XCOM 2
[WOTC]Never Again!
44 Comments
[DG] Z Type Knight 30 Jan @ 9:10pm 
I also want to say this: The ability to configure this mod to one's tastes (what missions apply to Never Again, and how much PTSD is needed to trigger it) also allows me to facilitate this kind of challenge playthrough: Basically, soldiers join for a tour of duty, and once they've gone on enough missions, their tour of duty expires and they retire (You can keep them around, as you will still be able to use them on Avenger Defenses.) - This limits how often you can use your Covops-boosted soldiers. Of course, the use of faction heroes will have to be carefully rationed.
lordabizi  [author] 14 Sep, 2024 @ 11:29am 
the marking is done at the end of the showdown. The restriction applies to the stronghold (before which you can select soldiers...)
mtfrance 7 Sep, 2024 @ 1:43pm 
And the value given to the soldier is from the Stronghold, the Showdown, or both?
lordabizi  [author] 7 Sep, 2024 @ 1:32pm 
Chosen Showdown is the sracophagus room - technically a different mission. Due to various reasons I need both parts, although I can probably make do with only one, but it works as is.

Yes, currently one list determines everything. I currently have no plans to add features to the mod, unless they're really one line adjustments. Good luck!
mtfrance 7 Sep, 2024 @ 1:16pm 
Oh, and I take it it's not currently possible to have a mission count for trauma but not be eligible for exclusion? It would make sense to me if the defense missions worked like that. Or if you could, tie the "may take wounded soldiers on this mission" flag to "ignore PTSD for this mission", as I think they're basically the same mission set that I'd want to exclude.
mtfrance 7 Sep, 2024 @ 1:12pm 
Then the ChosenShowdown_X missions are something different? Are those their sabotage attempts?
Thanks for the rapid response. I think I'm going to try this with the main list set to .9, story missions set to .3 and facilities down to .1 (and the final turned off). It feels like even with the additional mission sets it should work out a little more generously than the defaults overall.

Of course it will probably be a month before I have results, but I can always just ignore it or turn it off if it's too punishing.
lordabizi  [author] 7 Sep, 2024 @ 11:18am 
Chosen Stronghold are the Chosen stronghold missions. There are two layouts, and these count as two separate mission types.
Rooftops Assault is the MOCX HQ mission. If you don't use the MOCX mod then it harmlessly does nothing.
mtfrance 7 Sep, 2024 @ 9:34am 
What are:
ChosenStrongholdShort
ChosenStrongholdLong
Dark_RooftopsAssault

I assume CentralNetworkBroadcast is the penultimate mission?
cowardlykings 30 Dec, 2023 @ 12:04pm 
Oh sick, gonna try this out real soon then.
lordabizi  [author] 30 Dec, 2023 @ 10:47am 
If you're feeling comfortable editing ini files, then making the final mission not count for this is just one character you need to add to the ini file away!...
cowardlykings 30 Dec, 2023 @ 10:40am 
I like the idea of chosen needing to be taken down by different teams. One thing that gets to me is once you can take down one chosen, the other two are sort of formalities. But needing unique teams makes it more of a cost, and also encourages playing into their individual weaknesses more. That's really sick.

I personally want my chosen killing squad in the final mission though? So I think ultimately this isn't for me. I care about this only for making taking down the chosen more interesting and costly and not much else.

This this does make me want an irremovable "fear of the chosen" that they can inflict with a sabotage, or that the sarcophagus inflicts when you kill the chosen for good. Maybe that would be too frustrating... that's outside the scope of this mod though.

Really sick idea even if it isn't fully for me. Almost makes me want to commission a new mod or get off my ass and learn to make some myself.
lordabizi  [author] 9 Dec, 2023 @ 7:54am 
Thank you very much for the report! This is great to hear. I'll include those configs in the mod in a future update.
dukeblue512 9 Dec, 2023 @ 7:49am 
I've tested with LWOTC, and seems to work with the infiltrations out of the box. It did reveal the avatar clock on campaign start, but i am not sure if this was the cause there. the names for the lwotc chosen strongholds are the same, but the names for the golden path missions, if u want to add them commented out to the ini are:

+PTSDInducingMissions="AssaultAlienFortress_LW"
+PTSDInducingSType = "GP_Fortress_LW"

+PTSDInducingMissions="AdventFacilityBLACKSITE_LW"
+PTSDInducingSType = "GP_Blacksite_LW"

