XCOM 2
Alien Side Goals
72 Comments
Zigg Price 12 Jun, 2023 @ 5:26pm 
How does this react with Grim Horizon?
Marcus 25 Nov, 2022 @ 2:59am 
Just ran into these for the first time on a new campaign 12 days old - wondered what the f**k had happened! So modded them down to be just better than diff3 mecs and stunlancers and see how we get on. AM using DIVERSE ALIENS BY FORCE LEVEL as well AT THE SAME TIME.
Nero 27 Jul, 2022 @ 4:39am 
can confirm is incompatible with diverse aliens by force level, causes the enemies to show up anyways without the projects
MaXISerg 11 Apr, 2022 @ 11:55am 
funny, that with Project Phaedo Crito I need 2 corpses of a muton queen to get armor R.A.G.E
love this mod XD
забавно, что с Project Phaedo Crito мне нужно 2 трупа королевы мутонов, чтобы получить доспехи R.A.G.E.
ScriptGenius12 29 Mar, 2022 @ 4:46am 
Do I need to beat all three missions of a side goal to stop it or do I only need to defeat one step to end the goal?
Quariongandrax 6 Jan, 2022 @ 2:53pm 
how does reducing the avenger's power work if it reduces you below the minimum required to run your facilities?
Skarsatai 2.0 21 Aug, 2021 @ 2:46pm 
Does it work with the new CI /CO mod ?
DNBANB 25 Jul, 2021 @ 7:55am 
Appears to conflict with the mods "Immersive Strategy Layer" and the "Absolutely Critical" second wave option
Grey Star, The Rival Defender 11 Jul, 2021 @ 1:17am 
Turns out had I bothered to read the config there's actually a limit of the number of side goals the aliens can have running at once.

Also I doubt this is something that can be fixed, but Dark Cloak absolutely shreds performance and load times when alien pod sizes are increased. Word of warning to the wise.

Which is unfortunate because Dark Cloak is frustratingly fun to play against and really makes the "insta kill with crits even on Beta Strike" part of my campaign better.
LÖKI 20 May, 2021 @ 2:23pm 
I hate Project Recursor so much. Thanks!
Kakroom 8 May, 2021 @ 7:21pm 
One of my favorite things about MOCX is that it actually feels somewhat more meaningful when your guerilla ops target their research, like you're actually involved in some kind of strategy game instead of a completely random mishmash of motivators. With the regular guerilla ops it's "what completely random list of arbitrary buffs/maluses did the game pull up for this month?" I like mods like this that give the aliens more of a logic to their plans
MoistUnibrow 16 Jan, 2021 @ 12:55pm 
It seems that removing Project Stone Age via Remove Dark Events (Grim Horizon) doesn't grant any power back to the avenger. Obviously they aren't meant to be taken away, but thought I'd report it anyway. I tried to work around it but couldn't even find a way to increase available power through console commands.
WerewolfMike 15 Jan, 2021 @ 11:10pm 
Problem with this is your damn curiosity wanting to see what they all do..........won't be making that mistake again. Getting my arse kicked and loving it. Thanks for the work mate, great job.
silverleaf1 26 Nov, 2020 @ 12:41pm 
@HoneyTheYellowBear Regarding Project Arbor Gate. The main issue I have with this particular event and the reason I disable it when I use this mod is that there are reasons a mission can be lost that have nothing to do with the actions of the player. Protect the device missions in the late game can start with a sectopod or a gatekeeper right next to the device that starts destroying the device from the first turn. No matter how fast the player moves the device will be destroyed. A possible solution would be to make this event apply only to certain types of missions or make the choice of missions configurable.
@HoneyTheYellowBear and VoidLight I have also seen the invisible psi zombies.
VoidLight 22 Nov, 2020 @ 4:13am 
The megalodon spawns invisible psi zombies..
Seraphim Sword 13 Nov, 2020 @ 7:36pm 
To all concerned - I have played with "Grim Horizon" active, & "More Dark Events per month"; left all 3 Chosen alive for the extra Dark Event they sometimes trigger [ total of 5 Dark Events/ month sometimes ]; and drew out 2 campaigns as long as I could; I even skipped a few Guerrilla Ops to let more Dark Events complete.

