XCOM 2
[WOTC] Sensible Mission Penalties
58 Comments
horsepowerYT 1 Jun @ 3:51pm 
I can't believe I'm gonna say this, but this mod no longer works. I've been trying to fix my xcom for the last MONTH, just figuring shit out. and this was the grieve of all my problems. This mod is a curse, it wasn't before, but it is now, please avoid.
Dęąth Viper 19 Oct, 2022 @ 1:48pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Dragon32 25 Apr, 2022 @ 6:23am 
@Agent Coxack
It won't. If it's one of eclipsezr's map packs I think there's a modified config file linked in the mod's Discussion
Agent Coxack 25 Apr, 2022 @ 4:06am 
Let's hope this lets me skip those damn "Save Expedition" levels which don't work cause of a map pack. If so, it's gonna save so much sanity.
Moisesjns 1 Apr, 2022 @ 7:29pm 
THANK YOU for this mod so much. Seriously. I just lost contact with a region, cause i did not do a supply raid and was mad, cause it made no sense, I just stopped a Gang war, in the text and they tipped me of a convoy, that i ignored and now they hate me?
aegis 4 Aug, 2020 @ 1:19am 
@Charlamagnne it makes sense to still lose the region with retaliations
at least for me thats the main thing that gives retaliations a point. for me the main reason to use this mod is because it makes no sense to lose contact with a region because we didn't loot a random convoy or because we didn't extract a random scientist
while with retaliations the base of your resistance is under attack so you have to defend it or you will lose the cel
Dragon32 3 Aug, 2020 @ 4:01pm 
@Charlemagne
Pyrrhic Victories also affects win conditions, but I don't think that affects Retaliations either.

That's the only other mod I can think of.
Charlemagne 3 Aug, 2020 @ 3:46pm 
Aw missed that last sentence. That sucks as Retaliations are really the only mission type that I frequently lose (with the very occasional assassination). Is there any mod that will do this (no region loss in retaliations?)
Dragon32 3 Aug, 2020 @ 3:29pm 
@harlemagne:
Last sentence: "no changes have been made to retaliations".
Charlemagne 3 Aug, 2020 @ 3:04pm 
Does this work for retaliations? I just lost a region after losing an haven assault. I don't know if Retaliation counts as any of the types mentioned (Council, Resistance, Guerrilla). If it doesn't, it should be included.
aegis 16 Jul, 2020 @ 4:33am 
does this work mid playthrough?
Coley 11 Jun, 2020 @ 12:52am 
Appreciate that Dragon, thank you.
Dragon32 10 Jun, 2020 @ 6:12am 
Coley 9 Jun, 2020 @ 10:03pm 
Hope this doesn't come across the wrong way, but out of curiosity, is there supposed to be a punctuation before each line in front of the mission types in the SensibleMissions ini folder?
GargakOfTheEast 5 Apr, 2020 @ 9:16pm 
Hi @Anisotropic

It doesn't seem to be working for some reason.

I skipped a supply raid, and got punished with a disconnect.

I don't what the problem might be. It's just so frustrating trying to figure out what mod is conflicting. Is there ANY known conflicts you know of?
Tim_ 8 Oct, 2019 @ 5:01pm 
I just completed a WOTC campaign with 104 mods including this one. It all went well (although I never triggered this mod's effects, my run was stable).
//B0RN35T3LLAR// 16 Sep, 2019 @ 8:02pm 
Can this mod be added mid-campaign?
Alex Nares 15 Jun, 2019 @ 7:28pm 
Can you add Sabotage Alien Facility to the list?
SuspiciousSeal 28 Mar, 2019 @ 6:29am 
@dragon32 Thanks.
Honeywine 12 Feb, 2019 @ 3:44pm 
I felt dirty about installing this. So I didn't. Then the game threw a vanilla retaliation mission at me on my beta strike legendary run, with 'zerker pods. Nope. I don't feel dirty anymore.
Dragon32 13 Nov, 2018 @ 10:26am 
@兔毛:
From the Pyrrhic Victories discussion:

RealityMachina [author] 9 Oct @ 8:16pm
["Sensible Mission Penalties" is] in incompatible in a soft sense: ["Pyrrhic Victories"]'s override of the supply raid/extraction and landed UFO templates will take priority over Sensible Mission Penalties, but that mod will otherwise be able to work.
花兔 13 Nov, 2018 @ 1:36am 
Kakroom 26 Sep, 2018 @ 6:00am 
Thank fuck.
TamTroll 14 Sep, 2018 @ 10:59am 
After needing to re-play a guerilla op mission i never even wanted to be at in the first place over and over again, because the dang aliens kept destroying what i was supposed to protect before i could even reach the dang thing...

... i welcome this.
gitrekt 13 Sep, 2018 @ 7:14pm 
Thank you. I can't even scan a supply drop without having to do pointless guerilla ops or risk losing resistance contact. Im sorry but those supply raid missions are AIDS. They are CANCER. You can't mark a supply crate without it forcing your squad out of conceal. All the crates are behind alien pods that activate the second you are revealed and they grab 2 each turn. I swear to god this dev team. I couldnt imagine playing this game unmodded.
DesignationUnknown 5 Aug, 2018 @ 2:19pm 
'WE NEED SOME CAKE' - Council that's not supposed to matter any more. - Skip mission

lose world contact
lose contact with gravity
lose contact with your mother
lose contact with reality
Advent kicks your dog








Thank you for this *****ing mod.




