XCOM 2
Commander+ Difficulty
53 Comments
Phizz 18 Sep, 2021 @ 3:58pm 
I decided to update this mod for WOTC. You can find the updated version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2605598909
ayrtep 4 Nov, 2020 @ 1:58am 
Is it possible to do it the other way round so commander difficulty for combat and legendary difficulty for strategic times?
=[NK]= Col. Jack O'Neil 13 Sep, 2020 @ 9:05pm 
So can you guys let me know if there's anything missing from this list they will need to be updated?

- Breakthroughs,
- Chosen Weapons,
- Autopsies for new aliens,
- New enemies added by ABA,
- Covert-ops,
- Anything else added by WotC?
=[NK]= Col. Jack O'Neil 11 Sep, 2020 @ 4:43am 
I rekon one day I'llupdate this.. Or happily commision someone to do it.. Either way.. I feel the jump from commander to legendary is too much, and this is the perfect in between!
Treasure Looter 18 Jun, 2020 @ 7:18pm 
hey, i´ve been playing the game in legendary difficulty before installing the mod. do i have to start a new game or can i just enable the mod and play in commander+ difficulty? Thanks for the mod regardless!!
Tim_ 7 Mar, 2020 @ 10:22am 
I've not played XCOM2 in the last few months (other games getting my attention), but I used Commander+ Difficulty and most of the ABA mods together many times when I was playing regularly. Personally, I always edited all the hitpoint values for all mobs back to Legend level anyway, and leaving the ABA mobs at that level made them more challenging - by the end of the game, you can handle them anyway - especially if you are using the Psionics mod as well and many of your soldiers can psi blast and mind control. Given it a try, I'd recommend, at least. :)
=[NK]= Col. Jack O'Neil 7 Mar, 2020 @ 4:43am 
"This mod won't conflict with ABA but it won't affect any of the ABA added aliens either, so Muton Pyros, Sectoid Soldiers, etc. will all still be using their Legend difficulty HP values."

Any chance of getting an aba mod for this? :)
Tim_ 8 Oct, 2019 @ 4:31pm 
I just completed a WOTC campaign with 104 mods including this one. It all went well.
nobubblegums 7 Aug, 2019 @ 12:19am 
If you want Legend health stats for aliens, go to "steamapps\workshop\content\268500\627187967\Config" and delete (or delete every line within) "XComGameData_CharacterStats.ini" , would probably work.

People are reporting it's working with WOTC, which is nice, but it would still be a bit unbalanced since Breakthroughs, Chosen Weapons, Autopsies for new aliens, and anything new added by wotc would use longer, legend lengths. Same goes for any new enemies added by ABA. While these are minor issues, legend lengths for covert-ops may cause headaches. Simply adding them to the ini would probably work, but haven't tried yet.
High Voltage 16 Jan, 2019 @ 9:40am 
wotc?
Dawnpromise 10 Nov, 2018 @ 11:53pm 
This mod won't conflict with ABA but it won't affect any of the ABA added aliens either, so Muton Pyros, Sectoid Soldiers, etc. will all still be using their Legend difficulty HP values.
IOException 12 Sep, 2018 @ 11:02am 
Does this work in ABA?
Tim_ 6 Mar, 2018 @ 6:50pm 
Just completed a WOTC campaign with 63 mods including this one. All ran perfectly. I like this mod, I will use it again.
Tim_ 6 Feb, 2018 @ 1:42pm 
This mod sounds interesting. The person below mentioned it works with WOTC, which is good news. I'd really prefer what some others have also asked for - Legend on tactical missions (including number of enemies and enemy health levels) but all strategy layer at Commander (including economy).
Tayron 15 Dec, 2017 @ 9:18am 
Ive been trying this with WoC and it seems to work just fine
Dallan 12 Sep, 2017 @ 7:12pm 
I, too, hope this gets updated for WotC, please?
sraray 10 Sep, 2017 @ 5:50pm 
WotC? Please
=[NK]= Col. Jack O'Neil 4 Sep, 2017 @ 7:44pm 
I would love for this to be updated! :)
irishJUMPKICK 25 Aug, 2017 @ 11:40am 
Will this be availiable at WoTC launch or any plans on releasing it soon after?
Matikanefukukitaru 28 Jan, 2017 @ 8:33pm 
@Valkhier: There are PLENTY of super easy-mode mods around...for example (almost?) every mod from this guy: https://steamhost.cn/steamcommunity_com/profiles/76561198064476660/myworkshopfiles/?appid=268500
Gazzzah 28 Jan, 2017 @ 7:42pm 
How hard was it to make this? I am a massive noob. I need a Rookie+ difficulty :(
no0ne 16 Jul, 2016 @ 12:15pm 
Is there any mod that makes tactics part Commander and strategic Legend?
marshmallow justice 12 Mar, 2016 @ 10:49pm 
This still work with the new patch?
Speedbump 10 Mar, 2016 @ 11:11pm 
I'm trying to uninstall, but unsubscribing, deleting, or changing the .ini numbers won't do me any good, and I'm essentially "stuck" on this difficulty when I try to move up.

