XCOM 2
[WotC] Mission Overhaul: Mercury
97 Comments
Commodus 2 Jun @ 8:39am 
This mod makes that mission even worse!, 3 pods spawn of top of each other and activate...sod that^^

Big thumbs down.
Rikimaru 9 Feb, 2024 @ 5:58pm 
I had it pop up in a legacy mission campaign.
Evac'ing counts as a fail, even with Phyrric Victories mod and the 5 combat rounds complete. :steamthumbsdown:

I'm guessing it's because 'kill all enemies' objective wasn't complete.
No updates in 4 years and too much of a slog, even on the easiest difficulty. Gotta delete
Risitas_Fanboi 5 Feb, 2024 @ 1:14pm 
How do I make it so that Protect the Device missions dont take place in goddamn underground maps?. Like the mission works well when its in a regular map but whenever they take place in an underground map the mission shits itself. TurretFall sitrep doesnt appear in these missions, the reinforcements spawn in the weirdest way possible and the underground maps are horrendous to play in general so I dont wanna see that mission type spawn in underground maps
MaCC165 4 Jul, 2023 @ 11:24am 
+arrMissions=(MissionName="MRExtract", sType="MRExtract", \\
MissionFamily="Extract", \\
MapNames[0]="Obj_ExtractVIP", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_BasicMissionTimer", \\
MapNames[3]="UMS_WMO_TriggeredReinforcements", \\
MapNames[4]="UMS_PreplacedEvacHandler", \\
MapNames[5]="UMS_WMO_Subsystems", \\
MaCC165 4 Jul, 2023 @ 11:24am 
i think it were the mapnames in the missiondef of evenmorerobots, so it matches the names of the
mission overhaul mercury: these 3 missions have to look like this

+arrMissions=(MissionName="MRRescueVehicle", sType="MRRescueVehicle", \\
MissionFamily="Rescue", \\
MapNames[0]="Obj_RescueVIP", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_BasicMissionTimer", \\
MapNames[3]="UMS_WMO_TriggeredReinforcements", \\
MapNames[4]="UMS_PreplacedEvacHandler", \\
MapNames[5]="UMS_WMO_Subsystems", \\

+arrMissions=(MissionName="MRRescueAdventCell", sType="MRRescueAdventCell", \\
MissionFamily="Rescue", \\
MapNames[0]="Obj_RescueVIP", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_BasicMissionTimer", \\
MapNames[3]="UMS_WMO_TriggeredReinforcements", \\
MapNames[4]="UMS_PreplacedEvacHandler", \\
MapNames[5]="UMS_WMO_Subsystems", \\
GrimAtrament 4 Jul, 2023 @ 10:17am 
RambelZambel sorry what do we add if we have even more robots?
DommyMothy 4 Jul, 2023 @ 1:28am 
About deplying PtD turrets: because it's a Sitrep, I take it it's RNG whether PtD spawns with that sitrep? If so, is there a way to guarantee it? I have an upgraded Matrix but not seeing where or how to deploy them during setup.
DommyMothy 2 Jul, 2023 @ 4:51am 
You'll need to config edit if you use other mods. It's not playable otherwise.

I experienced Protect the Device with Yellow Alert, Beta Strike, and ABA on Legendary. The last 3 of the 9 holdout turns I just ran to break line of sight, and evaced once the device finished.

We did fine for 6 turns and were about to clean sweep without injuries. Downed 10 enemies. There were 4 left. But then it spawned two reinforcements directly on top of our cover and we were all needing to reload, so I ran to cheese the timer.

To make this play nice, add "ProtectTheDevice" to Yellow Alert's exception list. And edit this mod's XcomMissions.ini and change "CombatPhase_RNFUnitCap" to whatever is manageable for you. By default it's set to 5 meaning if <5 enemies are alive it'll drop double reinforcements next turn.
exultiaa 3 Feb, 2023 @ 8:33pm 
holy... did a protect the device with CI, ABA, and Yellow Alert on commander difficulty. Brought the best of the best with the best gear i had, on FL 9 and it just wasn't enough. if you play with mods similar to those you may want to consider changing the ini files a bit
MaCC165 24 Jan, 2023 @ 2:10pm 
beware if u use "even more robots" mod, there u have to tweak the missiondef.ini, cause it has its own vip and extract missions, just look in the mercury missiondef extract and 2x vip, there are 2 lines u have to change and add:
MaCC165 24 Jan, 2023 @ 2:07pm 
i found it, its yellow alert 2.0, u have to delete the content folder of ya 2.0, then it works
MaCC165 24 Jan, 2023 @ 8:00am 
does it work with covert infiltration? for me extract vip works, but not the both rescue vip missiontypes, the missions still end after the 12 turns.
So can anyone confirm it works with covert infiltration normally, so i can look for another modconflict!?
Kevin from HP Customer Service 19 Jan, 2023 @ 10:39am 
Great mod !

