XCOM 2
Avatar-based Dynamic Difficulty
65 Comments
Gunter McGunt 18 Oct, 2021 @ 11:16pm 
update for WOTC pls
PaulBr 2 Aug, 2019 @ 6:20pm 
Is there any chance at all of an update for this masterpiece?
MrCloista 5 Jun, 2019 @ 1:28pm 
just answered my own question. causes a crash on wotc startup. Any chance of an update?
MrCloista 5 Jun, 2019 @ 1:08pm 
@RealityMachina asking again after a year as I'd like to try this in combination with another mod, is this WOTC compatible? AML doesn't throw up any flags as far as i can see.
JM 5 Sep, 2018 @ 11:32pm 
Thxs for your mod and all yours essentials others mods.
Could you tell us if it works for wotc or if your're planning of upgrading it
I just want to say that with all your work, and many other modders, we don't need an updated lw2 adaptation.But, we NEEDS this one.Thxs. Have a nice day or night. :)

🎖xXStretcHXx🎖 29 Jun, 2018 @ 3:44pm 
i love this mod! In fact my long term enjoyment of the game is dependent on it, I hope you update it soon!
MrCloista 12 Apr, 2018 @ 4:37pm 
@RealityMachina Is this WotC compatible as-is, or is there a chance of getting a wotc version?
Moore 31 Oct, 2017 @ 1:29pm 
Update Plox.
Gas Head 18 Sep, 2017 @ 11:26pm 
Any chance this is getting updatet for WoTC? It's essential for the game.
Dark_Ansem 3 Sep, 2017 @ 1:48pm 
I would like to second for War of the chosen. This mod makes lots of sense.
Kaotic_Slaughter 2 Sep, 2017 @ 9:04am 
I will gladly donate money to justify your time updating this - I absolutely love this mod!
Pod 1 Sep, 2017 @ 12:07pm 
War of the Chosen Support please!
Kaotic_Slaughter 31 Aug, 2017 @ 8:08pm 
This is one of my favorite mods - any chance this works with WoTC?
Husky 8 Feb, 2017 @ 2:51pm 
LW2?
pintocat 1 Nov, 2016 @ 10:07am 
Is this compatible with Better Advent? Evac all, etc. Things changing missions. The description doesn't have a compatibility section
Zigg Price 9 Aug, 2016 @ 7:14pm 
So back in April, I mentioned an issue with this mod zeroing out my calendar and effectively causing the campaign to come to a stop. I have played with a lot of mods since then, and not run into the issue, and I decided to give this one a try again. I have vastly different mods installed, this time, and immediately after my first Advent Facility takedown, my calender is zeroed out and I am unable to continue. So this mod has a conflict somewhere, and I suspect the facilities, or the special dark event that lowers the force level, are the culprit. But I have no idea what it could be fighting with to cause such an error. Just an FYI to folks. Shame, because it is a fantastic mod. I just can't seem to track down what it is conflicting with that causes it.
Zigg Price 30 Jul, 2016 @ 9:58pm 
Colossus, none of the settings in the mod .ini files affect the amount the avatar meter decreases. It only ever decreases by the amount of pips that the facility had contributed. Whatever you are changing is a different variable.
Senpai 13 Jul, 2016 @ 5:08am 
Help me plz what i have do? I want to avatar progress after destroying the facility will reduce on 10
Senpai 13 Jul, 2016 @ 4:47am 
Mod isnt work. When i destroy the enemy secret object , avatar progress reduce just one point not 9 like i choose in the mod settings
shadowfox.matthews 8 Jul, 2016 @ 2:48pm 
Is this compatable with A Better Advent's ai standalone mod?
Pilgrim 3 Jul, 2016 @ 5:05pm 
is this mod up to date? Will it work with the new DLC?
Bullyhunter77 12 Jun, 2016 @ 2:27pm 
is this compatable with a better advent?
Cubicle.Dexter 14 May, 2016 @ 5:52pm 
I'm a little confused. Is the current difficulty higher with higher Avatar Project progress or lower? The description suggests that force level and AP progress are inversely proportional. Am I reading/understanding that correctly?
[=VF=]-Ray Jefferson 13 May, 2016 @ 9:05am 
this mod work with new dlc and new patch?
a harmless kitten 12 Apr, 2016 @ 7:44pm 
Had a pod of 3 Advanced Troopers and 1 standard MEC drop from a reinforcements carrier in late March (the Avatar Project just came online). All the normal troopers on the mission were normal, but having to face 9HP grunts when all of my guys are at 6 or less with no Tier 2 armor or weapons is brutal. I'm not sure if this is balanced well enough for the early game.
Zigg Price 4 Apr, 2016 @ 11:28pm 
Never used that one. It's possible it worked fine, and then I added another mod mid campaign that messed with it. I really like this mod, so once I get through this campaign (I have not actually beat the game, yet, so I am tired of restarting. Preordered and everythign!) I will go back through and do some figuring, and probably ditch some mods.
RealityMachina  [author] 4 Apr, 2016 @ 8:03pm 
@Anomaly of Awesome Only conflict I can think of atm would be if you have Intelligence Spending, but that should cause facility destruction to not work (since Intelligence Spending would override the OnMissionSuccess for the alien facility missions), not work somewhat and then cause the game's calendar to zero out nearly everywhere.
Zigg Price 4 Apr, 2016 @ 7:35pm 
I tried to load the save with most of the mods turned off, and it crashed. So at least one of the mods I have is apparently vital to the save state. I can provide some logs, but not sure the saves will actually be of any help. With the amount of mods I am running, it is almost certainly caused by a conflict. Just hard to pin down exactly what I have that is not playing nice.
RealityMachina  [author] 4 Apr, 2016 @ 6:34pm 
@Anomaly Of Awesome Yeah I can't seem to replicate it, if you have a relatively vanilla save (or at least a save where nothing major added by a mod is active) with the bugged out state I can try to see what's going on.
Zigg Price 4 Apr, 2016 @ 12:23pm 
I did some testing, and reloaded the mission and completed it several times. The only time this bug arises is when I have your mod turned on. I suspect it has something to do with the "Facility Destruction" Dark Event, but that is only a suspicion. I have save files, and logs if you need them. I have managed to correct this issue by completing the mission with your mod turned off. Your mod caused no issues previously in my campaign, and this is actually the...2nd? Maybe 3rd facility to be destroyed. Along with the Blacksite. But now, all of the sudden, it is causing an issue.
Zigg Price 4 Apr, 2016 @ 12:23pm 
So, twice now, I have taken down an Advent Site, and had a bug pop up. The nature of the bug, if you look in the screenshots, particuarly in the bottom right hand corner, the calendar has set itself to 0's. This causes the game to effectively stop progressing. You can get a few timers reset by restaffing facilities, but the overall game is at a stand still. I'm inquiring here, because it always happens immediately after an Advent site is destroyed. I have reproduced it twice, now, reloading to a save several missions before the facility was raided, taking longer to get there the second time, and it still happens. The game seems fine upon exiting, but once it is loaded back up, the calendar is 0's. This is the only mod I have that raising or lowering the Avatar meter or raiding a facility has any practical effect on the game.

