XCOM 2
[WOTC] Faction Anchor
267 Comments
RustyDios  [author] 8 May @ 9:34am 
The lost will spawn until all the "originally placed" units are dead.
This mod functions correctly in that regard in that the mission won't end until they are all dead.
You have likely hit an issue where there is a single/pod of Lost in some corner of the map, or indeed INSIDE a shipping container (the most common cause of this issue).

If you feel this mod is stopping your mission from ending, you can use the console-commands as discussed in the description to kill-off the anchor and return to 'normal' gameplay rules.
madmater 8 May @ 8:58am 
this mod as a HUGE BREAKING BUG the lost sometimes spawn endlessly and will not stop on missions the one it happened on was a heaven
RustyDios  [author] 6 Jan @ 1:29pm 
If you use [Shift] instead of tab you should get to the anchor faster and before cycling through enemies ... also don't use the console command to kill it, this won't trigger it's death handling correctly, use the perks it has to kill it correctly ....
steamt 6 Jan @ 12:25pm 
Regarding Lost interactions. One or two Lost almost always head towards the faction anchor. The Lost never target the anchor but remain beside it presumably with the intention to target it in the next turn. These are the 'hiding' lost that can cause the 'infinite waves' of lost.

Personally, if I start a lost mission without a third party, I use
X2AllowSelectAll true, followed by tab to select it, move the cursor to it
KillClosestUnitToCursor
to remove it. This may cycle your through some enemies showing their location but I prefer that over a couple lost just seeming to randomly run away and the continuous lost waves that result.
RustyDios  [author] 4 Oct, 2024 @ 9:23pm 
As long as whatever is KO'ing them is doing it correctly there should be no issues .. however! as stated in the description you may need to actually execute some units (like MOCX) with another mod
PanMops 4 Oct, 2024 @ 1:40pm 
does this mod conflict in any way with knocking enemy units unconcious?
Cookie 27 Sep, 2024 @ 12:57am 
Was the invisible tile thing on a sitrep with MoxC? I've had one occurence where a MocX rookie and a pathfinder spawned under the walkmesh and I ended up with mostly invisible foes and very glitchy targeting.
Phoenix 30 Aug, 2024 @ 11:01am 
My bad sorry
Soul 30 Aug, 2024 @ 10:55am 
Check issue 6
Phoenix 30 Aug, 2024 @ 10:41am 
It seems with this mod that once you kill all the enemies for a mission, the game doesn't count the mission as completed until you end the turn instead of it doing it automatically for you.
Soul 30 Jul, 2024 @ 12:35pm 
oh no my b I meant the middle of the part we were at,but yes we were in the very corner of the map,tho left/right of it can't remember
But yeah it seem it was just a hiccup as so far he didn't do it again
RustyDios  [author] 30 Jul, 2024 @ 10:33am 
Hmm, doesn't sound like he was targeting the Faction Anchor then honestly

.. the FA sits itself in the far ""top-left corner"" of the map.. if he was aiming at something in the middle of the map, it shouldn't have been this.

This change was done roughly around update 1.9 - 30 Mar, 2021, when I was adjusting it's pod-spawning mechanics.
Soul 30 Jul, 2024 @ 8:02am 
Well luckily it only happened once so far,next time he targeted us.
But ye it was funny to see him basically,refusing to move and keep aiming at that one tile in the middle of the map
RustyDios  [author] 30 Jul, 2024 @ 3:35am 
Well, that sucks because nothing should consider it a valid target.. especially the hunter as they're on the same damn team!!

