the extra config of this mod seem to only kick in after the first month. But seem to be working correctly there after.
Not sure if this has anything to do with New game start options like dlc intergration or the Lost & Abandoned mission. But thought I would share my results.
Lebowskichild 7 Jul, 2019 @ 5:26am 
So I've been giving this mod a bit of a test. Firstly I stripped all other mods other than the community Highlander and MCM & I also deleted and regenerated my config in the documents folder.

I start a new game on rookie, deselect intergrated dlc and select the two individual options and also leave the Lost and Abandoned mission unchecked.

I then complete Gatecrasher and when back on the Avenger I add the Resistance Ring using the Console Command and check the Covert Ops that are available.

Using the Config which is for 3-4 soldiers per covert op I can see that FindFaction should be showing the Wound Risk but is not in game. Also it should require 2 soldiers and have the optional 3rd but the optional is not showing up.

The FindFarthestFaction should be showing Wound & Ambush Risk but also shows nothing. It shows 3 soldiers, 1 of which must be a Sergeant which is correct but there should also be a cost of 25 Intel which again is not there.

Fix?
Lebowskichild 23 Jun, 2019 @ 1:12pm 
Will this mod work in conjunction with Resistance Ring+?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1624997086

It also adds the ability to add multiple Covert Actions, however I'm not sure if the implementation in that mod would still play nicely with yours.
Dzūkian Mushroom Crusade 30 May, 2019 @ 2:09am 
Shame there is no option to edit the stat rewards. I don't like how my soldiers inevitably gain 100 health, 100 dodge, and 100 aim, making the late game feel like I am playing with cheat codes or something.
run for your life (Grave) 10 May, 2019 @ 8:51pm 
is there an option in the .ini's to mod covert action duration? I want to do it without the other stuff
darkdill 26 Apr, 2019 @ 5:49pm 
Is there any chance you might add some MCM options to adjust how much Supplies, Intel, etc. you get as rewards for Covert Ops? I personally find the amounts I get to be too small, but maybe some people will want even smaller rewards than normal.
Briar_Black 1 Nov, 2018 @ 9:34pm 
I'm just popping in to say Selecting Mission Types would be a great addition