+PTSDInducingMissions="AdventFacilityFORGE_LW"
+PTSDInducingSType = "GP_Forge_LW"

+PTSDInducingMissions="AdventFacilityPSIGATE_LW"
+PTSDInducingSType = "GP_PsiGate_LW"
chris_lee_bear 18 Nov, 2023 @ 5:37am 
The moment when XCOM becomes a darkest-dungen-like ...
LeyShade 18 Jul, 2023 @ 1:09pm 
@Lordabizi - you should probably add that into the default configs as a commented out option for people, because wouldn't of seen it if Steam hadn't popped up message notification >.>

Great crossover idea though, we do like intergration <3
grammarsalad 18 Jul, 2023 @ 7:34am 
Cool, thanks
lordabizi  [author] 18 Jul, 2023 @ 2:14am 
@grammarsalad
yes, this is relatively easy to do with config edits.
In the officer's mod config file XComAbiziOTS.ini
There is a section below with "AddCompatibilityRules". There you can write:
+AddCompatibilityRules = (Action = CountAsAlternativeOfficer, UnitValueName = "AbiziGotPTSDBefore", RequiredUnitValue = 1, CountAsOfficerRank = ...)

where in the ... you should put the desired officer rank you want them to count as (the numbers range from 0. 0 is cadet, 3 is max rank officer).
Note that this will not grant them officer abilities, this will only allow them to count as officers for the mission sitrep and covert op requirements.
I did not test it, but I see no reason for this not to work.
grammarsalad 18 Jul, 2023 @ 12:40am 
I have just been reading about your officer mod, and an idea came to me. Is it possible to make characters with the Never Again trait count as officers if your other mod is installed? In my mind, I take it that characters that have gone on these "special" missions radiate confidence and expertise, which accounts for the xp bonus. I would also think that other soldiers will more likely look up to them, and treat them as unofficial leaders justifying the mechanic.

Or, is there already a way to do this? I haven't looked closely at the ini files, but it sounded from the description in the other mod that the "count as officer" modification was class based.
LeyShade 12 Jun, 2023 @ 9:50am 
LordAbizi - thank you for your time, as always your work is greatly appreciated!

Will test and find out; will configure as if true, then if doesn't work can just comment out and back up :)

If you ever make the Sitrep logic into a pluginable module, or a sublogic within this, please do let us know, as this has been one of the greatest things for preventing camping on one squad for every mission that's come along ♥️
lordabizi  [author] 12 Jun, 2023 @ 9:28am 
@LeyShade
1) I think it should work this way. I did not test, but I see no reason for it not to work.
2) Unfortunately at the moment this mechanic works only by mission name. The sitrep is there mostly for information, but also to enforce the mechanic at squad select. But this is something I could address at some point in the future, and make these two functionalities separate (add NeverAgain based on some more flexible logic, and only check when the mission has a sitrep). Shouldn't be too hard, but I don't know when I'll get to add it.

Glad to hear you enjoy the mod!
LeyShade 12 Jun, 2023 @ 9:23am 
@lordabizi - this is fantastic work and we've already done extensive work using the gradual series to create a long term PTSD effect that accumulates with more missions, harder missions contributing more trauma.

Two questions, to know if possible:

1) Does setting a negative number, such as -1, decrease the accumulated trauma for given soldiers, so that certain mission types can be set to alleviate stress.

2) Is it possible to add Sitreps to be PTSD inducing, such that certain Sitreps from factions such as Hive, Dark Eldar or AHW may contribute to trauma, and if 1 above is true, that certain beneficial Sitreps may reduce trauma before the threshold is hit.

Thank you again for the amazing work Mon Ami 🎉🎉
TheBepix 2 Jun, 2023 @ 4:07pm 
Thanks man! this is epic!
lordabizi  [author] 19 Apr, 2023 @ 9:38pm 
@[DG] Z Type Knight
At the moment my modding tools broke, but I should be able to fix it soon-ish?
I will probably add bonus exp for other soldiers when having someone with Never Again in your squad. The rest of the features mentioned in the last item of Known Issues are on the back drawer. I might come back to them later, but I have some other stuff I want to do first.

And I'm glad you enjoy this :)
[DG] Z Type Knight 19 Apr, 2023 @ 7:08pm 
So my question is this: What further plans do you have with this masterpiece?

