XCOM 2
[WOTC] Mission XP
37 Comments
Boge 5 May, 2023 @ 4:26pm 
Units still get XP for kills with this mod, correct?
Dęąth Viper 19 Oct, 2022 @ 4:52pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
modifieda4 21 Aug, 2022 @ 4:11pm 
0.5 seems a bit slow on legendary. now trying .75 w/ 1/2 xp mod
modifieda4 1 Aug, 2022 @ 4:18pm 
and i set this mod's multiplier to 0.5, ill try this combo out.
modifieda4 1 Aug, 2022 @ 4:04pm 
to address some of the xp comments below, im installing 1/2 xp mod to compensate: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2247918125
Vaultwulf 26 Jul, 2022 @ 8:56am 
I really like the idea of this mod (Great idea General Disarray!). Has anyone tweaked the XP Weight with THE LOST in mind and what value worked for you?
mikolaj.konarski 4 Jul, 2022 @ 8:34am 
And please remove any max level soldiers from the formula so that there's no waste of XP when max level soldiers are taken on missions (except when there are exclusively max level soldiers on a mission).
mikolaj.konarski 29 Jun, 2022 @ 5:04pm 
Hi! Thank you for the mod. Instead of lowering the XP boost, could you boost it a bit and completely remove the old way XP is granted (kills and "assists")? That would be how Long War 1 Rebalance works and it's perfect. At last I wouldn't be tempted to spawn Lost or reinforcements just for extra XP.
1AS1 15 Jun, 2022 @ 10:37pm 
@General Disarray a wish for a mod: add a bool flag, which will allow to enable MINIMAL XP mode.
by default: ur mod just ADD mission XP (it's nice for those, who doesn't kill, but those who get kills will get x2 XP anyway).
Minimal XP mode: everyone in squad get minimal amount of XP:
if squad mate's earned XP < misson XP = get mission XP;
if squad mate's earned XP > mission XP then = own earned XP (u are fine by urself, u don't need any XP boosts)
Denis 2101 1 Jun, 2022 @ 6:26am 
@General Disarray, Compatible with LWOTC and mod jam?
TheWimoweh 20 May, 2022 @ 4:02pm 
@quadepetsche Located here:

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2604705147\Config
quadepetsche 4 May, 2022 @ 10:57am 
Noob at modding here - can you give a direct pathway to the .ini file to edit in order to lower the amount of XP given for the missions?
pabloaram2011 27 Nov, 2021 @ 5:54pm 
Nice mod!!!
I have to change the amount of XP bc having mayor in the 3 month or so is a bit OP!

But a pretty good mod overall...
Black 28 Oct, 2021 @ 1:44pm 
@Bioshyn
It is mentioned in the description, but the base value is the number of enemies on the map (at the start of the mission) divided by the number of squad members (so a larger squad = less XP each).

That then gets multiplied by the for-mentioned weight factor (which is why you need the f at the end) to give you the final XP value. So to answer your second question yes setting it below 1.0f would lower the XP gain further. There is no 'modless' version as in vanilla you only get XP for killing (or at least hitting) enemies.

Hope that answers your questions.
Bioshyn 20 Oct, 2021 @ 9:32am 
mob=mod
Bioshyn 20 Oct, 2021 @ 9:31am 
what's the base value? you get (standard) 3.0f each mission, which is 3 times what? does setting it to 1 "disable" the mob and below one lower xp you get each mission? or is 0 equal to modless the version

will it break if i set it to an integer? like 10 or do i get then 10 xp each mission flat?
General Disarray  [author] 6 Oct, 2021 @ 6:50pm 
Since there are several comments about the granted XP being too much and given how different everyone's setup is likely going to be considering various factions and mod added pod sizes, etc, I just want to highlight that the XP being granted is entirely controllable by the DEFAULT_MISSION_XP_WEIGHT parameter in the XComMissionXP.ini file. It is a floating point number, so anything from 0 to whatever you want would work (but would ofc be rounded out when granting kills for XP).
Feel free to experiment once in a while....
Creed 1 Oct, 2021 @ 10:31pm 
While the concept of this mod is really nice, I think the default values should be nerfed or at least be transparent about the values in the description.

