XCOM 2
Scaling Protect Device
28 Comments
agris 16 Mar, 2024 @ 5:16pm 
Wonderful, thank you!
-bg-  [author] 16 Mar, 2024 @ 5:13pm 
agris 16 Mar, 2024 @ 12:59pm 
I know this is an old mod, but it would be nice if these changes applied to the "Destroy the Device" mission types as well, so the impact is more or less symmetric.

Or at least as an option in the .ini
Scavenger 23 Sep, 2017 @ 7:30pm 
Which one works with WoTC..?
I dont see a link to it.
-bg-  [author] 20 Sep, 2017 @ 8:19am 
This mod overrides beta strike so you need to reconfigure appropriately.
Magixian 20 Sep, 2017 @ 7:27am 
Havn't checked if this is the case yet. But I hope that 'Beta Strike' gamemode is taken into account for the device hp.
-bg-  [author] 17 Sep, 2017 @ 3:27pm 
i updated configurable protect device to work with wotc now, use that one.
Sumbi 17 Sep, 2017 @ 2:38am 
i would love it if we could have this back.
Sumbi 6 Sep, 2017 @ 4:39am 
so i tried it and it dosnt work anymore.
Sumbi 6 Sep, 2017 @ 4:07am 
Does it work with WotC? Firaxis missed that again. Right now taking this Mission in Late Game is auto lose.
JiMMy 2 Sep, 2017 @ 6:12am 
i need this for WotC! fucking fireaxis overlooked this again!
Reduviid 30 Aug, 2017 @ 9:36pm 
Does this work with WOTC, and if not, will this be updated?
-bg-  [author] 22 Jan, 2017 @ 12:22pm 
The mod works, but the balance is different in LW2 so you may want to tweak the numbers, use this mod that can tweak the numbers instead https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634951246
alberix91 22 Jan, 2017 @ 5:32am 
How this mod works with Long War? Anyone tested it?
-bg-  [author] 11 Jan, 2017 @ 8:49am 
It works with existing save, but if you are already in a mission it won't affect that mission.
DareDevil 11 Jan, 2017 @ 2:57am 
Can I use this for an existing save or do I need to start over?
Zigg Price 14 Oct, 2016 @ 12:33pm 
Good deal. Amazing work as ever, then.
-bg-  [author] 14 Oct, 2016 @ 10:30am 
yes, and if you want to configure the HP you can use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634951246
Zigg Price 14 Oct, 2016 @ 12:09am 
Does this mod still work? I am finding that when I run double the enemy count that these missions are just nearly impossible.
Serann 28 Aug, 2016 @ 4:51am 
The only mission I ever failed was a "protect device" mission, because I didn't have this mod. Thank you, so much. It really was a pain when there is an Andromeda or Gatekeeper dealing up to 12 damage to them every turn, possibly from opposite sides of the house the device is in.
Brad Johnson 9 Apr, 2016 @ 10:35pm 
Any chance you add your mod on the Nexus?
Naabzor 2 Apr, 2016 @ 6:33am 
Great Mod THX.

PS.
Maybe u know where I can change civilian numbers in Retaliation Mission ?? It's always screw me with all mods I have. :(
Bullett00th 7 Mar, 2016 @ 7:04pm 
Pure gold, thank you!
-bg-  [author] 28 Feb, 2016 @ 11:25am 
I am looking into the possibility of making it configurable, for now I can only make a predetermined health version because the values are stored in upk instead of loaded in scripts.
Makko 28 Feb, 2016 @ 11:24am 
-bg- would making either a configurable version with an editable ini be possible? If not, maybe a "more health" version? I think the original would be fine for me, but I'd imagine many people would like a little more options.
-bg-  [author] 28 Feb, 2016 @ 10:34am 
Without mods, the devices have 44 HP, I think 72 is alright as it's 6 turns from max damage enemies that might not attack every turn (so it's a turn timer with variance).
bkeaton 28 Feb, 2016 @ 4:59am 
Thank you so much for making this. I have been waiting for this mod. However I just did a mission without this mod in late campaign. There was a gatekeeper doing 12 damage a turn to the device. Even with bumping the hp up, that's still just 6 turns to clear every pod of aliens. Although this is still miles better than the original, oddly enough I think 72 is still too low. 120 hp late game seems more balanced. Just my two cents.