Dęąth Viper 8 May, 2018 @ 7:49am 
I love the description ROFL
Tim_ 6 Mar, 2018 @ 6:54pm 
Just completed a WOTC campaign with 63 mods including this one. All ran fine. It never came up in that campaign (I didn't skip any missions), but the idea is one I like.
花兔 20 Feb, 2018 @ 3:32am 
Skip retaliations
lose contact with its region?
Azzla 4 Feb, 2018 @ 10:20am 
I agree with the general principle that skipping a mission can result in a lost region, but not being allowed skip supply raids really is nonsense. With WotC's new fatigue system you sometimes need to create openings to complete voluntary missions (AVATAR Facilities, Story Missions, Chosen Strongholds, etc.) so you don't run your soldiers ragged.
Metrocop 14 Nov, 2017 @ 1:07pm 
@Battlestar I'm pretty sure you're still supposed to lose contact if advent successfully destroys a haven, that makes sense. It says it only get rids of the penalty for Council, Guerilla ops and Supply raids.
Battlestar 22 Oct, 2017 @ 10:22am 
I think the patch may have impacted this mod, i've not lost a gueriila op yet but I lost regional contact from a failed retaliation, perhaps it's just the way the patch affected my game already in progress.
SBlack 10 Oct, 2017 @ 11:31am 
I'm fine with the consequences from a from a failed council or a resistance mission. Those depend on your interaction with other people you work with. But not being to skip a supply mission is really nonsense. Those should indeed be an extra if you want it
Anisotropic  [author] 17 Sep, 2017 @ 3:01pm 
Pretty sure it does work that way. You don't get the mission reward but you do stop the dark event.
anonynamja 16 Sep, 2017 @ 4:35pm 
Might you consider LW2-style mission success/failure tied to objectives? So you can prevent the dark event even if your squad wiped or evacced after the relay was destroyed etc.
Raidey 15 Sep, 2017 @ 8:49pm 
@Zombro
Gee, SORRY West Africa, that I let that ONE Scientist die. I know I'm trying to save the entire rest of the world, but next time I'll be sure to cater to YOUR needs, which I'm sure are much more important.
Legion 15 Sep, 2017 @ 6:19pm 
Of course that region stopped supporting you. They required your help and you abandoned them. I'd leave too.
Reffy 15 Sep, 2017 @ 1:16am 
I lost a region to not raiding a supply yesterday. I didn't knew they needed those alien alloys that badly. :p

Thanks for the mod.
Tabris 12 Sep, 2017 @ 9:27pm 
This doesn't seem to be working for me, is there anything this could conflict with?
Phantasm 11 Sep, 2017 @ 1:14am 
If I remove Guerilla Op line from ini, will it revert the Guerilla Op penalty to vanilla(i.e instant dark event) ?
Anisotropic  [author] 10 Sep, 2017 @ 11:42am 
@Rarky, you can just take the retaliation line out of the INI. You can choose what mission types the mod applies to.
Rarky 10 Sep, 2017 @ 10:27am 
I'd love to go get rid of the negative retaliation effects from the other mod, if only I knew how to do so.
Dragon32 10 Sep, 2017 @ 10:13am 
@Rarky:
Pretty sure they're exclusive to whether or not you're playing with the expansion. You can edit the vanilla version's effects on Retaliation missions in its INI.
Rarky 10 Sep, 2017 @ 9:53am 
Will this work with the vanilla version? I was looking to get the vanilla version but I'd rather not want the negatives of the retaliation strikes.
Fraggel vonHelldiddler 10 Sep, 2017 @ 8:18am 
Resistance OP fail means losing the region. Yea, I can understand that. All I have to do is retake the region. Skipping suggested missions... Dude, I am the f*** commander. I decided that the mission was not worth the fatigue influencing a later mission. Shut up or go eat advent c***
Baanth 9 Sep, 2017 @ 11:34am 
When I start up my modded playthrough this is a must have. I can't believe they still have the stupid insta-fails. I mean come on what resistance group is going to be like yeah that landed UFO you decided not to do? Well, we can't have that don't contact us again. We will fight these bad guys on our own without all your high tech shit. I never could understand the logic behind that design decision. So thank you.
Dęąth Viper 9 Sep, 2017 @ 5:23am 
This is a great mod not everyone wants to be forced into every single mission maybe we already beat the game and wanna enjoy WOTC
LeMarteau 9 Sep, 2017 @ 5:17am 
Not having to do every single mission makes the game a bit more like LW2. Might be a fun change.
ArschvomDienst 9 Sep, 2017 @ 4:13am 
When losing contact means the resistance in that region is wiped out why is the player able to establish contact right away? With the same income as before contact was lost i.e. the same amount of resistance members in said region.

I could understand if the game applies a harsh penalty for failing a haven assault mission like losing contact and not being able to reestablish contact for a few weeks or even month as the resistance members are actively slaughtered.
But for simply not doing an optional supply mission it is silly no matter what you think about it.

The second effect i.e. the dark event that was attempted to be countered not started right after the failed attempt is logic. It would have started on a specific day, just because a mission was attempted puts for instance the construction of a facility an additional 3 weeks ahead? One would assume the aliens already do put every available ressource into said project but magically the already maximized effort is doubled?