XCOM 2
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Odd S9: Season 9 Campaign Tweaks
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7.552 MB
22 Aug, 2024 @ 11:57am
6 Jan @ 5:57am
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Odd S9: Season 9 Campaign Tweaks

In 2 collections by FearTheBunnies
Odd S9: Season 9 Cosmetics Only
140 items
Odd S9: Season 9 Gameplay Collection
428 items
Description
Season 9 Odd Tweaks
  • Amalgamation:
    • Turn on AWC skills.
    • Minor balance tweaks.
    • Add S9 exclusive exclusions.
  • Auto-Set Second Wave:
    • Enable configs for default choices.
  • Choose My Class:
    • Restrict to 5 options.
    • Do NOT show Character Pool class.
  • Colored Ammo Bar:
    • Support mod added ammo
  • Combined Workshop & Laboratory:
    • Turn off old Laboratory and Workshop.
    • Rebalance availability of economy techs.
  • Cosmetics:
    • Disable all alien outfit choices
    • Disable the Stormrider cloak
    • Allow up to 15 characters for names & nicknames
  • Covert Experience:
    • Enable promotions after finishing convert actions.
  • Covert Infiltration:
    • Remove the Covert Action for promotions.
    • Reduce the faction loyalty required before being able to recruit additional faction soldiers.
    • Reduce overall scan times from Min 10, Max 15 to Min 7, Max 10.
    • Remove Interception chains.
    • Renable Alloys Points of Interest.
    • Set barracks to 30 with +15/+25 upgrades.
  • Dark Events:
    • Cap to 6/month and gives a bonus DE per 3 pips of Avatar Progress.
    • Disable some Requiem Mutator Dark Events.
  • Denmother:
    • Denmother is customized to be SPOILERS from the Production Team. Congrats to them, and thank you for your tireless contributions to making this season GR8!
  • Dynamic Encounter Zones:
    • Tweak encounter zones.
  • Enemies:
    • Buff Avatars, Lost, and Chosen HP.
    • Chosen have more strengths and remove Kinetic Plating.
    • Remove Gatekeeper weakness to Blue Screen Rounds.
    • Cap lost swarms to 5 total.
    • Configure Diverse Aliens By Force Level to increase pod size by +1 between FL 2 - 4 and 33% for +1 at FL 12+.
    • Rebalance EU Berserker and CX Purifier AI.
    • Better Chosen AI tweaks.
  • Enhanced Action Camera:
    • Add cinematic firing where camera looks at the soldier back in.
  • Expose Chosen Weakness:
    • Now appears after completing the first Hunt the Chosen mission.
    • Can only be completed once.
  • Extended Squad Sizes:
    • Leviathan configured for 8 units + Commander.
  • Filtered Menus:
    • Hide Soldier Class filter options.
  • Gatecrasher:
    • Odd-ified Gatecrasher. Expect heavier resistance on legendary.
  • Gene Mods:
    • Add Meld Cost to all Gene Mods.
    • Tweak localization to remove Earth animal references.
  • GTS Class Training:
    • Randomly shows 10 options.
  • Hidden Potential:
    • Toned down to prevent super soldiers.
  • Missions:
    • Tweak Missions Beneath Suspicion to still allow Chosen/Rulers on Supply Extractions.
  • MOCX:
    • Use only Dark VIPs and assign preferred by base class.
    • MOCX can spawn at Colonel.
    • More likely MOCX enters bleedout.
    • MOCX will become active at month 3 (~early May).
    • MOCX are excluded from appearing with the Chosen.
    • Star power ACTIVATE!
  • Phantom Evac:
    • Restrict to carry-able units only, and only when in carrying distance from the target
  • Point-Based Not Created Equal:
    • Smooth out the overall curve to be a smaller but positive only increase to stats.
  • Populated Chosen Chambers:
    • Reinforcement pods capped to +2 instead of +3/+4.
  • Prototype Armoury:
    • Tweak weapon single build costs.
  • Recruits:
    • Limit recruit list to only 2 at a time.
    • Soldier rewards cap at Captain at FL 15.
    • Hides CP class and Psi (until lab built).
  • Research:
    • Reduce Legendary difficulty research times by a few days.
  • Scientist Staff Slots:
    • Allow either scientist or engineer into those slots.
  • Soldier Conditioning:
    • Remove the ability to gain bonus perks during conditioning and buff stat gains.
  • SitReps:
    • Remove some of the more aggregious Requiem Mutator SitReps.
  • Starting Traits:
    • Remove chance of generating negative traits when recruited.
  • System Infiltration:
    • Tweak System Infiltration to give it a 1-turn cooldown and 2 charges per mission.
  • Tactical HUD Lag Fixes:
    • Includes configs to remove MCO conflict with Extended Information.
  • Training Restrictions:
    • MEC Troopers, Psi Grading, and Gene Modding are exclusive to each other. Each soldier gets 1 of the 3 choices.
  • UI:
    • Remove "Target Preview:" label text to clean up the tactical UI.
  • Weapons:
    • Ultrasonic Lure effect reduced from 8 turns to 3, radius reduced and firing distance reduced.
    • Reduce damage of some rockets, remove requirement to arm before firing, increase firing cost to 2 AP and disable tactical nukes.
    • Reskin conventional tier Shields.
    • Turn off Spark Shields.
    • Turn off sharing autopistols and regular pistols to everyone.
    • General campaign balance to weapons, items, costs, and upgrade slots.
  • World War L:
    • Remove non-junk items from Lost drops.

