XCOM 2
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9 Feb, 2017 @ 6:27pm
11 Feb, 2017 @ 9:04pm
5 Change Notes ( view )

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Faster Missions

Description
A way to greatly reduce the time needed to progress and complete any single playthrough.

All XCOM soldiers, including SPARKs, gain multiple bonus stats including
  • Mobility
  • Perfect-ish aim when flanking
Flanking and cover destruction before attacking is now much more rewarding. Increased mobility helps with faster mission completion as an alternative to increased turn timers.

Specific stat numbers can be modified in the config file.

Added custom utility item available at the start of the game.
  • Unique item, cannot be researched or built
  • Increases multiple stats including HP regeneration, critical-hit chance, and hacking skill
This item reduces/removes early-to-late game grinding. Also adds much more resilience to soldier injuries and squad wipes (by making rookies and B-teams/soldiers far more effective).

Specific stat numbers can be modified in the config file.

Added one custom proving grounds project.
  • Produces unique utility item
  • Greatly increases aim stat
This item replaces some chance with strategy during missions by giving players a much more reliable tool for consistently hitting and defeating enemy troops. Also saves time and can reduce/remove the need for save scumming.

Specific stat numbers can be modified in the config file.

Added multiple other tweaks, mostly to speed up the game.
  • -1 day region contacting and radio relay construction
  • +1 starting scientist
  • Removed invisible aim assists on lower difficulties
  • Instant shadow chamber construction

COMPATIBILITY
No mod conflicts.

The bonus soldier stats and utility items are added to the game and don't modify anything. The bonus soldier stats also require at least one mission to be played before working when applying this mod to a saved game.

Most of everything else modified the config files from the default game so there will only be conflicts if other mods change the same variables in the same config files. It should be a very low chance though.

Known Issues
The bonus default stats for soldiers do not show outside of tactical missions (eg Armory). I can confirm that they work during tactical missions as intended.

Final Notes
I can confirm it's possible to reach the second last story mission on veteran ironman with a specific playstyle in roughly 5 hours.

During that playthrough there was never a dull moment and I was having fun while meeting a reasonable amount of challenges and soldier injuries.

I was able to play with just my one A-team, no squad size upgrades, and only 2 other soldiers as back up when A-team members were injured. It may be possible to complete an ironman playthrough with just investing time and resources into the A-team only (thanks to this mod).
4 Comments
Lord Bubba 25 Mar, 2018 @ 12:33pm 
So this is the supervest mod!

I like it. But I think the vest should be reproducible. Everything in the game can be reproduced, with the exception of those stupid Alien Hunters weapons. Might I suggest givng the vest really steep fabrication requirements, e.g. 100 supplies, 100 elerium crystals (no elerium cores though; I just don't see the reason why AP ammo requires a EC since its remachined Alien Alloys).

"Added one custom proving grounds project." - You lost me on this one. What is the "item?"
Lord Bubba 10 Jan, 2018 @ 9:05am 
Disregard. I figured it out.
Lord Bubba 2 Jan, 2018 @ 1:59pm 
Exactly how does this mod function? Is there a player interface? Is it similar to the dev's "auto-resolve" option? Is there an actual button somewhere that says "resolve mission without actually playing it"?
Quickdraw6 27 Aug, 2017 @ 6:14pm 
This is great, creates less reliance on RNG for your tactics so you don't feel like you got cheated on a critical failure.