My soldiers are leveling up way too fast for the amount of kills and missions they have been on. I'm playing on legendary mode and before I already have a captain on the 2nd month. Sadly I think I will have to restart my campaign. Don't get me wrong, the mod is great, it's too OP at it's default state. I will have to disable it or nerf the amount of XP I get per mission. Just thought I would provide some feedback.
taibhse 27 Sep, 2021 @ 1:15pm 
The mod TacticalUI KillCounter has separate counts for Advent and the Lost so it should be possible to filter out the Lost for the purposes of this mod's calculation.
taibhse 24 Sep, 2021 @ 10:46am 
I'd be concerned about my soldiers leveling up too fast. Perhaps we could discuss different Weight values? I usually play on Commander and face around 11 enemies on most missions. On missions with the Lost present, it's around 25 starting enemies. That could spell trouble for this mod.

I also play with CI and have been using another mod for a while - All Soldiers Gain XP. But I nerf it to 25% and don't award XP to injured soldiers or rookies. That results in about 1 XP given to available soldiers not on the mission and thankfully doesn't apply to infiltrations.

Sharing out the XP is good but at a managed rate to maintain the challenge. If the game is penalising soldiers that don't get kills, then I'm all for a mod like this.
mdmc 22 Sep, 2021 @ 7:29pm 
Thanks for this, exactly what CI needs. With all the tired and wounded soldiers all the time, this helps a bunch. Its a sure level up for low ranking soldiers but it does feel a bit more Long War-ish.

Will not recommend this if you only play with vanilla enemies, but if you have a lot of enemy mods like me, this is the perfect mod for you.
seyfer PT 19 Sep, 2021 @ 6:03am 
1st of all thanks for the mod but i wanted to say that i think we are getting too much XP, i played in commander and after 5 missions i had a couple of captains, i think its too quick but maybe in legendary it's not like that, just wanted to give some feedback tho.
MrMister 19 Sep, 2021 @ 5:19am 
XP for avoidance grants KillAssists on Successful Mission Completion for each unit not killed.

I can see how this and that are different; not sure which one I'd prefer yet though.

Does this work out of the box on mod-added mission types?
Red110 19 Sep, 2021 @ 4:28am 
@graylion its already in lwotc
PySickle 19 Sep, 2021 @ 3:50am 
So this replaces the normal kill xp, right?
graylion 18 Sep, 2021 @ 5:15pm 
Compatible with LWOTC?
General Disarray  [author] 18 Sep, 2021 @ 4:10pm 
- I am not sure how XP for avoidance works, so cannot answer that unfortunately.
- The mod does not care about the soldier class or anything like that, so should work with RPGO
- Regrading lost, for my sanity, I play with Lost disabled, but based on how the code works, only the ones that are present on the map at mission start should be counted towards XP.
Rev 18 Sep, 2021 @ 11:14am 
How are The Lost weighted?
silverleaf1 18 Sep, 2021 @ 10:45am 
@General Disarray Maybe I jumped the gun. I finally had a mission where not everyone got promoted. It took at least seven mission.
silverleaf1 18 Sep, 2021 @ 8:24am 
@General Disarray I think I have encountered an unexpected outcome using this mod. All of my soldiers are getting promoted after every mission, even higher level ones.
MaCC165 18 Sep, 2021 @ 7:53am 
so how many xp i get? can u make an example, like fpr example 10 enemies and 6 soldiers on the map, cause i want to nerf it a bit, with hive and lost soldiers lvl up rly fast,
reinforcements doesnt count?
Tahanok2 18 Sep, 2021 @ 7:52am 
I'm going to try this out later when I have the time, but assuming it works, it solves the problem of having too many factions on at once all killing each other before my squad even gets to the objective.
MrMister 18 Sep, 2021 @ 4:55am 
I'd also like to know what your thoughts are regarding thos vs XP for Avoidance.
Alecthelm 17 Sep, 2021 @ 11:50pm 
thx for upping:)
N.C.V. 17 Sep, 2021 @ 8:55pm 
Compatible with RPGO?
Ozy 17 Sep, 2021 @ 8:31pm 
Compatibility for RPGO?
Zigg Price 17 Sep, 2021 @ 8:18pm 
So is this similar to XP for Avoidance mod? Do we know what the difference between them would be? Both seem to address the same issue, which is a good problem to solve. Good release and implementation.