Character Pools
This mod also has for import the following character pools:
  • Psi Armor Uniforms: Provides cosmetic consistency to soldiers equipping the Psi Armor
  • EW EXALT Allstars: Provides all characters from the XCOM: EW campaign that was the pre-cursor to this season. All entries are marked as Dark VIP by default.
  • Complete Season 8+9 Pool & VIP & Skyranger Winner & Knightfather: The final community submission character pools.

Alternative Mod Launcher Quick-Launch Profiles
The mod folder located at
<<STEAM INSTALL>>\steamapps\workshop\content\268500\3314720537
contains quick launch reference AML profiles that can be used to setup your local environment to play along.

This list tries to be as comprehensive as possible, but there are sure to be other minor tweaks which were missed.

Thanks!
  • Big shout out to EvilBob22. You know what for :)

Thank you,
- Odd S9 Production Team
178 Comments
Caine 29 Jun @ 9:35pm 
I discovered that if you use solely the MEC Trooper mod and there are no SPARKs in your roster, the Repair skill, and every other skill that affects Repair, is useless. It doesn't work on MEC Troopers. Only healing skills work. Which begs the question as to why MEC Troopers can train in the Repair skill but cannot use it? Anyways, just some feedback for your hard work guys. Thank you! =)
Bibaboy 29 Jun @ 11:18am 
Ok, thank you for the info, that was very helpful, have a nice day.
FearTheBunnies  [author] 29 Jun @ 11:06am 
Yes, the two are not mutually exclusive. We had to add in the removal mod to turn off SPARKs otherwise the two would have existed with each other. Please note, though, that the SPARK will be the stock X2 spark as we don't include any overhauls for them in this mod list.
Bibaboy 29 Jun @ 10:04am 
Understood. Thank you. Can I still have MECs if I enable SPARKs?
FearTheBunnies  [author] 29 Jun @ 9:49am 
@Bibaboy If you desire to have SPARKs as well, you will have to remove a mod called "Sparks-B-Gone" from your modlist
RustyDios 29 Jun @ 8:50am 
If you read the season and modpack correctly you'll notice Sparks were removed in favour of using MEC Troopers as the big tanky units :)
Bibaboy 29 Jun @ 8:48am 
Hello! I cant find a similar question here. How do you get SPARKs in this modpack playthrough? I cant seem to get the Lost Towers mission. Is it delayed? (I've already built Proving grounds and MEC Foundry)
Caine 20 Jun @ 9:50pm 
Awesome thank you RustyDios. =)
RustyDios 20 Jun @ 9:14am 
Look for the XComGameData_SoldierSkills.ini
in particular the "RECKONING_COOLDOWN=6" line.. and change to suit your hearts desire

Keep in mind 6 turns is actually the default cooldown for the Skirmisher melee. It's possible that this season just simply "didn't change it"... when other season have had mods that do (like PCP's Skirmisher re-balance)
Caine 20 Jun @ 8:26am 
@ProfileName .. Appreciate the insight. I'm on episode 19 and noticed it every time he field his Skirmisher, and seeing as this was months ago and I'm encountering it now means there has not been any fix that I've seen. Which means that it's happening somewhere else and impacting the skirmisher indirectly. I'm wondering if the MOCX mods are doing this? I'll update it if I find it. Thanks everyone. =)