XCOM 2
Additional Mission Types
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Update: 31 Mar, 2016 @ 11:10pm

Rebalanced:

Haven Siege - Timer tuned back to the original default of 12 turns

Removed reinforcements that would occur if entire map was cleared (now you'll have a turn to breathe if you end up killing in a in-between period)

Bumped ideal XCOM spawn placement a bit to hopefully avoid that inconvenience of a spawn near a rooftop, that would bug out the soldier that spawned on top of thin air

Update: 21 Mar, 2016 @ 8:50pm

Timer extended to 15 turns, giving the player 5 turns to deal with the initial spawns before reinforcements started coming in.

Dialogue from the Avenger Defence mission type reused to indicate start of the reinforcement waves

Reinforcements (still using ADVx3_Weak) should now come in every even-numbered turn, starting when the timer hits 10, until the timer finishes, in which a final pod of ADVx3_Strong will be called down. The ADVx3_Strong pod was used to compensate for the fact that players will be facing one less reinforcement pod per mission compared to previous numbers

Resistance fighter count has been reduced back down to 4 in light of reinforcements not being an unending flood anymore, but a now staggered flood that gives the player time between waves to whittle down existing enemy numbers

Update: 20 Mar, 2016 @ 6:29pm

Timer extended to 14 turns, giving the player 4 more turns to deal with the initial spawns before reinforcements started coming in

Reinforcements now use ADVx3_Weak, have ideal spawn placement of 36 tiles away from player/objective (the kismet wasn't clear which it was referring to)

Two extra resistance fighters have been added to the fodder spawn

Removed MaxSoldiers since it turned out to have a cap at around 6 soldiers (and thus making it unusable for modded games where larger squad sizes were needed)




Update: 19 Mar, 2016 @ 12:27pm

To put it more in line with the EU-style Base Defence (and because it doesn't seem like the game has an easy way of blocking mission types depending on time), maximum soldiers you can bring is set to 6 ala Avenger Defence missions. Adjust this in XComMissions.ini if other mods you've installed have necessitated larger squad sizes.

Evacing from the mission will still result in a full mission completion if the timer has finished. Unlike other evacable missions you'll still get the corpses for reasons unknown just presume ADVENT are heartless bastards who leave behind the corpses of the fallen when a retaliation mission goes poorly.

Retaliation missions should now give one rookie when completed. I suggest using a mod like All Soldiers Gain XP or Patrol Training for non-active duty training.

Update: 18 Mar, 2016 @ 1:15pm

Did more nerfing to initial spawns, all reinforcement pods are now normal drops, no pods ahead of force level used at all.

Added force level aware variants of the mission schedules so berserkers don't have a chance of spawning until the player's force level is high enough (so with vanilla timing, they should only start appearing in May)

Added map alert that activates on mission start so players can't wait out the timer before engaging enemies

Update: 18 Mar, 2016 @ 2:23am

Did a bit more nerfing to initial spawns, reinforcements tweaked/fixed so instead of the pattern being ADVx3_Weak then ADVx3_Strong every drop thereafter, it's ADVx3_Strong for the first drop, then ADVx3_Standard every drop from then on.

In layman's terms it means the game now simply spawns one hard pod for the first drop of reinforcements, and uses regular pods thereafter.

Update: 17 Mar, 2016 @ 11:16pm

Nerfed first few difficulty variants in terms of initial mission spawn so it's more beatable if it ends up being the first retaliation mission in March. Reinforcement levels have *not* been touched. Awaiting further feedback on this.

Update: 17 Mar, 2016 @ 4:48pm