XCOM 2
[WOTC] Storyteller's Strategic Overhaul
20 Comments
MestreArielton 6 Jun, 2024 @ 12:24am 
I'm using this mod but the avatar project is not reducing by anything. Anyway I can change or see why that is happening?
Chief Regulator Gaming 17 Mar, 2023 @ 5:15pm 
Uhhh I cant see the doom counter with this mod?
Dęąth Viper 19 Oct, 2022 @ 1:47pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Dęąth Viper 9 Jan, 2021 @ 10:05am 
This is actually really cool and underrated. Good ideas and execution man!
silverleaf1 28 Nov, 2020 @ 8:24pm 
@Apple Juice for the Merry I am using this in my current campaign. It seems with the 100 days to do something about the completion of the Avatar Project that it is too easy to control the Avatar Project via covert actions. And since facilities will rapidly reappear the need to expand to get access to a facility is eliminated.
CDXarcana 7 Jun, 2020 @ 7:14am 
Thanks for the clarification Mod Author. Will use this one over that mod then, since I like the changes you've made. More power to you. Cheers!
Apple Juice for the Merry  [author] 7 Jun, 2020 @ 5:13am 
@CDXarcana
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.
Apple Juice for the Merry  [author] 7 Jun, 2020 @ 5:10am 
@CDXarcana
You are correct, this mod makes Avatar Project Progress exclusive to ADVENT's research facilities, the ocean marker is made purely symbolic.
CDXarcana 7 Jun, 2020 @ 12:47am 
Excuse me, Mod Author, just want to clarify something with regards to Avatar Project progress. Are doom pips now exclusively generated by Facilities, and no longer by the Avatar Stronghold in the middle of the ocean? Since I have a mod installed that kind of does the same thing.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1195663165
Boba Fett 26 Apr, 2020 @ 10:27am 
This mod sound like XCOM ufo defense. Just got the game and felt I wanted to play something like that and XCOM enemy unkown. Look forward to trying this mod out.
Sirreal 12 Mar, 2020 @ 5:16pm 
Yes, thanks! I'm building a huge overhaul mod list and your mod has been working stably with all of them so far. If anything comes up I'll be sure to let you know.
Apple Juice for the Merry  [author] 12 Mar, 2020 @ 2:25pm 
@maff
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! :)
Apple Juice for the Merry  [author] 12 Mar, 2020 @ 2:25pm 
@maff
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.
Sirreal 12 Mar, 2020 @ 1:30pm 
I like the sound of this mod and have played around with it a bit, how does affect the overall length and flow of a campaign? Much longer? Is this mostly about always having to apply pressure to the Avatar facilities to keep the timer from starting?

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?
Apple Juice for the Merry  [author] 1 Feb, 2020 @ 8:17pm 
@Cake_Knight
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!
Cake_Knight 1 Feb, 2020 @ 6:43pm 
Honestly, the wound timers feel a little bit extreme. Like, 30 days for 3 lost HP is kinda ridiculous. Otherwise, this mod is fantastic! How would I go about messing with the wound times?
Insufferable Smartypants 3 Jan, 2020 @ 1:43pm 
Wow that sounds fun!
Oblivious Naga 3 Jan, 2020 @ 10:23am 
I have a funny feeling im goin to get some mod conflicts but dang it Im a masochist
ferrata_vi 28 Dec, 2019 @ 11:03pm 
Interesting. I like when people experiment with the game and am eager to try it on my next playthough. Says it's in two parts, I assume the other is the tactical mod. Do you have a link?