https://imgur.com/cXOHufG

http://imgur.com/yGreldP
Dukenukem117 31 Mar, 2016 @ 9:29pm 
Can you increase the value that destroying a facility increases the force level? There is a line for adjusting how much it gets lowered, but only a T/F for increasing it. Thanks.

;And this value governs whether alien facility missions bump up the force level whenever you destroy one. Have fun playing the balancing act of deciding when to destroy them if you turn this on!
+BlacksitesAffectForceLevel=true
Zigg Price 27 Mar, 2016 @ 5:10am 
I have a Dark Event mods to add more of them, and I have a marathon mod, which extends a lot of timers. It is very possible it is not a problem with your mod. I'll keep an eye on it.
RealityMachina  [author] 26 Mar, 2016 @ 11:20pm 
@Anomaly Of Awesome Weird, it has a set duration of 10 to 20 days and it should be starting the timer for it once it's activated.
Zigg Price 26 Mar, 2016 @ 8:06pm 
How long does the "Facility Destruction" modifier to the difficulty remain? I took out an Advent facility I believe over a month ago, but the "event" is still in effect that is causing things to be easier. I am using a Marathon mod, so it's possible whatever variable you used was tweaked, but I just want to make sure that I understand how the mod works, in general.
RealityMachina  [author] 25 Mar, 2016 @ 8:56pm 
@Zwitter The difficulty works on a 1 to 7 scale. The mod divides the Avatar Project pips by that number and adds the resulting number to the game's base difficulty.