Any help would be nice!
Arkan 4 Mar, 2016 @ 2:49pm 
Very Nice! :srfrag:
Zodyr 1 Mar, 2016 @ 11:08am 
@Danael: I completely agree. I would also like that.
Code.Fantome 29 Feb, 2016 @ 3:38am 
@Sykic: I really like the idea of your mod but I'd prefer enemy stats kept as Legend. With this modification, I'd definitively use your mod as my standard difficulty for my next campaigns instead of Legend where timers are so long. So, would it be possible for you to make a variant of your mod with such modif or if you don't have time, explain me what I should do?

Basically, I'd like Strategic timers (construction, research, healing, etc), alien tech advancement set to Commander like in your mod and everything else kept as Legend.

Most likely that the modification done by Harlequin565...
Criton21 26 Feb, 2016 @ 11:32am 
If I delete the XComGameData_CharacterStats file will the mod still work? I want the full difficulty of Legend and having the enemy HP at Commander difficulty is to easy IMO.
BrotherBabyface 23 Feb, 2016 @ 11:51am 
Sykic, thanks for the mod, and for the quick replies to questions! I'll be trying this on my next run for sure!!
marshmallow justice 19 Feb, 2016 @ 10:43am 
That's fine, Legend + The Improved AI & Increased Enemy Squad Sizes was toooo much for me :P
Sykic  [author] 19 Feb, 2016 @ 10:40am 
It should. It also disables the tutorial, you're on Legend as far as the game knows. Worth keeping that in mind if you care about getting those achievements legit.
marshmallow justice 19 Feb, 2016 @ 10:35am 
Ah, it should be fine then. Very well, I shall test out your mod tomorrow!
Do you know if, since this "replaces" Legend, you get the Legend based achievements?
Sykic  [author] 19 Feb, 2016 @ 9:52am 
@marshmallow If those only change the timers during missions, they should be fine. The only times that have been modified are the timers you see on the world map.

@harlequin565 Truth be told this is my first crack at modding, so I'm sure the files look like a complete mess to an experienced modder :P. You're correct about the "+" and "-" entries, I'm not sure why but doing it the normal way wasn't playing nice, again most likely due to being new at all of this. A friend suggested that method and it worked so it was good enough, if messy.
harlequin565 19 Feb, 2016 @ 9:01am 
Thanks for this. Have cherry picked bits I liked to speed up the strategic timers, but left enemy strength/toughness alone.

You've put "+" and "-" symbols in the ini files. Does simply adding a new override not work - and you have to "delete" with a minus and "add" with a plus? Not seen this in other mods.

Also - I've just made a change to the GameData line:
MissionOptionScalars=(ItemTemplateName="Intel", Scalar=2.0, Difficulty=3) ;Impossible
To reduce the Intel costs for contacting another region (changed scalar to 1.5 where 1 is normal). I guess this impacts economy hence why it's not in your mod.

Nice work though.
marshmallow justice 19 Feb, 2016 @ 8:35am 
Ooo.. You reckon True Concealment & the TimerTweaks mod would conflict then? :(
Sykic  [author] 19 Feb, 2016 @ 8:20am 
@BrotherBabyface In the background. You should notice a difference in Operation Gatecrasher, where there will be Legend's extra Sectoid pod but the Sectoid will have reduced health.

@marshmallow It should be fine so long as other mods don't alter enemy health and armour values or any of the timers.
BrotherBabyface 19 Feb, 2016 @ 7:58am 
When you start a new game and select Legend, does it give a second option for Commander+ or will it show as Legend, and the changes are just in the background?
marshmallow justice 18 Feb, 2016 @ 7:48pm 
Looks very interesting. Will probably use on my next run; do you think there'll be any incompatabilities with other mods?
Sykic  [author] 18 Feb, 2016 @ 5:22pm 
They're set to Commander's progression.
Magni 18 Feb, 2016 @ 4:21pm 
So, does strategic progression for the enemies (IE, the timing for new enemy types etc.) change, too? Asking because combining Legendary timings for that with Commander research times is going to end in you running rings around the aliens in terms of teching up.
micpo 18 Feb, 2016 @ 3:27pm 
Would be nice if research Times would stay like on legendary pleaseeeee:steamhappy:
Matikanefukukitaru 18 Feb, 2016 @ 2:52pm 
Oh, thanks for the response guys. I overread that in the description.
Sykic  [author] 18 Feb, 2016 @ 2:47pm 
@Yamino Click Legend difficulty when starting a new game.

@Anomaly The Avatar project moves faster on Legend, alien facilities are built faster, and so on. Normally the countdown once the project is complete is longer than Commander but that too has been reduced (halved, to be exact).
Zigg Price 18 Feb, 2016 @ 2:45pm 
@ Yamino; Read the description above.
MrShadow 18 Feb, 2016 @ 2:36pm 
No it's good as is. Even research on Comander is still longer then other difficulties.
micpo 18 Feb, 2016 @ 2:12pm 
Would be nice if research Times would stay like on legendary
Matikanefukukitaru 18 Feb, 2016 @ 1:56pm 
So, will this show up as an additional difficulty option in the menu?
Zigg Price 18 Feb, 2016 @ 1:27pm 
Does the Avatar project move slower on Legendary?
micpo 18 Feb, 2016 @ 1:04pm 
Aby inni file to mąkę some changes?
MrShadow 18 Feb, 2016 @ 12:49pm 
Wow sounds like just want I want! Want to play the longer legendary but don't want to deal with the longer waiting or supper HP enemy like in vanilla legendary.