XCOM 2
Success-based Dynamic Force Level
90 Comments
Joe Marotta 8 Feb @ 12:19pm 
It would be a great addition to have a chance for increase/decrease rather than flat out 100 percent likelihood.

The increase can stack up very quickly.
DPS-Editor 20 Jan @ 4:56pm 
Necroing this to warn that the game crashes if Force Level is brought down below 1 by doing poorly in a very early mission.
BurgerKing 31 Jan, 2023 @ 5:48am 
Bradford: "Commander! Dont win this mission!"
Rtma Eros Paragon 16 Apr, 2020 @ 11:07am 
Wait, Never mind, it was a win with Good status, I got an Excellent and went up 1, it's working. -.=.-
Rtma Eros Paragon 15 Apr, 2020 @ 10:48am 
This looks like a nice skill based adjustment system, perform poorly, it will help you to keep up, if you smashing everything with impunity, well, I hope you like Sectopods in June (Whatever is earliest). :3
Vaeringjar 1 Feb, 2020 @ 12:38pm 
hey man I'm not new to modding but I'm new to modding XCom 2, and since there's no manual way of setting forcelevel I'm looking at making it myself. Could you share the sourcecode for this mod? Would make my life much easier XD
Waves 29 Nov, 2019 @ 2:23pm 
Does this still work for WoTC?
Legion1337 1 Dec, 2018 @ 7:54am 
ROOKIES FOR THE BLOOD GOD!!!
qwop 10 Jul, 2018 @ 8:43am 
I'd like to know if the vanilla force increase(+1 per 10.5 days) would still happen after installing this mod. I want the force level to be increased not only when winning missions but by elapsed time as well.
SuspiciousSeal 26 May, 2018 @ 7:21am 
also, does this disable normal force level growth?
SuspiciousSeal 26 May, 2018 @ 1:09am 
is abort if you refuse a mission or abort when you evac out?
Daemonjax 10 Mar, 2018 @ 9:11am 
Another thought: Even though the game only tracks integer values for force levels, the mod itself could still track fractional values and apply them accordingly. Even if we can't add a value to a savegame, it could be stored in an ini variable. This would let us set maybe something like 0.66 for flawless and 0.33 for excellent.
Daemonjax 10 Mar, 2018 @ 9:04am 
Seems cool, but with default values you can get to force level 14 very quickly, which introduces Archons very quickly. Archons are a wall of health bars and are able to kill one xcom unit per turn. The game isn't really set up in a way that allows for failed (or aborted) missions, and if played straight, this results in a snowball of defeat begetting more defeat. In order to get a "good" rating or worse, xcom soldiers have to die. The optimal way, to play then becomes sacrificing rookies on maybe half the missions you take in order to prevent the force level from rising to 14 (when Archons appear) before you have the tech to dps them down. Maybe reducing it flawless to +1 force level would help, and maybe that alone would be enough... but it doesn't change that the game really is set up in a way that it forces you to win practically every mission with excellent or better.
Peanut Butter 8 Mar, 2018 @ 9:26pm 
I really do love this mod, when I was in later months.
Started a new campaign with this, big mistake. My first retaliation strike mission I had to fight THREE berserkers, 2 advanced troopers, and an advanced stun lancer.
Yeah, everyone died.

10/10 would rec.
krumiro 16 Jan, 2018 @ 4:51am 
The joy of finding a Mod already done the day that I decide do start making it! Thanks! you saved me a bunch of hours!

Am I assuming correctly that this is already compatible with War of the Chosen? I looked at the script and it seems WotC friendly...
Pilgrim_Bear 18 Oct, 2017 @ 4:42am 
@RealityMachina Yeah, my bad. Just learned about how force levels actually work. Have a good day!
Kyuubicle 17 Oct, 2017 @ 11:56am 
Hey, you're gonna scorch us all with burns that hot!
Pilgrim_Bear 17 Oct, 2017 @ 1:27am 
So I have been enjoying this mod so far, though there is possibly one issue:

Recently on a Retaliation, I encountered a Sectopod with an elite Officer in April. Two weeks later, a Guerrilla Op pops up, and a Gatekeeper spawned, in May.

