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This mod was inspired after playing for a long time with that Avatar Project Reworked mod actually. The main difference between that mod and this one is that this mod covers the entire globe in instant facilities.
You are correct, this mod makes Avatar Project Progress exclusive to ADVENT's research facilities, the ocean marker is made purely symbolic.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1195663165
Each Doom Pip is given to a specific Avatar facility, which is tracked by marks made under their tokens on the world map. These Doom Pips will only be removed if you destroy the facility they belong to, though destroying any facility with or without Doom still heavily delays the time it takes for more Doom Pips to be added anywhere. However, completing the unique main story missions such as the Blacksite Facility will erase a significant portion of Doom regardless of what facilities it is allocated to.
If you have more questions, do not hesitate to ask! :)
Certainly! Doom progress has a random chance to advance similar to shots in the Tactical conflicts, except instead of Missing versus Hitting, there are chances for minimal Doom and maximum Doom up to 5 pips at once. With Doom Progress being more unpredictable than in the vanilla game, the campaign may become longer or shorter depending on chance or how you choose to deal with the effects you are dealt. There is no longer a penalty for skipping tactical missions, so the campaign could be much shorter if you know how to be selective and effective with your deployments.
In one of my test runs the Avatar countdown jumped several pips and completed really early in the campaign, I had attacked one facility successfully but didn't notice the pips reduce. At which point I wasn't really sure how to progress, admittedly I haven't played XCOM 2 to completion in quite a while so I forget the exact order of how things play out from here. Could you explain a bit?
To adjust healing values in the mod directly, navigate to the mod folder and go into Config and then open XComGameData.ini and there at the top should be the values for BaseHealRates and HealSoldierProject_TimeScalar which control rate of healing and amount needed to heal respectively. Alternatively I believe wound rebalancing mods work fine on top on this mod, replacing this mod's values with its.
Wound timers in this mod were made experimentally long in order to sort of simulate how long it would take to heal from battle wounds realistically and in non-ideal conditions like a resistance camp, but I haven't had much opportunity to play with it myself since ensuring this mod worked initially. I may take this advice to heart and change the values to something lower if the long heal rates are more annoying than interesting. Thank you!