XCOM 2
[WotC] RW Better Mission Result Based Autoadjusting Difficulty
17 Comments
Captain Flint 27 Jun, 2023 @ 3:48pm 
Id love to have more requirements listed. The difference between "One Soldier lost 1 HP" (EnemyForceLevelChangeWithJustWounded) and soldiers dying is just too big to have a consistent difficulty curve.
Id love to set it to Total HP from all soldiers combined. So if my soldiers are overall in good health but possibly wounded, its an increase in difficulty. But if they are mostly heavily wounded, but not dead, difficutly doesnt change. Is that possible?
So the baseline would be that I'd manage to get the mission completed, noone dies, but everyone almost does.
Kevin from HP Customer Service 3 Feb, 2023 @ 5:14pm 
@krumiro I'm assuming this doesn't interact in any way badly with "diverse pods by force level" ?

I'd love to add it to my modlist.

Also, to the guys below me, I'm not a modder in any way, so EXPERIMENT with what I'm about to say:

Try commenting out the mod class override UIMissionSummary in this mod's configs, in my head that will make the Force Level display on the mission over window stop working but it eliminates the conflict and the force level mechanics of this mod will (MAYBE) still work.
jat11241976 30 Oct, 2022 @ 7:45am 
Wondering the same thing as @Langhar. I really enjoy the premise of this mod, appreciate your mods!
Anarchaz 3 May, 2020 @ 10:34am 
Please tell me that this amazing mod does not conflict with Screen Listeners of the same class. My AML says

Conflict found for 'UIMissionSummary':
[WotC] RW Better Mission Result Based Autoadjusting Difficulty
* [WOTC] Overflow Ability Points
* [WOTC] Soldier Development
* After Max Level Advancement
* Birthdates [WOTC]

should I ignore it or does it actually conflict?
CptnHappyTimePie 9 Feb, 2020 @ 11:08am 
How does this handle games that have changed the maximum force level above 20 (currently have campaign set to max FL=50)?

Can I just notepad++ edit the 20's to say 50...or will that be bad o.O
krumiro  [author] 20 Jan, 2020 @ 6:06am 
Just uploaded an Update fixing a Bug which, when making an "End Mission Photo", was generating and showing a random photo-poster instead during the flight back to base... ;)
Latis 6 Sep, 2018 @ 11:11am 
The autor of flawless just updated it and now works togheter =)
krumiro  [author] 6 Sep, 2018 @ 6:35am 
Thanks!
Nope.
Nope, but I suspect that both Mod can work simultaneoulsy. ;)
Latis 9 Jul, 2018 @ 7:40pm 
this mod i think overrides "Flawless" mod :(
van the man 14 May, 2018 @ 3:13pm 
Thx for this mod. This circumvents a lot of the balance problems with Xcom mod playing - I get a mix of player power and enemy power increases, and plus there's my own skill level, and for Xcom to even be playable amidst this environment, this is absolutely necessary IMO. Thx thx thx
krumiro  [author] 26 Feb, 2018 @ 6:40am 
Hi, Thunder. Firaxis is kind enough to allow the player to choose for each enemy type the Force Level "Range" within which they appear simply by editing the .INI files that XCom2 provides... I've never done it because I personally like the Default XCom2 Force Level Range Choices made by Fireaxis and prefer to simply "move up and down the Force Level Slider" through my personal Mini-Mod by disgustingly winning / disastrously losing missions... ;) but if you look into XComEncounterLists.ini you'll see lines such as:

SpawnDistribution[1]=(Template="Viper", MinForceLevel=4, MaxForceLevel=10, MaxCharactersPerGroup=1, SpawnWeight=16)

I haven't tried because never felt the need to but I have a strong feeling it is the right place you want to put your hands in... ;) SpawnWeight=16, if you are wondering, is the "probability" with which a Viper is randomly chosen (for example: double probability than an enemy with SpawnWeight=8 and half probability than an enemy with SpawnWeight=32...)
Thunder 18 Feb, 2018 @ 7:25pm 
I found this helpful in that regard (about the automatic advancement of FORCE LEVEL and how to slow it down):
https://steamhost.cn/steamcommunity_com/workshop/discussions/-1/412446292773370341/?appid=268500
Thunder 18 Feb, 2018 @ 7:16pm 
Is there any way for me to modify the vanilla FORCE LEVEL "+1 each 10 days" to "+1 each 20 days"? Do you know where do I find that value?


I'd like to see the new kind of enemy (temporary stronger unit) to be central for 3 missions at least (originally in Xcom1-2 I felt it like that before all the expansions) while now I get 1 new unit each mission (or even two), which is too fast for my longer-than-normal campaign and recruitments.

Example: I get vipers for the first time but the next mission I get another unit and 3 missions later vipers are not even there anymore. Instead I'd like to experience the vipers a little longer as the actual major threat (minimum 3 missions).
Alex Nares 18 Feb, 2018 @ 12:33am 
Been using this for a while now. I love it. However, I made a few adjustments for my personal taste:

;CASUALTIES MODIFIER
EnemyForceLevelChangeWithNoWounded = 1
EnemyForceLevelChangeWithJustWounded = 0
EnemyForceLevelChangeWithBetween01And33PercentKilled = -1 (originally 0)
EnemyForceLevelChangeWithBetween34and50PercentKilled =-2 (originally -1)
EnemyForceLevelChangeWithBetween51and100PercentKilled =-3 (originally -2)

;MISSION RESULT MODIFIER
EnemyForceLevelChangeWithMissionAccomplished = 0
EnemyForceLevelChangeWithMissionFailed = -1 (originally 0)

Mission failures usually result in losing contact with a country, which really hurts XCOM, so -1 force level seems appropriate.


@Aegelweard
Yes, enemy strength should get to 20 if you keep getting flawless missions.
Aegelweard 15 Feb, 2018 @ 2:31am 
I like the idea. Though if I keep on doing flawless missions enemy strength will get to 20 anyway, right?
Alex Nares 9 Feb, 2018 @ 5:09pm 
I'm gonna try this out. Great concept! I, too, am a huge fan of auto-adjusting difficulties. Excited to see how it goes.
krumiro  [author] 9 Feb, 2018 @ 4:35am 
Just uploaded an Update adding an option allowing to customize your own Mission Summary Text for Force Level Change.. ;)