I still haven't gotten all of these to trigger, Active, in a single campaign. It's not that hard to stop "Project Arbor Gate" from activating as you have 3 opportunities to stop it. I also haven't gotten to face the megladon as yet. You really don't need to worry so much about Arbor Gate.
silverleaf1 1 Oct, 2020 @ 7:53am 
@HoneytheYellowBear Regarding Project Arbor Gate. I would suggest making the failure of some missions not count. Consider the protect the device missions late in the game where a sectopod or gatekeeper takes out the device faster than XCOM can get to the device. Golden Path missons are a good fit as are retaliation missions. Enemy VIP missions are also good. Just my thoughts.
Ginger 14 Sep, 2020 @ 2:09am 
"If you're interested in making them compatible"

I guess it's more like "If you're interested in working together to make them compatible." Realized after the fact that it sounded like I was gonna make you do all the work...
Ginger 14 Sep, 2020 @ 2:08am 
(continued....)
I'm gonna put in some more safeguards to disable Diverse Alien Pods' replacements if it can't generate enough to fill out the entire original pod, but that's not making it compatible so much as just deactivating mine and letting yours take over.

If you're interested in making them compatible, hit me up over at the DAP page or Steam friend me or something and we can figure something out. Cheers.
Ginger 14 Sep, 2020 @ 2:06am 
Q: Hey how does this work with <<INSERT NAME OF MOD THAT I DID NOT DEVELOP>>?
A: I either have no idea or I will make an educated but unresearched guess.

Pffffft, a mod developer after my own heart. Speaking of which, but do you use the PostEncounterCreation DLCInfo hook? I'd do my own research into your mod to find out, but then I wouldn't be making an unresearched guess.

Diverse Alien Pods (and the submods it spawned) use that function to drop and replace followers in pods led by aliens, and I've been getting some reports that there's conflicts.
EvilPolygons 9 Sep, 2020 @ 12:11am 
Not sure if it's already been reported, but this mod has a compatibility issue with Diverse Alien Pods by Force Level. Pods very frequently spawn with only one member, and the Shadow Chamber reports that the enemies from this mod are in every single mission, but they never actually spawn.

I wouldn't exactly call it a "game breaking" bug, but it basically makes Legendary feel like Easymode due to the lack of enemies, and that makes me sad. :steamsad:
Syro System 1 Sep, 2020 @ 5:08pm 
@Rtma You can always disable it from popping up in the XComAlienSideGoalsConfig.ini if you don't want that specific one.
HoneyTheYellowBear  [author] 1 Sep, 2020 @ 4:24pm 
@Syro normal event slots @Rtma its a pretty brutal punishment but you can avoid it by not losing
Syro System 1 Sep, 2020 @ 1:31pm 
Do these side goals progress in addition to the monthly 3 dark events or do they use the normal dark event slots?
Rtma Eros Paragon 1 Sep, 2020 @ 7:25am 
If Project Arbor Gate is what I think it is, how bout something less drastic like auto kick you (And resistance) out of the continent instead of world wide failure?
kamykrak 24 Aug, 2020 @ 7:41am 
is there a way to make this compatible with covert infitration mod?
e☆zy t@rget 25 Jul, 2020 @ 12:35pm 
@HoneyTheYellowBear: Thanks for your answer, I can confirm that quitting to desktop solved the problem with everything being back to normal. Nice mod which spices up the difficulty!
HoneyTheYellowBear  [author] 25 Jul, 2020 @ 11:04am 
@Gargak the chosen system was something I considered at first, but the current was much easier to implement. What I would recommend is reducing the weight of the projects, as well as the increase weight per prevention in the config so that the attempts show up less frequently, they're pretty heavily weighted by default. @easytarget the way the game affects research is by changing the default tech templates when the project is activated, which must also be redone whenever the game quits to desktop. If the project is no longer active, saving and quitting to desktop should clear things up. If it doesn't please let me know because that would be very bad for many reasons.
e☆zy t@rget 25 Jul, 2020 @ 9:44am 
I enjoy this mod but I think I have encountered a bug: After removing Project Phaedo Crito with the mod "Remove Dark Event (Grim Horizon Lite)" the costs and the duration of research stayed on higher values. So it seems, that the event was visually removed but the mechanics still apply in the background?
GargakOfTheEast 24 Jul, 2020 @ 6:11pm 
It's a cool idea to have non-Avatar Project ticking time bombs elsewhere in the game.

My gripe is that, it seems the aliens will always be able to pull these things off, because there aren't enough Guerrilla Ops to go around to counter them all. I had to use the "make your own missions" mod to make it fair.

I think this issue can be remedied. I propose this fix, which I don't know how difficult it would be to code:

"Give each Chosen with a Side Goal."

For example, the Assassin could pursue Project Arbor Gate. Whenever their "knowledge level" increases, their associated Goal is advanced by 1 level. The only way to stop the Side Goal is to take out the Chosen.

