XCOM 2
Marathon: A Longer Campaign with More Missions
104 Comments
Kevin from HP Customer Service 8 May, 2020 @ 4:46pm 
I'm not installing this mod (on current playthrough, I will after), but (without looking too much into the actual bug people complain about) the missions not spawning might be a general problem caused by any mod that extends the campaign too long or increases mission popup rates, which causes the game to eventually run out of missions to give you from a missions pool.
To anyone complaining, look into this for a possible fix

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=665435869
VS-lockon 6 Nov, 2019 @ 10:12am 
update for WOTC?
Sumatris 12 Jun, 2018 @ 5:53am 
Second this - any chance of an update for WOTC?
Vantezzle 3 Sep, 2017 @ 3:21am 
Any hope for a WotC version?
DewFuel 15 Aug, 2017 @ 7:55pm 
anyone having impossible missions with ABA2? It's like May 2035 and I'm getting missions spawned by this mod that are with 7-9 pods, whereas normal missions are like 4-6 pods.
cubert13 29 Jul, 2017 @ 5:09pm 
I am assuming that this is just activated by downloading the mod right? Because I looked around and I did not see a menu or any options to turn it on.
RoleMartyrX 9 Jun, 2017 @ 10:43am 
Where is the Second Wave options menu?
Galdis 20 Jan, 2017 @ 10:24am 
Is this mod still working/supported?
Mythrix 7 Oct, 2016 @ 4:17pm 
Also, for those worried about soldiers levelling too fast, play with a fatigue mod. That keeps the soldiers out for a mission or two naturally putting a big dampener on their progress.
Mythrix 7 Oct, 2016 @ 4:15pm 
This is working great for me. I have maybe 40 other mods and this doesn't seem to conflict. ADVENT project time is definitely halved as well, with the first base only getting one chip and taking a long time to appear. Playing on Commander level with 150% aliens and fatigue, so I needed a bit more of a chance to get moving. I also got the blank guerilla mission but that seems a minor bug that had no actual impact beyond maybe missing out on a mission, but you get plenty of those with all the time you now get.
JB-emmanuel-Zorg 31 Aug, 2016 @ 11:45pm 
(i'm playing in level "commander".
JB-emmanuel-Zorg 31 Aug, 2016 @ 11:36pm 
hi, don't have especially mod who can interfere with this mod... the cost of object are doubled, yes... but the times of researches and time to make a building are THE SAME... an idea?
Simplicity 30 Aug, 2016 @ 12:06am 
Is it possible to slow down the levlling process further? Like recruits don't get a promotion on the first mission?
ithacus 27 Aug, 2016 @ 5:19am 
I've just had the blank guerilla mission too.
AoD_lexandro 13 Aug, 2016 @ 11:49am 
Hi Emporer. Great mod, but a couple of issues.

1.) A blank guerrela op is spawned with no options. I think this is simple a case of an un-modded file causing the game to roll an OP and not find a mission deck.

2.) A bit too many council missions. I seem to get them at a "standard" rate instead of a marathon rate.

Apart from that, friking sweet mod mate. Been waiting for a good marathon mod for Xcom2
Deacon Ivory 28 Jul, 2016 @ 8:18am 
@Jesus - I'm not sure why the mod author used that image, it has nothing to do with this mod. You want Second Wave Reborn: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=667691437 although don't install it until the update goes live (he's deleting the old one).
Jesus H Christ, PHD 22 Jul, 2016 @ 9:27pm 
Try as I might, I cannot for the life of me find the Second Wave options. Halp?
Simplicity 11 Jul, 2016 @ 7:33pm 
I don't know if this is a conflict but my units seem to be leveling at the usual pace
ansient 6 May, 2016 @ 9:20pm 
Beer Engineer's fix worked for me. The progression is amusing, finished Mission 11 and have a captain specialist and barely enough to afford Squad Size II. But only one building, GTS. Not enough to have started construction on anything else.
Julian Skies 5 May, 2016 @ 2:55pm 
Hey quick question. Which .ini files does this mod overwrite?
Having same problem as Xai down there, but I want to minimize the level of nuking I need to do on my .ini files
Beer Engineer 1 May, 2016 @ 10:57pm 
I got the mod working on legendary by editing XComGameData.ini. In the DefaultGameData,ini under XComGameState_MissionCalendar the name of the Mission deck for
legendary start is StartingMissionDeck[3]="StartMissionsLegend" which is called in MissionDecks[4] array.
In your XComGameData.ini you have the name of MissionDecks[4] as "LateMissions" so legendary missions never find a deck to start at.

the three lines I changed in the mod were
+EndGameMissionDeck=MidMissionsLegend1

+MissionDecks[4]=(DeckName="StartMissionsLegend", NextDeckName="MidMissionsLegend1", MissionMonthDays=65, bForceNoConsecutive=true...