And thank you for adding that much more Darkest Dungeon to my XCOM.
PySickle 15 Apr, 2023 @ 2:32am 
Very cool man. Nice work.
lordabizi  [author] 15 Apr, 2023 @ 1:34am 
@Big Smonk - this feature is now implemented. You may play with the configs to achieve the desired results.
lordabizi  [author] 13 Apr, 2023 @ 11:27am 
@Big Smonk - it shouldn't be too hard to make it "gradual", and setting even on a mission-by-mission contribution to this effect until it reaches a threshold. I might add that.
As for arbitrary interaction logic with soldier will - I don't see the need for such mechanic, and I don't think it's possible to leave such an arbitrary piece of logic open to config, so that I will not do.
PySickle 13 Apr, 2023 @ 11:20am 
Could it be possible to configure the number of "big" missions it takes to get this effect? Or maybe even have that number different for different soldiers (tied to their will for example)?
roughlobster 9 Apr, 2023 @ 11:06am 
"Festering fear consumes the mind!"
[DG] Z Type Knight 8 Apr, 2023 @ 9:16pm 
But thank you. And I shall leave you with these words:

"XCOM 2 is about making the most of a bad situation. Missions will fail, soldiers will die, and the all-encompassing ADVENT Administration seeks to smother your flame. You are not expected to succeed in your first campaign, or your tenth.

How far will you push your soldiers to complete the mission? How much will you risk in your quest to liberate the Earth from alien occupation? What will you sacrifice to save the life of your favorite soldier?

Take heart, Commander. Don’t relent, face your fears, and reclaim what was lost to us. Failure is the greatest teacher of all, and there is always fresh blood arriving on the Avenger, driven by nothing but hope…"
lordabizi  [author] 7 Apr, 2023 @ 10:31pm 
Thank you. The first item on your list is mentioned in the last bullet of the Known Issues section.
As for the rest - unlikely to happen.
[DG] Z Type Knight 7 Apr, 2023 @ 1:37pm 
Though, I do hope to see some benefits. Namely:

1. If you bring a marked soldier into the squad, those squadmates get +25% XP.

2. If you're using Crew Capacity, marked soldiers do not count against your crew capacity, much like how DD vets do not count against your barracks capacity in Darkest Dungeon (and why keeping them alive is essential!)
[DG] Z Type Knight 7 Apr, 2023 @ 1:25pm 
No. NO! NOOOOOOO!

But seriously. I LOVE Darkest Dungeon. First, Firaxis gave us Stress and Afflictions. Then a modder added in Death's Door. Now we need stress-induced heart attacks.
lordabizi  [author] 6 Apr, 2023 @ 10:01pm 
@Skarsatai 2.0 - it will work mid campaign, but it will not work retroactively if you already did some of the missions in the list. You can fix it with the console command.
Skarsatai 2.0 6 Apr, 2023 @ 2:30pm 
mid campaign save ? or do I need a new camopaign?
Deacon Ivory 6 Apr, 2023 @ 11:34am 
Congratulations on the release. Can't wait to see it in action
SWEEPER KEEPER 6 Apr, 2023 @ 5:37am 
I think some good ole flogging should get rid of the it. in honor of darkest dungeon
lordabizi  [author] 6 Apr, 2023 @ 4:44am 
@GameAcc - if I will add it, it will probably be configurable. Anyway, this mehcanic is MEANT to be restrictive. If you don't want it to be as restrictive, then set some exclusions with configs or something. Anyway, such a covert op will not be added in the near future anyway.
GameAcc 6 Apr, 2023 @ 4:42am 
"here may also be a once-per-game Covert Op to remove this status from some soldiers, or perhaps a Chosen Sabotage event that will mark a random soldier with Never Again. These plans are not yet concrete." - It would be nice to get non once-per-game mission to get rid of it. Awesome mod.
Mac Dog64 6 Apr, 2023 @ 4:01am 
To be fair, I wouldn't want these people in my army anyway lol.
h4ilst0rm 6 Apr, 2023 @ 12:32am 
a fine addition to my collection
MrCloista 6 Apr, 2023 @ 12:22am 
Grats on the release, just in time for my new streamed run!
[Dragunov37] 6 Apr, 2023 @ 12:14am 
The idea is interesting, but due to constant injuries, fatigue and a variety of classes in my game, my squad is constantly mixed, so this modification is not very suitable for me.
RustyDios 5 Apr, 2023 @ 11:35pm 
SWEET !