XCOM 2
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Rain Rebalance: 8-Man Squad-Size Changes
   
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26 Jul, 2022 @ 10:02am
23 Sep, 2023 @ 2:39am
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Rain Rebalance: 8-Man Squad-Size Changes

In 1 collection by Rather Incoherent
Rather Incoherent's XCOM 2 Setup 2024
445 items
Description
What Is This?
This is the core set of changes required to run an 8-man squad-size campaign in Covert Infiltration. It goes a fair bit further than that, though.

The Changes:
  1. Changed squad size in CI for all mission types to 8.
  2. Changed infiltration penalties to be proportional.
  3. Increased Living Space from 30/40/50 to 35/50/60 to accomodate for 33% larger squads.
  4. Increased starting troops from 16 to 26 to accommodate for larger squads.
  5. Set Leviathan Squad Size to 10 (12 with the Riftkeeper teleport item)
  6. Tuned DABFL to frontload 1 guaranteed additional enemy in every pod from FL1.
  7. 5% additional chance for an enemy per FL, capping out at 3 50% chances at FL20.
  8. I've buffed the hp of all Rulers and Chosen by 20 to 30 %
  9. Changed DEZ to let the pods stay slightly further forward, and to spread them out further left and right. Hopefully this (combined with Yellow Alert Lite's reimplemented downthrottling) will avoid quite so many whole map brawls.
  10. Removed the Recruiting Centers order as it was too powerful.
Included in the Preview Images is a link to a far too long video explaining all 4 of the Rain Rebalance mods I've just released, with timestamps for each specific submod.

Requirements
The requirements for this mod are Soft Requirements. Without them, the changes won't be made, which may or may not be a bad thing for you. However, the game should still run just fine.

Useage Without CI
Without CI This mod is basically just a DABFL setting to increase enemy counts and Waterworld Squad Size configuration. That is still useful if you're running without CI, but you'll need to set starting squad size to 6 with Robojumper's Squad Select in MCM.

Recommended Mods
Retaliation Configurator, to include more civilians on Terror Missions (since there will be more enemies).

Credits And Thanks
WotCStrategyOverhaul for Covert Infiltration and Living Space
RedDobe for Dynamic Encounter Zones
H4ilst0rm for Diverse Aliens By Force Level
Shiremct for Proficiency Class Pack and its plugins
MrCloista for PCP Combat Engineers, PCP Field Supports, and Laser Sparks
Rusty Dios for Leviathan Extended

Anyone is free to use any part of my mod in their own works, just be sure to give credit to myself and the original mod author's where it's appropriate.
35 Comments
^-^ 7 Apr @ 5:33pm 
IMO a good alternative to balance changes is to combine this with Dynamic Deployment and have normal 6/4+2 squad of units and extra 2 (or more) "on standby" with Dynamic Deployment marked.

This way you play entire game as 6 squad by default, and reserves are only for rare tricky situations such as Chosen + modded boss enemy/mocx.
T.K. 7 Jun, 2024 @ 10:53am 
;Changing Squad Size to 8 in Covert Infiltration
[CovertInfiltration.X2StrategyElement_InfiltrationActions]
-InfiltrationMaxSquadSize=6
+InfiltrationMaxSquadSize=16

[XComGame.X2StrategyGameRulesetDataStructures]
-m_iMaxSoldiersOnMission=6
+m_iMaxSoldiersOnMission=16

(The code that I altered)
T.K. 7 Jun, 2024 @ 10:49am 
Additional Context: Am making an easy, gimmicky fun playthrough. Balance isn't super high on priority but I don't want simple god moding, so there are several difficulty mods added, including cloned rulers, EVERY enemy mod attached to univeral enemy patcher, raider factions galore with Raider Relations, and other mods that add extra difficulty but even then I know having a 12 or more man squad breaks that balance drastically.

Fun Context: The solo in question is John Wick, and the high amount of squad size is for a Chimera Squad dedicated team (13 agents, plus Whisper and Jane Kelly), and other larger squads such as a Team Fortress 2 squad (9 + Miss Pauling). Lara Croft is also another solo using akimbo, and the Armor of Two are duos/Bishops, which is why I'm trying to figure out how to make the second through 16th slots options to allow tiny squads.
T.K. 7 Jun, 2024 @ 10:49am 
So, I've seen where in the code to alter squad size, and changed it to 16, which worked overall fine but then I had a major issue using the Knight/Solo class, a unit that is designed to only play by himself, and the squad select was FORCING a selection of 16 soldiers during an infiltration mission, specifically 14 required and 2 optional

Fully aware of other balance requirements needing editted such as enemy spawning and CI squad size penalities abd living space, but I've figured out how to edit those. (Or at least I think I can, that's not the issue now)

Relevant Mod context: Allow Larger Squads, RoboJumper's Squad Select, and RPGO and various specializtion mods linked to it
jimmy.holst 2 May, 2024 @ 1:01am 
I have the game crashing on the Avenger down mission everytime. I Thought that it was the custom soldier fix mod, But it still crashes. Do you think that it might be the large number of soldiers that causes the mission to crash?
✙Старийꑭ 20 Feb, 2024 @ 7:54am 
Hello, thank you for your mod. Did I get it right that if I want only squad size 8 and I have only Covert Infiltration and Living Space mods from your list - then by installing your mod without other mods from your list I will get only 8 size, proportional infiltration penalties, bigger starting roster and bigger living space but nothing else? Because I'm interested only in squad size and this accompanying changes.
Cúchulainn 18 Jan, 2024 @ 3:48pm 
Hey @Rather Incoherent , Question regarding DABFL, sorry new to adjusting mods and reading code overall, but learnin

If I make config changes on DABFL regarding the coin flip to be less of a coin flip but more of a dice roll, would I need to account for your own DABFL modifications? If I'm reading your mod description and config files right, all that you're doing is guaranteeing +1 enemy to pod size from the get go, with the opportunity to do a coin flip to get up to at max 3 additional enemies per pod right? So If I reduce that coin flip aspect to be more like a dice roll (anywhere from between 0 - 50% chance at rolling for an additional enemy) on DABFL, but don't touch anything on your mod, that means there's still your 50% coinflip tacked onto the 0-50% chance that I have set for DABFL?

I saw your comment below stating that yours works in ADDITION the changes i make on DABFL, so I just wanted to be sure i'm reading and understanding the code correctly
jahsinha 5 Sep, 2023 @ 8:28am 
Thanks! As to what I’m going for, I use a six man squad, not 8, and I have the FL extender. DABFL works fine for me w/o adjustments ( i.e I like the normal scaling fine) but I like the idea of scaling more difficulty above FL 20. My campaigns tend to be long.
Rather Incoherent  [author] 4 Sep, 2023 @ 2:02pm 
@jahsinha Config/DABFL/XComDABFL.ini

You'll need to edit the +AlienPodSizeRules. I'm not entirely sure what you're going for, but you'll need to change the minimum force levels at the least. If you just want ALL of it to kick in at FL20, then you can replace that section with:

+AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=100, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)

The reason for periods instead of +s is because those rules become duplicates of each other if they all start at the same force level, and for duplicate rules you use . instead of +. Hope that helps!
jahsinha 4 Sep, 2023 @ 1:46pm 
I want your DABFL changes to only apply @ FL 20 and above. What do I edit from your config? Please