XCOM 2
[WotC] Mission: Prison Break
 This topic has been pinned, so it's probably important
∑3245  [developer] 1 Jul, 2019 @ 7:09pm
General Feedback Thread
If you think you have a good constructive idea on what could be improved in this mod, then post it here.
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Showing 1-9 of 9 comments
Astrefernal 2 Jul, 2019 @ 2:08am 
I think you should randomize the number of soldier to extract from the cells. It would be more realistic.
Last edited by Astrefernal; 2 Jul, 2019 @ 2:08am
silverleaf1 3 Jul, 2019 @ 4:52pm 
I just played this mission. I like it but I got a situation that I want to bring to your attention. When the evac arrived it came on the completely opposite side of the board from my troops. I wanted to see what would happen and activated the console and ran all soldiers to the exit. It was not possible to get them all out on the same turn so some, which needed four turns to get to the other side of the board could not make it out even when running full speed. Does evac show up far away by design? I notice it is easy to configure your mission so I added some turns so that I can fight my way across the board if needed. This mission is very good. I have a mod that makes the fences break concealment if gone through which made this mission just a bit tougher.
∑3245  [developer] 3 Jul, 2019 @ 4:58pm 
Originally posted by silverleaf1:
I just played this mission. I like it but I got a situation that I want to bring to your attention. When the evac arrived it came on the completely opposite side of the board from my troops. I wanted to see what would happen and activated the console and ran all soldiers to the exit. It was not possible to get them all out on the same turn so some, which needed four turns to get to the other side of the board could not make it out even when running full speed. Does evac show up far away by design? I notice it is easy to configure your mission so I added some turns so that I can fight my way across the board if needed. This mission is very good. I have a mod that makes the fences break concealment if gone through which made this mission just a bit tougher.

I don't think it was meant to appear far away like that. Usually for me it appears closer to the prison. I think it was just an unlucky roll.
Infernalis 3 Jul, 2019 @ 5:35pm 
First of all this is a very great idea. Along with the variant for the case that nobody or very few ever got captured, this presents a great addition to variety. And variety is always great.

If you would like to consider, I'd have 2 "wishes" on the technical side:

1. Could you expand the INI to make rank requirements for the covert action configurable? Personally I would like to use these mission types in late game, so I would configure it to require a colonel (rank 7) in slot 1 and a major (rank 6) in slot 2. Maybe others would rather like to set the requirements to a lower level. Anyways, 2 variables in the INI should do the trick.

2. Could you expand the INI to contain a switch to turn off any slot-rewards for the soldier slots in the covert action? I'm usually using the mod "Buy stats for ability points" available in the workshop, which already does this for all standard covert actions. I'm uncertain if it would also remove slot-rewards in this custom covert action, but I could imagine that they could either conflict
with or be oblivious of each other. A boolean switch to turn them off in the INI could solve this very elegantly.

Anyways, once again: A very great idea.
∑3245  [developer] 3 Jul, 2019 @ 5:48pm 
Originally posted by Infernalis:
First of all this is a very great idea. Along with the variant for the case that nobody or very few ever got captured, this presents a great addition to variety. And variety is always great.

If you would like to consider, I'd have 2 "wishes" on the technical side:

1. Could you expand the INI to make rank requirements for the covert action configurable? Personally I would like to use these mission types in late game, so I would configure it to require a colonel (rank 7) in slot 1 and a major (rank 6) in slot 2. Maybe others would rather like to set the requirements to a lower level. Anyways, 2 variables in the INI should do the trick.

2. Could you expand the INI to contain a switch to turn off any slot-rewards for the soldier slots in the covert action? I'm usually using the mod "Buy stats for ability points" available in the workshop, which already does this for all standard covert actions. I'm uncertain if it would also remove slot-rewards in this custom covert action, but I could imagine that they could either conflict
with or be oblivious of each other. A boolean switch to turn them off in the INI could solve this very elegantly.

Anyways, once again: A very great idea.

1) Sounds easy enough.
2) I'm pretty sure that if you are using "Buy stats for ability points" then it should disable the reward by default, since it modifies all of the covert action templates in a given game.
Infernalis 4 Jul, 2019 @ 5:16pm 
Tested the new version. Nice to see even more configurable elements.
As for 2), it appears to work just like you described.
Everything I could have wished for, thanks.
RedDobe 2 Jan, 2020 @ 8:28pm 
Mod works great for me. I had one bad and one good mission with it. My only feedback is to reduce the number of active instances of the covert action. At some times there can be 3 or 4 prison break covert actions listed, which floods the available covert actions. Maybe set it to not allow multiple? I don’t see any reason to have more than one at a time.
∑3245  [developer] 2 Jan, 2020 @ 9:08pm 
Originally posted by RedDobe:
Mod works great for me. I had one bad and one good mission with it. My only feedback is to reduce the number of active instances of the covert action. At some times there can be 3 or 4 prison break covert actions listed, which floods the available covert actions. Maybe set it to not allow multiple? I don’t see any reason to have more than one at a time.

The CA is already set to only allow one at a time. This might be a bug with the Covert Action code itself not respecting the setting.
RedDobe 2 Jan, 2020 @ 11:08pm 
I think that flag only restricts multiple being created during the same month. Maybe making it unique as well? IMO the mission should be limited since it is a high risk/reward anyhow. Making it unique would give 3 opportunities at various times.
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