So you want to lower the number if want max difficulty to be reached sooner, and raise the number if you want to decrease the maximum the game can add, if you're using a higher base difficulty.
I'm Mr Meeseeks, LOOK AT ME! 25 Mar, 2016 @ 8:52pm 
so.. your ini file doesnt explain clearly.

if i raise the doom divider,

+DoomDivider=3

means the difficulty raises exponentially whenever my doom meter increases right??
DabHand 24 Mar, 2016 @ 4:04pm 
Can you make a mod that adjusts the supply drop against the current avatar progress? Something along the lines of half way is neutral. Higher adjusting the drop towards zero (at max progress/countdown) and lower adjusting towards doubling of supplies, perhaps with additional intel. This would give reason for people not to ride the timer - and actually keep it lower.

You might need to up the pips removed from facility and story progressions otherwise the player might feel bum rushed to the finale.
Captainbeastfeast (Rat-ee-JiK) 21 Mar, 2016 @ 6:13pm 
Hi, does this mod change mainly the strategic difficulty in the 'ant farm' area or the tactical battles?
happy 21 Mar, 2016 @ 7:36am 
this most will likely be re-used in bigger projects.
thank you for opening the path.
asdf0716 16 Mar, 2016 @ 4:46pm 
There are a small handfull of mods like this one that I'm keeping an eye on; it's interesting because so far, I think I can see different modders developing what will be core concepts / mods for a Long War style mod and I think over the next months/year this will be another that is a cornerstone pillar of an overhaul. I think now you all just need a Johnnylump type guy to put them all together and rebalance them! Exciting times.
BB Shockwave 16 Mar, 2016 @ 11:52am 
There is just one problem - eventually you will get to the point where you cannot decrease the Avatar counter, since frankly at the endgame, Blacksites pop up every 1.5 months at best, but the aliens will get 1-2 Avatar counter increase per month, and you can only reduce this by 1 if you counter one Blacksite.
Zigg Price 15 Mar, 2016 @ 10:43pm 
Alright. Noted. I have an idea how to handle it then. Thanks.
RealityMachina  [author] 15 Mar, 2016 @ 8:26pm 
@Anomaly Of Awesome Force level still rises as time passes, alert level has an adjustable minimum but is otherwise fully tied to the avatar meter.
Zigg Price 15 Mar, 2016 @ 7:59pm 
So, is there still a time based element on the force level and the alert level rising? Or is it only the avatar meter? I worry without the time element, you could keep everything low and cripple the difficulty late game.
RealityMachina  [author] 14 Mar, 2016 @ 2:15pm 
@Zarkis That was how it worked, yeah.

In recommendation of some people's suggestions though (both on here and other places) I've basically re-jiggered it so destroying blacksites will decrease it by 1 with the default settings and setting back the alert level for a couple weeks before it resumes normal function.

(The previous behaviour can be turned back on with some editing of the .ini though.)
Zarkis 14 Mar, 2016 @ 10:31am 
The destruction of blacksites and story missions lower the mission difficulty by removing doom pips. However, destroying blacksites increases the alien force level by 1. The force level ranges from 1 - 20 and determines the quality (not the quantity) of alien troops. In vanilla legendary the force power is raised by one every 15 days. So maximum forcepower is reached at the end of December. Your mod would speed this up slightly if the player is destroying blacksites.
Zarkis 14 Mar, 2016 @ 10:31am 
Do I read this right: The doom counter determines the alert level (basically how many aliens you get in missions = difficulty rating of the mission; ranges from 1-7). It's 1 + doom/2 +1 if the dark event Show of Force is active, so without the dark event it can be between 1 and 6. The vanilla formula is: Alert level = mission difficulty (1-4) + campaign difficulty (0-2) + 1 if the dark event Show of Force is active. Mission difficulty in vanilla is determined by the month.

So your mod overrides the vanilla alert level mechanic, right?

RealityMachina  [author] 14 Mar, 2016 @ 10:27am 
@Beagle I see. I'll take a bit for the pod size of things to work as you want it (if what I'm thinking how to do it works), but I've set it up in the XComDoomDifficulty.ini so facility site destructions can be adjusted to decrease force level instead of increasing it, and since I didn't touch how force level generates they'll eventually recover what they lost with time.
AlphaBenson 14 Mar, 2016 @ 10:08am 
How well does this work with mods that extend the Avatar Project's bar?