Sadly it doesn't integrate well with another mod's mission, "Additional Mission Types Redux" Neutralize Avatar Project VIP, because it is considered a Neutralize Target mission by this mod, so you don't insta-lose on timer hitting 0, but also reinforcements never arrive either.
If anyone finds a way to integrate it, lmk
Totsnuk 23 Nov, 2022 @ 2:15am 
I'm in a Protect the Device mission and there are pods already on the transmitter upon start. Is that normal?
Totsnuk 23 Nov, 2022 @ 1:47am 
@Frizzeldian12 I see you everywhere I look! Would love to see that modlist.
khumak 18 Nov, 2022 @ 2:03pm 
Looks like a nice mod, but based on the description I'm assuming it's probably not compatible with Long War of the Chosen? Anyone know for sure? Protect the device in particular is the component I'd be most interested in. I did find another mod that scales the health for the device up as the campaign progresses as kind of a stop gap, but this mod sounds like a better solution.
Rikimaru 10 Nov, 2022 @ 9:22pm 
Screenshot: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2887059333

Protect the Device waves gotta chill! I ain't even got weapon or armour upgrades yet :hunted:
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.
Haite 23 Jun, 2022 @ 1:19am 
Still testing, but I think it does work with Covert Infiltration. For people complaining of difficult (me included, 4 squad against +20 is impossible), it seems to have some configuration options. If cooldown phase and UnitCap are what I think they are, make cooldown 1 or 2, and reduce UnitCaps. Should make them a little more doable.
Jinn 25 Apr, 2022 @ 5:51am 
Have the problem that after protecting the device, leaving before killing all hostiles results in a mission fail. Do I need to wait another turn after that checkbox is ticked or am I experiencing a bug?
BigMitchy 21 Apr, 2022 @ 7:32am 
ive had this mod installed for the longest time and just never gotten any protect the device missions. And i dont have any other mission overhaul mods installed (except the core mod this relies on)
Dęąth Viper 11 Apr, 2022 @ 11:16pm 
Where update??
Cúchulainn 29 Sep, 2021 @ 1:14pm 
air drop turrets not working :C but read thru bug reports, it's because an upg defense turret matrix + engineer causes it to not work ???

Also is mod author ever coming back?
ПРОЛЕТАРИЙ 26 Sep, 2021 @ 1:58pm 
Doesn't work with Covert Infiltration MOD
oXTMoneyXo 16 Sep, 2021 @ 8:15pm 
do these work with the new infiltration mod? I would assume so. I'm more than likely going to test it myself.
aegis 26 Jul, 2021 @ 11:58pm 
what i just had he mission time reach zero and instead of reinforments i just insta failed the mission
this hasn't happend before for me
󠀡󠀡 8 Apr, 2021 @ 2:34am 
I can't find the option to airdrop the turrets in, please help.
GreatOldOne 23 Jan, 2021 @ 1:20pm 
I had a similar experience to dies irea. Sitrep threw a mass of feral chris's at start, and even though I (mostly) survived until the counter read zero, and the mission objective was checked green, evacuation still lost the mission even though the mission description says it shouldn't.
Dekent 1 Jan, 2021 @ 6:47pm 
Having same issues with protect the device, that's borderline impossible, 4 reinforcements to start and it drops at least 2 more every turn. The first time I did it I was able to finish it since they all came from the other side of the map so they kind of trinkled in walking, but 2nd time they were all dropping right in front of the device!
FlamingFeather 25 Oct, 2020 @ 3:50pm 
Can confirm what @dies Irea says. I'm having the exact same issue. Multi-sitreps threw in some raiders and automated defense. Cleared the map of hostiles, but reinforcements never came, and the game never registered the objective as protected. Cycled through 10+ turns after the map had been cleaned out, mission never ended.

I would love to play with this mod, as it is exactly what I wish protect the device could be. Got any ideas as to how to make this work with multi-sitreps?
Dies Irae 4 Aug, 2020 @ 1:45pm 
Just played this version of the PTD mission. Doesn't seem to play well with the multi sitrep mod as i had psionic storm and the hive pre-populating the map. When the reinforcements time hit 0 nothing happened. Cycled through 15 turns mission would not end or send reinforcements,
aegis 18 Jul, 2020 @ 11:21pm 
would these be compatible with timer removal/editing mods?
or would i have to edit there .ini files to remove comflicts with the gamemodes in question
slyfox88 7 Jun, 2020 @ 11:04am 
Also it would be better and save time if the player units spawn close to the device at the start of the mission and the prepare timer was reduced to 2. When you reveal units at the end of prepare, units with the shadow ability such as the reaper shouldn't be revealed.
slyfox88 7 Jun, 2020 @ 2:01am 
After the 5 turn setup period was over, 4 pods were dropped on the ai's first turn. When the count down timer was on 2, three more pod were dropped right near the device on that turn. WTF ∑3245?
guto8797 21 May, 2020 @ 7:02pm 
Ok, something is interacting weirdly with this mod.

