XCOM 2
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Retaliation Configurator [JANKY MOD]
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23 Sep, 2023 @ 12:18am
9 Dec, 2023 @ 12:12am
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Retaliation Configurator [JANKY MOD]

In 2 collections by lordabizi
LordAbizi's War Of The Glass
34 items
War Of The Glass Collection
450 items
Description
Retaliation Configurator

Abstract
In the ongoing campaign to expose every single bit of game code to config, some parameters related to retaliations are exposed for convenient manipulation. The mod is a bit janky.


Overview
Retaliations are missions that have "soft timer" - they usually kill one civilian per turn, and you need to kill all enemies before you run out of civilians. However, sometimes it just doesn't work properly. For example. the Haven Assault retaliation type can have enemies murder several civilians per turn. If you play with larger pod sizes, perhaps a "soft timer" of 7 turns is not enough to clear the map for the usual Advent Retaliation mission. Civilians, especially when playing with Civilinas Revamped, may commit suicide due to running enemy overwatch. This results in amazingly frustrating gameplay where those missions are borderline unwinnable.

This mod has three components in it. For usual retaliations, this allows you to easily increase the number of civilians on the map, and this mod highlights the base game config that controls the number of civilians the player needs to save to win the mission. For Haven Assaults, the goal of civilians is not easily accesible, so it is not touched by this mod, but this mod gives easy access to the number of civilians in each of the two civilian groups on the map. Note that this does not affect the number of armed militia guards that participate in the mission. Finally, this mod also provides Civilians the Shadowstep ability, so they won't commit suicide on enemy overwatch every turn.

By default, this mod makes the Advent Retaliation mission to have 17 civilians on the map, of which you need to save 8. In the Haven Assault mission, the first group will have 5 civilians, and the second group will have 15.
Technically, all of that is possible via manual config edits, but this mod automates the process, making it much more easy to use.

Or at least, this was the original plan. Turns out that even for usual retaliation changing the number of required civilians to save does nothing, except for showing on the UI. The game still considers a mission with more than 6 civilians saved a victory. Thus, this mod now will try to force the loss if less than the configured number of civilians was saved. I can't guarantee it'll work all the time, but looks like it does.


Configuration
There are two config files to look for in this mod.
XComMissions: The EditRetal variable allows you to set the minimum required civlilians to be saved on a retaliation mission. The mission will still count as won if more than 6 civilians are saved, but if you save less than the config value, the region will be lost. This is unless you disable the DisconnectOnFail setting this mod comes with.
Next, this config file has the rules of how to increase the civilian pod size for the Haven Assault mission, and how many civilians on the map should be in the Advent Retaliation mission. Important comment: the distribution of civilians on the map in the Advent Retaliation mission is somewhat randomized based on the base game distribution. This is re-rolled every time you start the game. This is just because the author was too lazy to decide on concrete LOP offsets for the new civilian pods. The results could be unusual civilian placement compared to what the reader is used to. However, if you play with Civilians Revamped, then civilians move all the time, so it should not matter in the long term.
XComGame: controls which untis get the Shadowstep ability.

In principle, both files contain a bit more config options than explained here. The configs in XComMissions for example can be hijacked to create a Walmart-DABFL mod. The author takes no responsibility for the outcome of such weird experiments.
Also, Shadowstep is NOT (supposed to be) granted to Civilian VIPs that you can control. If you control them, then it's your responsibility to notice if they trigger overwatch or not, moreover, the player may WANT to trigger overwatch with the VIP (if the VIP is guaranteed to survive, then injuries on them don't matter, so it might be advantageous in certain situations). The shadowstep is only granted to civilians (and civilian faceless) who you CANNOT control.



Compatibility
Should work with mostly everything. Might not work with Batman Arkham Origins.
This mod does absolutely nothing in LWOTC.


Required Mods
The shadowstep addresses the issue that comes up with Civilians Revamped mod, but that mod is not required.


Known Issues
This mod is a bit janky:
  • I was unable to confirm if my way to change the required number of civilians to rescue works with Haven Assaults, so for the moment I only enabled it for normal retaliations. If I get evidence that it works for Haven Assaults, I'll also turn it on. You can experiment with enabling the config yourself.
  • If you have pyrrhic victories, save more than 6 people and less than the config'ed value, you'll keep the region.
  • If you change the config value to be below 6, then saving less than 6 people will still fail the mission.
  • Narrative moments will still make it sound like you won the mission if you saved more than 6 but less than the config'ed number.
  • Unfortunately I don't see an easy way to solve all of these issues, so I mark this mod as Janky at best. Use at your own risk.




Acknowledgements
The author originally learned the idea of increasing the civilian pod sizes for Haven Assault via manual config edits from Kexx.
The author is grateful to h4ilst0rm and Stukov for their useful comments.
The author would like to thank the users of the MEME Discord Server for the continued emotional support.
The mod preview image was done with the help of an AI.
13 Comments
yurei Basara 28 Jul, 2024 @ 11:25am 
buen aporte
lordabizi  [author] 2 Dec, 2023 @ 10:04am 
Madpeople, not losing a region on retal loss?
Sure :)
LeyShade 2 Dec, 2023 @ 9:49am 
@LordAbizi - please make the force disconnect toggleable for those with other mods already disabling that mechanic.
lordabizi  [author] 28 Nov, 2023 @ 11:54am 
Dear users!

Unfortunately, this mod doesn't really work!
The edits to old school retaliation don't properly work - yes, the UI will say that you need to save 10 civilians, but the mission will still be won with just 6. That config variable doesn't do anything.
The result is that this makes the game too easy.
In a few weeks, when I'll have the time, I'll update the mod to force-uncontact you from a region if you saved less civilians from a region, even if the game counts the mission as a victory. This is a very hacky solution, but I don't see another one within my reach.

I appologize for the inconvenience this may cause.
-LA
dmc32 8 Nov, 2023 @ 5:28pm 
Great mod, solution to an annoying problem of saving civilians and shutting Tygan up.
lordabizi  [author] 29 Sep, 2023 @ 8:39am 
No, it's just one unit that everything will be padded with.
LeyShade 29 Sep, 2023 @ 8:38am 
@lordabizi - TemplateToPadWith, can this be used multiple times per entry to pad with a variety of units, or can it only be used once for a specific template?
the economy 23 Sep, 2023 @ 1:10pm 
I mean i play with a lot of mods 90+ enemies seems to function ok.. I'll see how I go
lordabizi  [author] 23 Sep, 2023 @ 12:59pm 
You are of course free to experiment.
Think about it just as another unit on the map. Are you ok with 50 enemies on the map? Then having 20 enemies + 30 civilians on the map is not an issue...
You know what they say - for best results it is advised to avoid doing silly things.
the economy 23 Sep, 2023 @ 11:55am 
Do we have any idea of a max number of civs? anyone found a number where it starts breaking down?