+MissionDecks[5]=(DeckName="MidMissionsLegend1", NextDeckName="StartMissionsLegend", MissionMonthDays=65, bForceNoConsecutive=true...

hope this helps, thanks for the making the mod
ansient 18 Apr, 2016 @ 9:43pm 
Tried legend, but no missions are generated. Playing with something close to this mod list: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=648318901 , plus 'Quick Start' and 'Bronzeman'. Tried disabling the subset of mods that seems relevant to mission/map generation, but no difference. No missions are generated.
Xai 10 Apr, 2016 @ 11:56am 
Gotcha, yeah, I did the game cache first, I doubted that was necessary in the post-hoc analysis. Just documenting the steps I used. Thx.
odebate 10 Apr, 2016 @ 11:33am 
@Xai, just zap your XCOM Config folder in My Documents / My Games.
gamesfahan  [author] 10 Apr, 2016 @ 11:32am 
@Xai That's an issue with XCOM itself. Sometimes it doesn't properly undo changes made by mods. I can't fix that, unfortunately.
Xai 10 Apr, 2016 @ 9:39am 
Not sure if anyone else has this problem, but I played C:I with marathon mod and then went to legendary and disabled the mod, but the research times and weapon costs were still doubled. After a ton of debugging, I discovered I had to delete all the ini files in my "My Documents" folder to go back to default. It seems the mod overwrote my config folder and didn't reverse it even after unsubscribing the mod and verifying the game cache. FYI.
odebate 8 Apr, 2016 @ 4:47pm 
No missions generating on Legendary. Mods relevant to the campaign map / mission generation: Mission Time Remaining, Mission Award Variety, Maps By Vozati, More Maps Pack, Configurable Mission Timers, More Mission Types.
Thedeejnylv76 5 Apr, 2016 @ 9:22pm 
I feel like the enemy advances too quickly now, but maybe I just need to adjust.
Aven Oul 2 Apr, 2016 @ 9:10pm 
i have this mod active and i couldnt find the second wave?
gamesfahan  [author] 31 Mar, 2016 @ 6:45am 
@Xeraphale Weird, but I don't think it's from this mod.

@Keefypants That sounds like a mod conflict. My mod doesn't modify the enemies that spawn on a mission. Can you send me your mod list?
keefypants 30 Mar, 2016 @ 10:29pm 
Don't know if this is intended, but I got a turret in first mission, was kind of a pain in the ass. Also, I do not seem to be able to actually choose what guierlla op I want to do. Even though I can see 3 upcoming events, anytime an op comes up only one mission is there so I dont really get to choose which event to counter.
Xeraphale 30 Mar, 2016 @ 2:15pm 
Just has a mission spawn without an objective or any info. I ignored the mission and nothing negative happened. OK, so not a massive bug, but hopefully of interest.
gamesfahan  [author] 30 Mar, 2016 @ 6:53am 
@EyeRuvDumprings The mod will still work fine on Legendary, but you may find that the mission variety fizzles out towads the lategame. The missions increase will be coming for Legendary in the next update.
Osium 30 Mar, 2016 @ 3:47am 
Any idea when the missions will be addressed for Legendary? Or perhaps for the enterprising among us you could explain exactly what the problem is and we can tackle the problem on our own and use the mod in with our own little bandaid?

I'd really like to play a much longer campaign, but it sounds like the mod doesn't work well with legendary due to some issue with the number of missions?
Spiner909 29 Mar, 2016 @ 5:23pm 
@Emperor_Boma I retract my previous statement about Elerium and Alloys. Plasma stuff needs a lot of them.
gamesfahan  [author] 29 Mar, 2016 @ 4:29pm 
@Pain. Sadness. Loneliness. Thanks for the list. I can't see anything that would conflict, except maybe No Avatar Project. Try it without that.

@Spiner909 I haven't had a lot of time recently, but I've been throwing around ideas for making supplies rewards more lucrative. I'm thinking about increasing them to 100-130 for the scans. I'm open to suggestions.
Spiner909 28 Mar, 2016 @ 8:15pm 
I had a mass spelling spree at the Black Market after I got the regional bonus that boosts the supplies for selling things, bringing in over 2000 bucks. I thought that was pretty OP, then I remembered how much everything costs.

That said, scanning places of interest that has supplies is pretty awful and the reward should be increased significantly (5 days for 60-80 supplies is not efficient use of time with this mod).

And finally, Alloys and Elerium feel pretty abundant. I've not once had a shortage of either, forcing me to choose something because of it, which was a huge thing in Long War.
Spiner909 28 Mar, 2016 @ 8:15pm 
Honestly, I think this mod will be very good once you've implemented faster enemy scaling and (seriously) reduced XP gains.

