XCOM 2
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Avatar Project Reworked
   
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16.722 MB
12 Feb, 2016 @ 7:10am
12 Feb, 2016 @ 8:07am
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Avatar Project Reworked

Description
A reworking of the Avatar Project.

Makes Advent facilities be built more frequently and generate more 'Doom points', while the Advent fortress (passive points) generate none. Gives the player the ability to control the Avatar project's progress.

I didn't like the way the Avatar project worked, and all the other mods seemed to just make it slower/easier/non-existant. So I decided to make one that tried to keep it difficult, but still controllable.

Still needs a lot of balance testing, so any feedback is welcome.
102 Comments
JerryTheGuy 29 Feb, 2024 @ 7:32pm 
By control the avatar project does that mean you can change the speed of how it works because i have 2 more spaces on the project but cant stop it because the only facility is to far from places i have contact with
zin 22 Mar, 2023 @ 6:50pm 
@crayven_ady Yes, it was made before WotC came out.

Does this work in WotC? And what do the ‘Doom points’ do?
Lord Bubba 18 Jun, 2022 @ 7:57am 
I remember using this mod a long time (5 years) ago when XCOM 2 held my interest and it was great! Now I'm back (2022) and I downloaded this mod because even on Veteran difficulty level I was still getting my butt kicked. I am presuming that this mod still works for the vanilla addition and hasn't been upgraded to WOT.
Paentimexi 11 May, 2021 @ 12:59am 
@crayven_ady
It doesn't as far as I can tell.
My suggestion is to go into your own ini files and mess with the numbers.
You can lobotomize the Avatar program by setting certain values to 0, increasing time for the project to progress, or make it so that only research facilities gain pips, but the doom clock is static.
Nandi 23 Mar, 2021 @ 11:52am 
Does this work with vanilla? Downloaded another mod that claimed to remove that PoS mechanic and i found out it didn't.
lego.motes 5 Apr, 2020 @ 11:31am 
dose the work with LW2
initium 25 Feb, 2020 @ 4:20pm 
@AnonymousCheese - Feedback
After playing this on Legendary difficulty with Covert Action Missions , I found that the doom counter wasn't ticking along sufficiently to cause me into making any raids on facilities. The game functions fine, but I think these two mods together make the game too easy. I'd suggest adding this point to the description so other players can make that choice.
Also I'd up the counter to tick at least once each month to recreate the sense of urgency. Apart from that the mod works great. I have many more facilities to raid now - if I want to :)
Baal Firenze 17 Feb, 2020 @ 4:03pm 
I am trying to increase the rate of construction and I think this is it

MonthlyFacilityBuildData=(Month=4, MinBuildDays=15, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3)
MonthlyFacilityBuildData=(Month=5, MinBuildDays=10, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3)
initium 1 May, 2019 @ 9:49pm 
@AnonymousCheese - Would you be ok if this mod was included in another meta style mod?
(Credit obviously given to you for it)