The protect the device mission is impossible. I mean 43 aliens before i even have weapon or armor upgrades

It wasn't two reinforcements + 1, each turn there were 3 things popping up, two of which went off next turn, and the last one on the one after that. Sometimes via psionic teleport, sometimes via airdrop, and always 4 guys at a time.

and not weak enemies either. Armored vipers, shieldbearers, captains, etc.

Maybe increase pod size mod, ill experiment.
Deadput 23 Apr, 2020 @ 2:56am 
Maybe the problem is that your running a bunch of tough modded units?

The CX enemies were not created with this mission type in mind, not to mention that 3 Armored Berserkers is always something that is kinda day ruining to have.
1D3D4RY 22 Apr, 2020 @ 11:42pm 
I think there is something wrong with protect the device mission. I just dont have enough guns to not fail the mission. You just can't kill 3 armored berserkers, 2 archons, 5 celatids, 1 gatekeeper and 3 armored vipers in one turn, bcs next turn comes another wave. I was like maybe im just bad, but thats not the reason. It's impossible to have this mod with others that adds op aliens.
Please decrease power level of spawning aliens :/
RakkoHug~<3 8 Apr, 2020 @ 2:56am 
Um.... excuse me Sigma? Is it normal to have Chosen appearing during the protect the device mission? (FL7)
∑3245  [author] 15 Mar, 2020 @ 7:38pm 
New Update:
* Added CombatPhase_RemoveSquadConcealment in XComMissions.ini that reveals the squad when the prep timer hits zero. Set to true by default.
* Fixed some issues with the AI not targeting the device properly and converging on XCom.
* Fixed an issue where if the device was destroyed after the Combat Phase timer is 0, the objective fails, but the After Action screen says Mission Success.
JJLuckless 2 Mar, 2020 @ 3:41am 
Just wanted to say, your protect the device mission is excellent. I never got to play WaveCom but it plays like I imagine that would. Getting a chance to setup, make it to the high ground, it's what a defence mission should be like.
Hendy 20 Jan, 2020 @ 10:14pm 
Anybody have any issues with Protect the device crashing right before advents first turn? " X2SitRepTemplateManager::FindSitRepTemplate(): Unable to find a template with DataName: CounterOps " pops up from the crash log. Seems to be from a sitrep condition. Posted about it in the Bug Report Thread but maybe someone else would know a fix?
Valvatorez(Cox Cable = awful ISP 17 Jan, 2020 @ 11:46am 
Are there going to be more Mission Overhaul's or is the project pretty much finished?
Star¤Dagger 12 Jan, 2020 @ 8:00pm 
Is there a way to remove the force level 7 requirement? As a Commander, it is your duty to simply NOT SEND your team if they are not ready, problem solved. You sometimes have to say NO, and take the loss.
Star¤Dagger 11 Jan, 2020 @ 2:43pm 
Played this with Advent to Empire, and with Undying loyalty dark event. Let's just say there are some gravely wounded mofos back at base.

Absolutely brilliant Protect the Device, made me play very technical, which I love. A wrong move and some high value soldiers die.

14/10
Rikimaru 7 Jan, 2020 @ 5:08pm 
n...no...
Star¤Dagger 6 Jan, 2020 @ 5:29pm 
Make sure you are using RPGO and SuperSoldiers, otherwise you are going to get wiped.
Ganches 4 Jan, 2020 @ 10:42pm 
Protect the device is now way more fun to play. It went from the worst mission by far to one of the more fun. But I do have a couple of complaints.

1: The missions are waaaaaay too long. It just feels like it drags on forever. It could probably be half as long and it would be fine.
2: Force levels for me were really off on this one. At FL 12 I had sectopods, andromedons and those huge bio mech troopers show up which doesn't seem right, especially considering how insanely brutal this mission is. (I had to kill over 50 enemies.)
3: This mission fails if the device is destroyed even after the transfer is complete. What gives?
Tarkus 2 Jan, 2020 @ 3:42pm 
PtD spawn weights seem off. At FL 10 I'm getting Biozerkers and loads of Bio Vipers and MECs all at once. Meanwhile I'm there plinking at them with naught but Mag weapons.
Rikimaru 12 Dec, 2019 @ 9:14am 
Epic ty ty :lunar2019piginablanket::xcom2sharpshooter:
∑3245  [author] 11 Dec, 2019 @ 8:43pm 
Sorry if I'm slow to implement features, but I added a highly requested feature where PtD will not be chosen if the Force Level is lower than 7. This should stop the mission from wiping your squad early on.