XCOM 2
Mission Penalty Rebalance
23 Comments
DewFuel 8 Sep, 2017 @ 7:15pm 
oh snap, thanks!
Anisotropic  [author] 8 Sep, 2017 @ 6:09pm 
Updated version for WotC: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1130972839

Firaxis made some similar changes to retaliations so that part was taken out.
DewFuel 8 Sep, 2017 @ 5:27pm 
wotc compatiable?
Boisegangpc 21 Jun, 2017 @ 8:46pm 
I have had an issue that I'm not sure was supposed to happen. I'm using the Mission Penalty Rebalance mod and Scanning Sites Plus. I scanned a PoI, and when I saw that none of the rewards were worth risking my soldiers, I skipped it.

And then the region was disconnected. I didn't even notice until today(it was about 3-5 days ago that this happened) because there was no pop-up. This was my home region, so I've lost my HQ and cannot reconnect with the region. Here's a screenshot: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=952165231
Indiaman_At_Sea 31 Dec, 2016 @ 5:13pm 
@ eclecticbibliophile Now I'm no computer code person ( I hate going through code, seriously. )
give me a list of the mods you had active, and maybe I can think up the mod that may be causing it. If it's not a mod, I can't do nothin'. But I know (sometimes) what causes a mod(s) to basically not let other mods work.
Dragon32 11 Oct, 2016 @ 9:42am 
@Blaze
For ADVENT Siege alter iDefaultCivsSavedWon in the INI. If you set it to e.g. 10 then you get a 2% Supplies increase for a succesful mission.
For the vanilla terror missions you need to alter all the fRegionIncomeLoss[#] values, where # is the number of civs saved, note that a negative value is an increase in Supplies from that region.
Blaze 10 Oct, 2016 @ 9:27pm 
I have just one question. If a Civilian survives the map, but I don't run up to them to "save" them, do they still count as saved, or no? Also, how DOES the handling of Haven Siege go? Because I've seen two retaliations in my file so far, a normal one and a siege. The normal one reported on the result screen a loss of 7 or so income. At three territories, this somehow knocked my income down to -2. After the Haven Siege, my income further plummeted to -32.

This feels rather excessively punishing in the early-game when supplies are one of the biggest obstacles to getting things done.
I Beat Moderate AI 3 Oct, 2016 @ 1:51pm 
Great! Exactly as it should have been in the first place.
eclecticbibliophile 9 Jul, 2016 @ 7:37pm 
Had a retaliation mission earlier today, saved ten civilians but got a penalty to region income afterwards. I am running a number of mods, but no obvious suspects come to mind. Any idea what could cause such a bug?
Captain Cosmo 9 Jul, 2016 @ 1:48pm 
You're telling me this mod will let me ignore a boring but mandatory landed ufo mission that I really don't need to do and have my guys down for another week, further delaying the big mission I'm trying to get them onto? Sold!
Dragon32 20 Jun, 2016 @ 11:55am 
Had a Haven Siege mission earlier today, managed to do it without wiping but some of the rookies died. In the mission de-brief I was told that region income was decreasing by nine supplies. Seemed a bit harsh based on that firefight. To not get a decrease (or even an increase) do all rookies need to survive?
Nico 12 Jun, 2016 @ 8:27pm 
Is there a way to turn off the negative effects for Retaltion missions?
Nico 12 Jun, 2016 @ 8:19pm 
This mod also ends up dropping my supplies whenever I complete a Haven Siege.
Anisotropic  [author] 11 May, 2016 @ 7:50pm 
Mods are always installed in your steam workshop directory.
steamapps/workshop/content/268500/<mod id>

This mod's ID is 674300220, so look there!
Andrewleepaul 9 May, 2016 @ 10:32pm 
Can someone post the path to the ini?
Ruther 6 May, 2016 @ 1:09am 
Ok thats very good news :). I'M going to try that out with just the Guerilla Ops disabled. For retaliations i like your version better so far.
Anisotropic  [author] 5 May, 2016 @ 3:39pm 
Yep! You can enable/disable this mod for individual mission types.
Just look in the INI and remove the line:

.ApplyToMissions=MissionSource_GuerillaOp

That will remove the changes for Guerilla ops so you will be compatible.
I think retaliations are also modified by partial mission completion, though - you might want to load this mod after it if you want it to apply properly.
Ruther 5 May, 2016 @ 1:38am 
Is there a way to keep Partial Mission Completion working or just to disable your mod for Guerilla op missions? I realy like your mod to make Retaliation Missions more punishing but i would like to keep the more hit and run guerilla feel on the guerilla missions (means make killing all enemys optional).
Zigg Price 29 Apr, 2016 @ 9:09pm 
So with Haven Siege not having civilians, there should, theoretically, be no conflicts? If so, very nice. I like the sounds of this mod.
Anisotropic  [author] 29 Apr, 2016 @ 8:07pm 
The INI has defaults for win and loss conditions if the mission doesn't have civilians.
The default setting is to treat a win as 8 saved, a loss as 3. So you would lose 6% region income after a win, 25% after a loss (and you would lose contact).
Zigg Price 29 Apr, 2016 @ 6:25pm 
How would the Retaliation changes here play with the Haven Siege defense mission mod?
Ruther 28 Apr, 2016 @ 11:31pm 
Awesome mod :). It should tie in nicely with the more scanning sites mod. More hard choices coming up.

Its great you added the Support for non Civ Terror Missions, i did lower the defaultwin to 6. You get free Soldiers, so this has to hurt ;).
marshmallow justice 28 Apr, 2016 @ 8:05pm 
This is really great, glad I saw it on the xcom 2 mods reddit as it wasn't here last night. Now I just have to unsub from No Region Disconnect for this. (Sorry NRD!)