XCOM 2
[WOTC] Stop Spamming Reinforcements!
Showing 1-8 of 8 entries
Update: 23 Aug, 2024 @ 6:02am

Added support for Praetorian - the Praetorian multiplication ability is now disabled.

Update: 18 Nov, 2023 @ 2:05am

So remember the update half a year ago when I figured out that my Lost noise changes were too much? Yeah, apparently I only did it locally and not in the actual mod. Oopsie. Now it should be fixed.

Update: 9 Sep, 2023 @ 6:31am

Looks like the "allow large reinforcements pods in specific missions" config doesn't work properly for multi-part missions - it always checks the mission name against the mission of the first part (for example, in the Chosen Stronghold, both in the stronghold and in the sarcophagus room, the game thinks we are in the stronghold part). In the configs shipped with this mod, the Chosen Showdown rooms and the Avatar Showdown were supposed to allow large reinforcements pods, and this wasn't working. I've now also included the first parts of these missions to the configs. This shouldn't affect anything since normally you don't get reinforcements in the first parts either. If there is some modded multi-part mission type where you want to get large reinforcements in the first part, and not in the second, or vice versa - then this mod can't allow that at the moment.

Update: 1 Jun, 2023 @ 9:49pm

Turns out the mod settings made Lost MOSTLY insensitive to noise. This has now been rectified, at the cost of increased Lost spawn timers.
I would like to thank Tepa for bringing this matter to my attention.

Update: 25 Nov, 2022 @ 1:37am

Ladies and getlemen, apparently this mod was garbage and not working: if Ability Editor tries to set the AP of an ability to more than 2, then it sets it to 2. So the "10 AP cost" my mod set was useless. I am now fixing the abilities myself, without relying on Ability Editor. Repurpose Abilities and Choose Your Aliens are still used though.

Update: 22 Sep, 2022 @ 12:42am

This mod now has logging in it: in case the reader has morbit curiousity about pod generation, then the logs will shed some light on what is going on. If the reader feels this mod didn't work properly, check the logs or send them to me.

Update: 16 Sep, 2022 @ 9:10am

Major update!
This mod now comes with new functionality: it can limit the sizes of reinforcements pods and lost pods (and reinforcements lost pods). By default, Lost pods are limited to 5 enemies, an reinforcements pods are limited to 3 enemies. This can be configured to ignore certain encounters or certain mission types. This limit takes priority over any changes DABFL does to Lost or Reinforcements.
Many thanks to h4ilst0rm for stimulating discussion and for permission to re-use his DABFL code.

Update: 14 Jun, 2022 @ 9:35am