I've completely exhausted everything I know on how to stop things targeting the anchor
Soul 29 Jul, 2024 @ 8:54pm 
The chosen hunter when in sniper mode (not yet in team range to actually fight) keep targeting the anchor in the ground with its mark
CyberNeo 14 Apr, 2024 @ 12:36am 
@LeyShade
Or the Faction you want to blacklist from it.
VS-lockon 20 Nov, 2023 @ 11:27am 
Faction Anchor it nice when you use lwotc bc i get more loot
LeyShade 1 Oct, 2023 @ 4:43pm 
@MabelTheBraixen - You could just add all the Lost units to the Faction Anchors config to not count them and then ignore them when it does it's end of mission check...
Dragon32 26 Sep, 2023 @ 10:28am 
MabelTheBraixen 26 Sep, 2023 @ 10:02am 
Ah, I see. I'll just deal with it, even though I despise the lost. Thanks for the reply though.
RustyDios  [author] 25 Sep, 2023 @ 10:29pm 
Unfortunately not.. the way it's done is an "all or nothing" approach ... there are either enemies from teams other than Advent alive (keeping the Anchor alive), or everyone is dead (and so thus the Anchor can die).
MabelTheBraixen 25 Sep, 2023 @ 9:12pm 
I just ended up using KillallAis. Is there option in the config to just make it so the mission ends even though there is lost left?
RustyDios  [author] 25 Sep, 2023 @ 6:45pm 
If you have a mission with the Lost and they keep spawning it normally means that one of them from the "initial spawn" is hiding in a building corner or something. You need to kill this one to get the reinforcement spawns to stop.

This normally involves searching the whole map, or using console commands to root it out. (X2AllowSelectAll true, followed by tab .. or KillallAis)
MabelTheBraixen 25 Sep, 2023 @ 6:38pm 
Does anyone know how to disable the lost team as a faction held by the hook? I got a mission where they kept spawning every turn around the map too far for soldiers to reach and it ended up creating an infinite mission
Invertin 30 Jul, 2023 @ 2:41am 
literally 600+ campaigns according to my photobooth (though many were ofc quick restarts for mod troubleshooting reasons), have never had an issue with this
Nero 17 Jul, 2023 @ 3:39am 
i tried starting a new campaign without faction anchor and my game breaks, but the game is fine if i run with it somehow
EvilBob22 18 Mar, 2023 @ 10:05am 
Have you tried "X2AllowSelectAll true" to make sure there aren't some enemies hiding somewhere? (Look at the paragraph at the end of the "Known Issues" section.) I used to have the anchor not kill itself all the time, but not even once since the July 1 update last year -- every time I thought it might be happening, there was an enemy pod trapped behind a wall or something.
RayFujin 18 Mar, 2023 @ 6:20am 
Hello, I ran into such a problem, on one of the missions to protect the settlement on the Mordovian map, I cleaned up everyone, but the anchor continues to live and does not allow me to complete the mission.
EvilBob22 6 Nov, 2022 @ 6:13pm 
I posted basically that to MOCX and have added it to my own local tweaks mod. I could try to setup a test, but I'm looking to play a little, so with any luck it might occur "naturally". :)
RustyDios  [author] 6 Nov, 2022 @ 6:10pm 
that's the one.. you can add the MOCX fakebleedout to that
EvilBob22 6 Nov, 2022 @ 5:30pm 
I think I found it: XComGameData_SoldierSkills.ini

[XComGame.X2Effect_SpawnShadowbindUnit]
AbilitiesShadowCantHave=CarryUnit
AbilitiesShadowCantHave=PutDownUnit
....
RustyDios  [author] 6 Nov, 2022 @ 5:22pm 
there's a config somewhere for "AbilitiesShadowCantHave" .. it's right next to the one for templar ghosts ... XComGameData_SoldierSkills ? maybe

but yes, ultimately a MOCX issue .. might be worth a report to RM over on that mod :)
EvilBob22 6 Nov, 2022 @ 5:07pm 
Yeah, even with the right setup, it's super rare. I guess a shadow going into MOCX bleedout is technically a bug in MOCX, but you'd never see it without rebellious MOCX (or maybe if you mind control a MOCX). Even then, it won't usually cause any problems at all.
RustyDios  [author] 6 Nov, 2022 @ 3:31pm 
Yes, that certainly is an edge case.. and adds to the wondrous issues caused with MOCX. :)
Thank you for the detailed explanation of the issue though.
EvilBob22 6 Nov, 2022 @ 1:41pm 
I found a weird edge-case. It's not worth trying to fix, I just wanted to share that it's possible.

