101 ratings
Configurable Protect Device
Tags:  Gameplay
File Size
0.128 MB
Feb 28, 2016 @ 1:44pm
Apr 23, 2016 @ 8:17pm
5 Change Notes ( view )

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Configurable Protect Device

Changes Protect the device objective HP so it scales to a more reasonable HP. Early game 32 HP, Mid game 48 HP, Late game 72 HP. Configurable in INI SteamApps\workshop\content\268500\634951246\Config\XComProtectDevice.ini

Also changes alien relay HP to 6, 12, 18. Configurable in the same file.

This is an improved version of the mod http://steamcommunity.com/sharedfiles/filedetails/?id=634352787 , this mod will take priority over the other mod so you don't need to enable the other one. The other mod provides more stability because this mod uses a hacky way to manipulate the device HP (referenced from wghost's configurable mission timers mod).

This mod will not update tactical games save properly, it will change the max HP but not the current HP for tactical saves, but it should have no problems for protect device missions that comes after.

WARNING: As any XCOM 2 mods do, saving a game with a mod enabled will cause the save game only work if and only if the mod is enabled, since this is a tactical game mod there shouldn't be missing content after disabling the mod as long as you don't save/load in tactical games, so for now you'll have to use this mod to fix it if you decide to disable the mod http://steamcommunity.com/sharedfiles/filedetails/?id=619141883

Problems? Follow this guide first! it may solve your problems (applies to all mods) http://steamcommunity.com/sharedfiles/filedetails/?id=625230005

Compatibility Note:
This mod should be compatible with any mod that don't replace the device object name in these missions. It will only work with 1 'SignalInterceptor' or 'AlienRelay' Destructible at a time.
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Nider001 Dec 10, 2016 @ 4:13am 
Can I include this mod into my own project?
Aerrie Jul 5, 2016 @ 2:41pm 
I have just had a really tense battle where I managed to kill the last alien with only 1 HP remaining on the relay. Thanks to your mod for this amazingly tight balance.
gimrah Jun 6, 2016 @ 1:52am 
I should still have an autosave from just before it happened (playing honestman not ironman), so if the fix will apply in a tactical save then I could test it fairly easily.
-bg-  [author] Jun 5, 2016 @ 10:40pm 
ok upon investigating the code, it seems non flammable is only checked when fire spreads but sometimes the fire can spread to a device tile because there's another destructible on the tile, causing the check to read the wrong destructible and thinks the fire can be spread there, and the bImmuneToAreaBurnDamage property appearantly is ignored, allowing the device to be damaged by fire. I can override X2Effect_ApplyFireToWorld and attempt for a fix but I am not 100% sure this will solve the issue.
ADVENT Avenger Jun 5, 2016 @ 3:32pm 
Environmental damage doesnt use regular HP. An item can be blown away like glass from being hit on by a sword and have 30 in game HP and withstanding damage before dying.
gimrah Jun 5, 2016 @ 3:27pm 
The device was showing more like 20hp (no less than 15 anyway). It was clearly there through the alien turn. The aliens didn't attack it. And then I lost the mission at the start of my turn - the device just disappeared. There was fire next to it. I'd killed all the ayys that could walk through it.
ADVENT Avenger Jun 5, 2016 @ 12:51pm 
I think environmental damage is non elemental. They would have to have their inner data for "Environmental HP" increased, wherever that is because it's not in any UC files or INI files. You would have to bump their HP. I think being on fire causes around 10 points of environmental damage since it takes 10 to light a car on fire, and 10 more for it to explode.
-bg-  [author] Jun 5, 2016 @ 11:48am 
the devices are actually already immune to fire according to the destructible data, I am not sure what causes the fire to immediately destroy it.
gimrah Jun 5, 2016 @ 9:48am 
Is it possible to make it so the device is immune to fire?

I just got a September Very Difficult one of these. It was Legend so first Andromedon and I think the device had 48HP. As luck would have it the Andromedon was the one hitting the device for 10-11 each turn. I went balls out and managed to get the situation under control, killing the Andromedon while the device still had about 35-40% health. And then fire just instagibbed the device (started some distance away but in the same building). I was pretty salty because I thought I played it correctly - you can't just not use explosives within 20 tiles of the device just in case.
ADVENT Avenger May 3, 2016 @ 6:46pm 
Protect the device missions are a lot more interesting if you open the DefaultMissions.INI file and change the XCOM spawn distance really, REALLY near the objective...