Is it possible that the mod is causing this, and if so, is there any way I can tweak this? Thanks!
WaKKO151 10 Sep, 2017 @ 8:59pm 
So i have this idea for a mod where instead of the avatar project ending the game it simply resets the counter and spawns a custom avatar. This avatar would act like an Alien Hunter DLC Boss and get ruler reactions just like they do and would also be very strong. Every time the avatar project completes one of these custom bosses is created. I myself have no expierence in modding but love all your mods and this game is pretty mcuh all I do. So I thought I would bring it up to you and see what you thought about how feasible it would be to create something like this for long war 2?
IkeFanboy64 7 Sep, 2017 @ 3:42pm 
Compatible with WotC?
thinkbomb 29 Aug, 2017 @ 10:39pm 
this is just general curio commentary - love the mod by itself, but it creattes some ... unexpected/fun (?) balance issues with other. I was playing with that mega-mod that adds mini-missions to P.O.I. scans ... which are weighted to be super easy (lengthens the game and increases experience opportunities). That meant I racked up a few great successes before my first real mission and my 4 rookies were up against force level 5. lol
RealityMachina  [author] 24 Jul, 2017 @ 6:19pm 
No, it'll stay at 1 in that case.
thinkbomb 24 Jul, 2017 @ 8:25am 
Quick dummy question - if you're already at Force level 1 and you get another poor mission result; this mod shouldn't cause a crash, right?
Iron Mantis 8 Jul, 2017 @ 9:20pm 
been looking for something like this within the past couple days. Been getting flawless/excelent on most my missions whithout feeling like the aliens are progressing and i've researched everything.

ty!
Indestructibirb 15 Jun, 2017 @ 1:57am 
Does it reduce on a failed mission?
Gas 27 May, 2017 @ 9:36am 
Not Compatible with Long War 2. Long War 2 seems to keep its own record of Force Level.
N*rd 7 Feb, 2017 @ 7:09am 
Long War 2 compatible?
Tokiro 25 Jan, 2017 @ 8:33pm 
Hello, is there any way to randomize it's values after missions instead of being straight +X or -Y? Thanks!
Churchill Dog 9 Jan, 2017 @ 3:34pm 
surprisingly entertaining trying to figure out how to kill that gatekeeper with your ballistic weapons
10/10 would get flawless again
Scrooge McDuck 30 Dec, 2016 @ 5:41am 
I am really enjoying this mod, thanks!
Last campaign was really brutal for me so I decided to try something different - I reversed the numbers (from -1 on Flawless and Excellent to +1 onFair and Poor and +3 on Aborts), so that when I do well I can actually feel I'm hurting Advent.
The game is already so hard on Legendary, with all the mods I've installed, this change balances the pain somewhat :)
Skyfall 6 Dec, 2016 @ 12:57pm 
Wow, just got the crap kicked out of me. They killed 2 soldiers and caputred 8. It was brutal. Well done.
cjcg000 26 Nov, 2016 @ 5:02pm 
love this and all pods active for true pain
any chance of an option(or perhaps separate mod) allowing adjustments in pod sizes and strength
I'm playing with a good amount of xcom buffing mods so any increase in baddies squad size(ideally based on success) would be a good balance imo
sbnnj 20 Nov, 2016 @ 6:42pm 
Would it be possible to make it adjust pod sizes instead of strength? I was thinking it would be great to have the avatar-based difficulty combined with pod sizes that vary by success.
pintocat 1 Nov, 2016 @ 12:30pm 
Is this incompatible with, or does it synergize with, your Avatar-based Dynamic Difficulty?
how_disgusting 21 Sep, 2016 @ 1:45am 
Probably one of my favorite mods.
RealityMachina  [author] 12 Sep, 2016 @ 5:13pm 
Flawless = mission complete, nobody got hurt or died