Relevant mods: MOCX and rebellious MOCX (25% chance to show up on team one instead of team Advent).
-MOCX comes in on Team one
-A spectre shadowbinds a MOCX sniper (the log lists the sniper as unconscious)
-I kill nearly everything else before the spectre and shadow, then I kill the spectre
-The shadow goes into MOCX bleedout (the log lists the shadow as unconscious), sniper is still unconscious as well
-I finish all other enemies
-The anchor sees only unconscious or evac'ed enemies and suicides
-I kill the "unconscious" shadow, the MOCX sniper wakes up
-I finish the mission objective (destroy the device) and with no anchor, it ends right away
Melan 10 Oct, 2022 @ 11:46am 
No worries man. The mod I was thinking about was Mission Overhaul: Mercury, which isn't compatible with CI anyway. The Protect The Device mission from that, don't even have the Neutralize all enemies objective. If it had, I would just have edited that objective out before use.
Just trying to build a new modlist, for my next game.
Thanks for a lot of good mods.
RustyDios  [author] 10 Oct, 2022 @ 10:52am 
I don't think it does.. as the waves will never start as the last unit hasn't died ..
try just killing the anchor with KillAllAis
Melan 10 Oct, 2022 @ 9:19am 
How does this mod work, with missions were the map starts empty?
I think, there's some modded missions were the map starts empty. Xcom when gets some turns to prepare before reinforcements starts dropping.
Basically wave-defense missions.
Syrett 14 Sep, 2022 @ 4:04pm 
very good mod!
RustyDios  [author] 18 Aug, 2022 @ 5:09am 
I know I've had plenty of four way fights that lasted until the last faction unit is dead with this mod.

I know the mod works. ... yet people still run into these issues, like yourself here.
I'm past the point of trying to figure out every use case .. but if you want to check the log was enabled in the configs, and upload the launch.log somewhere (like pastebin), I could check what was going on
RustyDios  [author] 18 Aug, 2022 @ 5:07am 
Well, the thing is.. the anchor is not suppose to be targetable and/or killable by anything but the script

Somethings keep killing it though
The logs would have the point it decided to commit to death
ScriptGenius12 18 Aug, 2022 @ 5:00am 
You did your best
ScriptGenius12 18 Aug, 2022 @ 5:00am 
Gangshit
RustyDios  [author] 18 Aug, 2022 @ 4:57am 
Then at some point prior, the Faction Anchor died
ScriptGenius12 18 Aug, 2022 @ 4:18am 
I was on a retliation mission that became a fourway between XCOM, ADVENT, MOCX, and Hive. After the last ADVENT and MOCX goons died, the mission ended even though a ton of Hive lids were still on the map.
Epigamesh 18 Jul, 2022 @ 11:02pm 
@RustyDios Thanks for the reply, I understand the problem better now.
RustyDios  [author] 18 Jul, 2022 @ 4:33pm 
the non-compatible solution: involves a player downloading the SDK, opening every map parcel in the game and editing the kismet to have all the extra code needed for more teams. And then -not- having any extra mappacks or mission editing/extending/adding mods.
Epigamesh 18 Jul, 2022 @ 2:42pm 
After having red the description, I am now curious to know how the non-compatible solution (editing map/missing solution) could be implemented. Is it more like simple editing or complicated coding ?
I didn't encounter any of the known issue when I used this mod, but I guess I missed Central acknowledging the end of the mission as soon as the last alien died (instead of waiting the end of the turn and preparing myself in fear of a potential last pod). Maybe I should check the xcom conding discord too, I haven't really taken the time for it until now, but it could be interesting.
RustyDios  [author] 1 Jul, 2022 @ 12:47pm 
That shouldn't be happening anymore, they shouldn't consider it a valid target.
If they do there isn't much more I can do from this mod it requires changes to the Ai/perks from the 3rd party faction mod.
onestrongbow GocleCD 1 Jul, 2022 @ 12:30pm 
here is a small thing i notice , sometime , if a 3 party in near the anchor and arn't seeing anyone around , they'll grenade him (SCP foundation) ,