Now that I've reached mid-late game, I think I can provide some more feedback. I think research is a bit too fast, powered armor with a 1 slot lab and 3 scientists took me ~16 days. I think making late game research 20% or so longer would be a safe nudge.

This is probably out of your control but later game wounds are negligible. Most are only for a week or less, the most serious 'grave wound' I've had was 24 days.

Catch_XXII 28 Mar, 2016 @ 5:27pm 
I just restored my config folder from a Vanilla copy that I took before I started any mods and it reverted back just fine.
Catch_XXII 27 Mar, 2016 @ 8:52pm 
Love the mod, but when I started a new game with it disabled, the values for building new rooms and wounded soldier times persisted. I've tried unsubscribing and removing all files associated with the mod, but the values persist. I'm not opposed to manually updating the ini files, but I don't have enough experience to know where to look.
Юки 27 Mar, 2016 @ 1:06am 
Mod list: Leader pack, No startup movies, no avatar project, custom face paints, muton centurion , custom bandanas, capnbubs accessories pack, evac all, smg pack, trooper - custom soldier, load from character pool, rogue class mod, fix deadeye aim penalty, stop wasting my time, enemyloot: explanded loot(disabled), less gravely wounded, suit upgrading, showmetheskills, numeric healt display, gotcha (flank preview), chance to miss, no crit dodging, grimy's loot mod, rename secondary weapon, disable timers, world expansion project, more maps pack, hidden potential, cost based ability colors, marathon. Woooh thats all, god, i must stop adding more mods xD Last missions i played before this bug happen was at 1st atack on advent object and right after that ufo attack on avenger, after this i seen not any mission popup on map.
gamesfahan  [author] 27 Mar, 2016 @ 12:46am 
@Spiner909 The new update should work fine for campaigns in-progress, but it won't suddenly make higher tier enemies appear.

@Pain. Sadness. Loneliness. Yes, any info you could provide would be great! This is a known bug and I'm still looking for a way to fix it without causing issues in the late-game.
Юки 27 Mar, 2016 @ 12:37am 
Hello, not sure which mod cause this, i didn't have incompatible mod that listed above, but at some moment of game missions stop to appear at all, if i disable mod and load game without it all works fine. It's seems like some kind of bug. If you want to investigate more closely i can provide list of all mods installed for you and give more information about when this happen... etc
Spiner909 27 Mar, 2016 @ 12:34am 
Do you expect the next update will need a new campaign?
gamesfahan  [author] 26 Mar, 2016 @ 10:51pm 
The next update will hopefully address a lot of the balance issues people will be having - higher costs, higher XP requirements, and speeded up enemy advancement!

@bilfdoffle Thanks for the mod list.
Spiner909 26 Mar, 2016 @ 9:50pm 
Some more feedback for you: mid June and I'm finally seeing MEC's and Mutons. I think at this point we definetely need the Advanced Advent, I haven't taken a wound for at least six missions.
I'm turning on IESS+ now to restore some challenge.
bilfdoffle 26 Mar, 2016 @ 9:29pm 
my modlist [drive.google.com].

Something is definitely wrong with the force level in this (well, I'm assuming it's due to this). I'm in July, and I finally saw my first muton, and my first MEC. Advent troopers still have 4 HP, and my top 8 guys are all corporals - partly due to only needing 85 kills (apparently that's fixed, partly due to IESS.

With this mission frequency, something like the fatigue mod really needs to be in the game, otherwise it just turns into a cakewalk. Speaking of the mission frequency, it does get to be a bit much, but I think at least part of that is that the force level is not going up properly.
gamesfahan  [author] 26 Mar, 2016 @ 4:46pm 
@spiner909 Thanks for the info. I'll have to speed up the enemy advancement.
The XP change should work just fine on current campaigns, though during my testing I found that some troops - not all - didn't take longer to level up until they did once.
Reducing the frequency of missions is possible, but it's a pain and will be undone by any updates. I'll make a post about it in the discussions section.
Spiner909 26 Mar, 2016 @ 3:27pm 
@Emperor_Boma It is May 29. Avatar progress is at 4 (have done Blacksite). Enemy has large numbers of vipers and mixed Advents (playing with Better Advent mod and other enemies like Advent sniper, priest,etc).

Have yet to see a Muton or MEC (only 1 MEC on blacksite). Just now getting into Magnetic Weapons and Psionics is next on my list.

Will the XP change need a new campaign? And is there a way I can slightly reduce the frequency of missions?
freezer_shmeezer 26 Mar, 2016 @ 2:37pm 
@Emperor_Borna ok that worked :)

Thanks!