Knowledge Levels 1 through 3 correspond to the Side Goal. Upon hitting rank 3, the Side Goal is active. Defeating the Chosen before they reach rank 4 will counter the Side Goal. At Knowledge level 4 (max), the Chosen can still be defeated, but their Side Goal is now permanent even if the Chosen is gotten rid of.
DragonKingAbashī 19 Jul, 2020 @ 7:35pm 
Just thought I would report this on both here and the Diverse Alien mod. When having both, the enemies that are supposed to only show up during the sitrep will appear without it active. They function as leaders for random pods as if they were a normal modded enemy.

Also, the game crashed when I fought the Lancer. It stated it was unable to load the "AlienSideGoals_DarkCloak". Not sure if this is tied with the previously mentioned issue. Is there a way to fix both?
onestrongbow GocleCD 18 Jul, 2020 @ 6:37am 
crysalid megalodon's zombie don't show up , they are invisible , i'm i the only one having this probleme ?
HoneyTheYellowBear  [author] 10 Jul, 2020 @ 3:23pm 
@DewFuel that's gonna be a firm "most likely"
DewFuel 10 Jul, 2020 @ 3:13pm 
is this compatible with permanent dark events?
onestrongbow GocleCD 10 Jul, 2020 @ 12:38pm 
@Gentleman there is no crysalid king in the hive , warrior and king is ABA
HoneyTheYellowBear  [author] 3 Jul, 2020 @ 12:01pm 
@Lightboom good catch! Just patched it up, thanks!
Gentleman 1 Jul, 2020 @ 2:58am 
@Gargak that sounds like the hive mod to me
HoneyTheYellowBear  [author] 28 Jun, 2020 @ 6:42am 
@Gargak that sounds like ABA to me.
GargakOfTheEast 27 Jun, 2020 @ 6:23pm 
Hi @HoneyTheYellowBear

I do not know if this is part of the Chryssalid side goal, but on a mission, I encountered a Chryssalid King, and three Chryssalid Hunters.

The King was his usual self, but the Hunters had a whopping 38 health each. I do not know which mod might be doing that. Is that supposed to be part of the Chryssalid side goal?

I don't recall the aliens achieving a side goal yet, but if they kept hiding it under the Hidden Dark Event every month, they might have pulled one off.
Bambaryła 26 Jun, 2020 @ 9:34am 
@HoneyTheYellowBear
I actually double checked and I don't have them. It's just that they are showing on mission planning because of: WOTC Show Enemies and Terrain on Mission Planning

Disregard my report
HoneyTheYellowBear  [author] 26 Jun, 2020 @ 9:27am 
@Komandor it is not. Do you have any other mods that deal with enemies or strategy objectives?
Bambaryła 26 Jun, 2020 @ 7:02am 
i have algoriths and stormlancers since day one, is that intended?
silverleaf1 25 Jun, 2020 @ 9:22am 
@Patchvision The XCOMAlienSideGoalsConfig.ini is easy to understand and edit to taste. You can take care of the Arbor Gate issue there. I fully understand what you mean about mod shenanigans and failed missions.
Kawapatch 24 Jun, 2020 @ 5:14am 
Project Arbor Gate looks like a massive rip. Perhaps changing it to fully max out the avatar project progress would be a bit more fair instead? Especially with various mod shenanigans that often cause failed missions. Either way it adds massive incentive to counter that shit asap, still an amazing mod!
Dęąth Viper 23 Jun, 2020 @ 4:01am 
You are a freaking genius
Grimjack Hex 22 Jun, 2020 @ 7:44pm 
okay. alien side goals and highlander are the only two i have loaded up. phaedo crito worked fine. i'll start replacing my other mods to see which is the culprit behind the earlier stalling.
HoneyTheYellowBear  [author] 22 Jun, 2020 @ 7:43pm 
@Gargak not only is it possible to spawn again, it will have increased likelihood of showing up again if you stop phase 2 or phase 3, Although this can be changed in the config files.
GargakOfTheEast 22 Jun, 2020 @ 7:38pm 
Wow this sounds pretty cool. I am coming up on the end of an in-progress campaign. A few mods will get nixed, and a few new ones will get added. This looks cool, I wanna try it.

A question: Suppose let Project Phaedo Crito reach Phase 1. However, if I stop Phase 2, is Project Phaedo Crito permanently dead in the water, or can the aliens "try again later" and Phase 2 might spawn as a new DE later?
Grimjack Hex 21 Jun, 2020 @ 5:22pm 
i will try it with just the two mods alone. this one and highlander. and see what happens.