Excellent = mission complete, nobody died

Good = mission complete, less than 1/3 of the squad died

Fair = mission complete, less than 1/2 of the squad died

Poor = mission complete, 1/2 or more of the squad died

Poor is also the rating used for mission failures.
LightenedDark 12 Sep, 2016 @ 9:10am 
Hey RealityMachina what is the difference between a good and a fair mission? My understanding of the ratings are:

Flawless = all mission parameters completed, everyone is full hp, no deaths
Excellent = all mission parameters completed, no deaths
Good = all mission parameters completed, 1-2 deaths?
Fair = Some mission parameters completed? Some surviving operatives
Poor = No mission parameters completed or no surviving operatives?
Abort = excacuation with no mission parameters completed

I assume this is documented in the SDK, but I don't know how to get it.
Honey 3 Sep, 2016 @ 1:24pm 
I'm not sure if it decreases force level after mission failed or aborted. I didn't notice the force level had been decreased after i aborted several missions or after some deaths of my soldiers.
Alex Darkcrowne 2 Sep, 2016 @ 10:30pm 
I had this and LW: Alien Pack installed along with Additional Dark Events. I got Berserker Pack by 2nd month, a Sectopod on the third, the Archon King at 2nd month, and Muton Elites before the standard Mutons. Lovin' i.t
RealityMachina  [author] 25 Jun, 2016 @ 5:36pm 
@The Thracian No, the game tracks force levels through integers, whole numbers only.
K. Constantine 25 Jun, 2016 @ 4:29pm 
Can you use decimals for the force level?
Jerlic 12 Jun, 2016 @ 3:23am 
I've never experienced true terror in XCOM until I was face to face with 3 advanced troopers and a berserker on the very first retaliation mission. It was in that moment I realized I was screwed. Great mod.
pierre.fagnan 11 Jun, 2016 @ 11:17pm 
This note so you know I'm enjoying the fruit of your efforts. Thanks for sharing thid mod. It is greatly appreciated.
AUTOMATED GAY SPACE COMMUNISM 4 Jun, 2016 @ 2:03pm 
Kudos to you, Realitymachina. This mod is central to changing up my XCOM experience ever since IESS got bumped off due to Alien Hunters. The game is harder and more exciting, and I love it.
The BlackVision 26 May, 2016 @ 4:40am 
Love the concept and work done for this mod, and the ability to manipulate the Force Level in general. Looking into my own version that might adjust to other variables (such as the Notoriety mod's selected settings, for example).

Agree with the general principle of adjusting the game to be easier if you keep osing and harder if you keep doing better, but do think smaller increments might be better for most people. Given that the range is only from 1-20, a jump of 1 or 2 is pretty damn big.

However, I do love that it forces you to rethink how to approach things strategically instead of just tactically - and that you're NOT always going to be winning every battle, and for that challenge, quedos to you :)
aku47 16 May, 2016 @ 4:21pm 
Ok So I might have to disable this until halfway through my campaign it seems like. I'm getting andromedons and I've got tier 1 armor and weapons with 1 captain and a few other veratan soldiers. The game seems to have skipped the muton and viper phase. i've faced just as many mutons as berserkers. The problem is I'm playing with bleedout mod as well. and even if you wound all soldiers but none of them die that's a +1 to difficulty, which seems steep.
Atlantez 17 Apr, 2016 @ 11:05am 
Would love to see some small clip with +20 enabled!
Indestructibirb 5 Apr, 2016 @ 3:17pm 
I'm going to try altering this so that flawless, excellent and good are +1 and everything else is 0. So Advent gets better more slowly based on how you do but never gets weaker.
Theobald 28 Mar, 2016 @ 10:21am 
I second this idea. There's a snowballing effect, especially with mods slowing the acquisition of mags and plasmas. It IS doable, but not without reloads, from my experience.