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So I have 2 question :
1 : Is it compatible with LWOTC ? If yes, does it play well together ?
2 : Basically to confirm : Is this mod really making the game harder?
e.g. (Diff1 = 9, Diff2 = 8, Diff3 = 2, Diff4 = 1) would mean 10% for hard and 5% for very hard
I have this mod and your Covert Infiltration version to give better variation in mission difficulties already, so I'm thinking the changes in EU Style Strategy Pacing affecting mission difficulty are redundant. I know those two are not your mods, and you may not have the answers, but I thought I would ask just in case you have some insight.
Regardless, thanks for your help and the information so far.
Those work differently and get assigned various difficulties without mods already. EU style pacing changes the vanilla values for that.
EU Style Strategy Pacing
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2851542705
These are two lines that I'm referencing from that mod that may be doing the same as yours, but in a different way.
+GuerillaOpMonthlyDifficulties=(Month=1, CampaignDifficulty=3, Difficulties[0]=1, Difficulties[1]=2, Difficulties[2]=1)
ImpossibleMonthlyDifficultyAdd[0]=0
Can you please tell me how much difficulty is reduced with this mod?
I think this will help you find it
https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder/
If you have adjusted your configurations you will need to do it again. I added an option to give specific missions their own weights e.g. never get "Easy" retaliations and as a byproduct I did some restructuring for the config which will wipe any changes you might have done.
Thank you for swift reply. Great work BTW, love anything that increases variance in the campaigns.
@Dex For scanning site spawned GOps it might actually work. Regular GOps are generated as a set of 3 with set difficulties, i.e. 1 difficult 2 very difficult at the end which I feel is fine and its done differently on code side so the function I patch does not affect GOps