XCOM 2
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Proficiency Bridge: Additional Mission Types Redux
   
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19 Dec, 2021 @ 4:30pm
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Proficiency Bridge: Additional Mission Types Redux

Description
About This Mod
Bridge mod to add lore consistency for the Emergency Extraction - Council Mission Type missions in Additional Mission Types Redux. I was thrown out of the immersion when given a Faction hero helper on these missions and their skills were completely wrong due to being based upon the original Faction heroes and not the Proficiency Faction Heros. Now we no longer have to worry about that.

Swaps out the skills on the Templar Disciple, Reaper Agent, and Skirmisher Warrior to be in line with their Proficiency Packs. These units will now be significantly more powerful and useful.

As an added bonus, also buffs the Resistance Operative given to the player in Escort Res. Operative To ADVENT Facility missions. It should make the Optional Objective actually obtainable now. This can be disabled in configs.

All of these units are the player controlled units, not AI controlled.

Dependencies and Suggested Mods
Core Dependencies are:

Suggested Mods:
  • Proficiency Pack Pistol Slot Plugin: Added config support to add an item into the pistol slot. Reapers get a Combat Knife, Skirmishers get a Claymore, and Templars get the Travel Light movement buff.

Configuration
The abilities granted to the Faction units are configurable and can be found in XComProfAddtlMissionType.ini.
  • REAPER_M1_ABILITIES, REAPER_M2_ABILITIES, REAPER_M3_ABILITIES are arrays of the abilities to add to the Reaper Agent. To add an Ability add it to the level you want it for, to remove an Ability delete the line.
  • SKIRMISHER_M1_ABILITIES, SKIRMISHER_M2_ABILITIES, SKIRMISHER_M3_ABILITIES are arrays of the abilities to add to the Skirmisher Warrior. To add an Ability add it to the level you want it for, to remove an Ability delete the line.
  • TEMPLAR_M1_ABILITIES, TEMPLAR_M2_ABILITIES, TEMPLAR_M3_ABILITIES are arrays of the abilities to add to the Templar Disciple. To add an Ability add it to the level you want it for, to remove an Ability delete the line.
  • OPERATIVE_M1_ABILITIES, OPERATIVE_M2_ABILITIES, OPERATIVE_M3_ABILITIES are arrays of the abilities to add to the Resistance Operative. To add an Ability add it to the level you want it for, to remove an Ability delete the line.

Compatibility
Reconfigures the abilities of the Faction units provided during the Rescue Mission. Doesn't actually touch anything related to the missions themselves.

Thanks
  • shiremct for the amazing Proficiency class packs
  • Reality Machina for the additional missions themselves
5 Comments
PhilipFryJunior 29 May @ 3:49pm 
Hi, I'm playing a campaign alongside memebots. Overinfltrating had me gain memebot sitrep. But there was no droid, sadly. Furthermore, I also gained sitrep, which makes the advent reinforcements delay 1 turn. But the reinforcements arrived as usual. It is by design, I reckon. But I wonder if there is a way to exclude those types of sitreps from these types of missions?
FearTheBunnies  [author] 3 Jun, 2022 @ 8:54am 
That is normal. The missions that Reality Machina built grant a boon to the operatives given which reduce their detection radius, and since Templars have group concealment only, when concealment was broken they were revealed like normal.
Epigamesh 28 May, 2022 @ 12:37am 
Hello,
I don't know if I have found a bug related to this mod, but while playing a new campaign yesterday, this first mod mission spawned a templar without any detection range (but he lost conceamement as soon as the rest of the team broke theirs, so the rest of the mission played normaly)
It could be due to a bad mod combinaison too, since I have activated quite a lot (including covert infiltration or UI mods).
Either way, it isn't gamebreaking ; and I love the concept of this mod (I was thinking the same when playing proficiency class and additional missions types together)
shiremct 19 Dec, 2021 @ 10:11pm 
Thumbs up!
BroncoXeno2035 19 Dec, 2021 @ 9:29pm 
Awesome mod concept.