XCOM 2
96 ratings
Restored SITREPs
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.179 MB
Aug 29, 2017 @ 8:01am
Jan 28 @ 1:25am
11 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Restored SITREPs

Subscribed
Unsubscribe
In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
61 items
Description
Restores the cut SITREPs of War of the Chosen. May cause crashes.

Specifically this restores:

Fireteam - squad size limited to two. Mission is adjusted accordingly.

Priority Objective/Ambush - ADVENT will launch multiple reinforcements once XCOM completes the mission objective.

Chemical Leak - high concentrations of acid pools will appear in the mission area. Due to potential of acid pools appearing on spawn, XCOM will have temporary acid immunity at mission start for two turns.

Low Visibility - adverse conditions in the area has reduced the visibility of both XCOM and the enemy. Any hits the enemy makes will automatically be grazed.

Black Ops - if XCOM kills every visible enemy before their turn is over, XCOM will regain concealment

Advanced - the enemy fields units more advanced than normal, but in reduced number.

Waves - ADVENT will keep launching reinforcements to keep a minimum enemy count on the map, until XCOM completes the objective.

Phalanx - Enemy units are somewhat reduced in number, but will be gathered around the objective: prepare for heavy duty combat.
< >
106 Comments
Dragon32 Jan 28 @ 2:57am 
@Salad Stonesman:
IIRC it gave you one soldier on a mission with Alien Ruler-type reactions. But...

RealityMachina [author] 19 Sep, 2017 @ 9:00pm
Juggernaut seems to have broken in between updates again and I just got tired of trying to debug the initiative system and how Juggernaut interacts with it.

So it's been disabled.
Salad Stonesman Jan 4 @ 2:38pm 
I saw a sitrep called juggernauts that was commented out, does it do anything?
MARKET DAY! Nov 25, 2017 @ 8:36pm 
Lol alright..."Fireteam" enemy pod count and strength is NOT adjusted down to compensate for the 2 man squad. 5 full-sized pods rolling the toughest enemies for my threat level, and even introduced the andromedon. Thank god this wasn't on Ironman.
Feezec Nov 22, 2017 @ 8:12pm 
nvm. I disabled my map pack mods and was able to load a Supply Raid.
Feezec Nov 22, 2017 @ 7:04pm 
My grame crashed while trying to load a Black Ops Supply Raid. Any idea what caused this?
p6kocka Nov 20, 2017 @ 5:23am 
@RealityMachina
Is it possible to make one Sitrep (Black Ops - if XCOM kills every visible enemy before their turn is over, XCOM will regain concealment) permanent? Because I like the idea to regain concealment after nobody sees me. Is it possible pls?
Kim the Rocker Nov 17, 2017 @ 5:19am 
The Ai doesn't seem to care if they step into acid making the acid ones kinda wonky (i had one where i only hade to kill 2 half hp enemies).
Blaze Nov 16, 2017 @ 11:09pm 
First, @RealityMachina, thank you so much for the awesome work you put into making these mods!
I just had a Low Visibility mission, and the in-game tooltip of "All units' visibility is reduced by half" doesn't appear to be correct; ADVENT was firing from full distance in regular combat even though they had reduced line-of-sight for purposes of breaking concealment. This was balanced by the fact that every hit they landed was a graze (as suggested in the config). If this is the intended behavior, would it be possible to update the SITREP Information page in the game to reflect this?
Tyger Tac Oct 18, 2017 @ 4:52am 
Wait, Juggernaut is disabled again? Are you sure you will never add it back? Never tried it but seem fun.
saikou~! fure fure! yacchae! Sep 22, 2017 @ 8:08am 
Wouldn't it be better to just adjust up the number of enemies? It makes sense for some enemies to be burned in a chemical leak and that seems kind of cool to be able to run into enemies who are already in bad shape.