XCOM 2
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Zero Tweaks for Legend+
   
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2 Jan @ 11:32am
3 Feb @ 5:26pm
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Zero Tweaks for Legend+

In 1 collection by Zero
Zero 2025 Xcom2 - Ted Jam Legend++
496 items
Description
Here are the changes to the LWOTC Legend experience:

Overall goals:
Raises the difficulty while also smoothing out the difficulty curve
Allows the player to meaningfully affect advent strength
Keep game balance around 'base classes' and make additional classes have additional costs.

Mec Troopers Now require a MEC POWER CORE
Mec Power Cores are dropped as Guaranteed Loot during HQ assaults. This effectively limits Mec Troopers to 1 per liberated region.

Added A second wave option: More Mecs
This makes it possible, if selected on campaign start, to produce Mec Power Cores in engineering.
Specifically for players who want to use these tweaks but also want lots of mec troopers.

Also - Rebalanced Spider/Exo suits to be a little more competitive, Spider Suit research time is cut in half, and the cost has been reduced significantly, but spider suits now require converting from Predator Armor. Exo Armor recieved the same treatment, but the research time was only slightly reduced. The stats for EXO and Spider armor have been slightly improved.

Increased advent starting strength-
Advent begins the game with 20 more legions on the board than default legend difficulty
Advent offworld reinforcements are slower and troop movements are more frequent
The goal here is to create the sense that advent has 'resources' that they are directing against Xcom without just dumping infinite strength on the board.

Increased Mission Detection Rate -
It is slightly easier (about 5%) to detect all missions, and missions that can affect advent strength are additionally easier to detect, there is no limit to the number of missions that can spawn, and there are no conditional locks on mission volume - but vigilance vs. strength is a far more significant consideration and it's up to the player to manage vigiliance to prevent getting swarmed by offworld emergency strength.

Starting Conditions are different than what you might be used to. The basic statlines of soldiers is slightly improved, low and very low combat intelligence soldiers should no longer be a thing, they might still show up here and there but the vast majority of your soldiers should be average combat intelligence, with slightly higher will than default, and narrower ranges for stats. There will be a higher concentration of averaged stats. aim close to the low 60s, will around the high 30s, and usually 4hp. You will have fewer of them however.

The starting barracks size has been reduced to 14 soldiers. So despite having a higher rate of mission detection (around 10% better or so), you will have to invest in building your barracks more than normal. The goal of these changes is to make it feel more like you are in control of the decision making process, and not just constantly reacting to whatever RNG throws your way. You will likely have to skip a lot of missions, and make hard choices about which ones you're taking. The higher advent strength will also make it important to invest more resources into keeping your soldiers competitive.

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Only 'base classes' - the LWOTC & SHADOW OPS classes can be promoted to by field promotions, additional classes must be trained in the GTS. Obviously ignore this if you're using RPGO or Amalgamation, if you are using any additional custom classes, check the configs to add the classes you're using to the list if you want this part of the experience. I have found that separating base classes and custom classes has had the effect of increasing difficulty due to so many custom classes being outright stronger than base classes.

Now Added Support for "Reward Soldier Classes" Mod, which allows non-base classes to be recruited from the black market and as mission rewards - this mod has been added to the associated collection.

The values for each of the Reward Classes can be configured by the number in the pool, you can find that configuration in the subfolder for RewardSoldierClasses.

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Use Only with Legend Difficulty
Second Wave options will eventually be configured by default but for now:

Turn Grim Horizon on
Turn on Soldiers can be gene modded while injured
Turn off Resistance Cards
Support has been added for MRCloista's Expanded Continent bonuses, with just a few turned on by default - easy enough to look at the config and add/remove any you want.
1 Comments
RhodeXLX 23 Jan @ 10:03am 
Don't forget to mention the lower starting barracks too! :)