XCOM 2
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[TLP] Resistance Operation Overhaul
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Nov 6, 2021 @ 10:39am
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[TLP] Resistance Operation Overhaul

Description
[TLP] Resistance Operation Overhaul

This mod is a major overhaul of the Resistance Operations that were added by the Tactical Legacy Pack DLC, aimed to give players more control over how their squad evolves over the course of the operation.

The flow of a Resistance Operation has changed quite a bit:
1. First you choose the settings for the operation. This includes how many missions there will be, how many soldiers you will have, what classes they will be, what mission they join on, the difficulty of the operation, and more.
2. Next, you play through the first randomly generated mission.
3. After the mission is complete you will earn Credits, your Research Level may increase, and all of your soldiers will rank up once.
4. You will be taken to a new interface where you can perform research. In order to research a project, you must meet the Research Level requirement and spend some Credits.
5. Choose new abilities for your squadmates who have ranked up, and equip them with any new gear that you have researched.
6. After performing preparations, you are taken to a new interface where you must choose the next mission. You will have 2 options to choose from, and the rewards will differ: some will grant additional Credits, further increase your Research Level, or perhaps a free research project.
7. Continue to the next mission. Rinse and repeat until you complete all missions in the Resistance Operation.

To clarify the two resources that are earned after each mission:
- Research Level: Researching a project requires your Research Level to have reached a certain value. For example, Magnetic Rifles require you to have a Research Level of 2 or higher. Research Level does not decrease when a project is researched.
- Credits: Credits are spent to research a project.

Controllers are fully supported. Playing a Narrative Ladder operation, or playing without Enable Resistance Operation Overhaul checked, will not include any of the overhaul features, and the game will play as it normally would.

The Settings

Enable Resistance Operation Overhaul
This setting must be on to play the Resistance Operation Overhaul. If it is off, then the Resistance Operations will play out as if this mod was not installed.

Configure Squad
Here you can customize what soldiers you will have for operation
For each soldier, you have the following options:
- What character from the Character Pool they are. There are also options for Random Character or Randomly Generated Character
- What class they are. There is an option for Random Class.
- Before which mission they join the squad.

Set Allowed Classes
Choose the allowed class options that soldiers with their class set to Random Class can be.

Allow Duplicate Classes
If enabled, you may end up with multiple soldiers with the same class.

Number of Missions
The number of missions in the Resistance Operation.

Starting and Ending Force Levels
Force level on the first and last missions, respectively. Higher force level means fighting tougher enemies. Force level will increase linearly from the start of the Resistance Operation to the end based on the entered values.

Starting and Ending Alert Levels
Alert level on the first and last missions, respectively. Higher alert level means fighting more enemies. Alert level will increase linearly from the start of the Resistance Operation to the end based on the entered values.

Set Advanced Options
Lets you set Advanced Options (e.g. Beta Strike) for the Resistance Operation. Can work with Advanced Options added by mods, but it depends specifically on how they are implemented in those mods.

Save and Load Configurations
Save and Load a set of custom settings. Note that these are written to XComROOSaves.ini in Documents\My Games\XCOM2 War of the Chosen\XComGame\Config so if that file is deleted, then your saved configurations will be deleted.

Mod Compatibility
Most mods are compatible, see below for details. General ladder settings can be changed by modifying XComLadderOptions.ini. Research templates can be added or changed by modifying XComSoldierUpgrades.ini and ResistanceOperationOverhaul.int. More detailed instructions for adding mod compatibility are written in the top comment of XComSoldierUpgrades.ini.

Required Mods
- X2WOTCCommunityHighlander

Recommended Mods
- One of the "Rookie Psi Operative" mods. The base Psi Operative class is disabled because of some weirdness with their ability requirements, so a "Rookie Psi Operative" class works much better.

Class overrides
This mod will not be compatible with other mods that override these classes, but AFAIK there aren't any.
- XComGameState_LadderProgress
- UITLE_LadderModeMenu

Mods that should just work
- Class mods
- Exception: RPGO is not supported.
- Exception: Classes that add new equipment will need to have them entered into the config files, so that the new equipment can be researched and equipped.
- Enemy and AI mods
- Map mods
- Tactical gameplay mods

Mods with built-in support
- [WOTC] Iridar's Five Tier Weapon Overhaul - Vanilla Balance
- Long War SMG Pack - WotC (unofficial)
- Beam Grenade Launcher
- WotC Ballistic Shields
- [WoTC]Tier III Grenades
- [WOTC] Superior Explosives
- [WOTC] LW2 Secondary Weapons
- [WOTC] Iridar's Underbarrel Attachments
- Primary Secondaries
- High Quality Rounds [WotC + Vanilla]
- [WOTC] Corrosive Rounds
- [WOTC] Frost Munitions
- [WOTC] LW2 Utility Plating
- [WOTC] Pharmacist Class
- [WOTC] LW2 Classes and Perks
- [WOTC] Cut Content Ammo
- [WOTC] Rocket Launchers 2.0
- [WOTC] Iridar's Spark Arsenal 3.0
- Immolator + Chemthrower Abilities
- Iridar's Molotovs
- Jump Jets
- [WOTC] Jet Packs

Mods that will not be supported
- RPG Overhaul - I know many may be disappointed here, but the amount of extra work needed to support RPGO is just not something I'm interested in doing.
- True Primary Secondaries - Would require a lot of re-work to support, and most people who use True Primary Secondaries do so because they use RPGO anyway.
- Long War of the Chosen - I will likely build in support when 1.0 is released, I'm just waiting until it is more stable.
- [TLP] Custom Resistance Operations - This mod is a successor.
- [WOTC] Resistance Operations: Use Character Pool - Similar functionality is already in this mod.

Known issues
- Abandoned ladders still show the details of where the ladder would be if it was not abandoned. Starting the abandoned ladder will still start you from the beginning as normal though. This is only a visual bug.

Credits
Design and implementation: Favid, with assistance from h4ilst0rm and NightNinja54
Testing and feedback: Hero of Wind, TheNiTrex, lago508, Grobobobo
Special thanks: -bg- for making Skirmish Mode+, which I referenced heavily for building the UI, and the rest of the XCOM 2 Modding Discord for helping me with various issues.

GitHub
This mod is also available on GitHub: https://github.com/Favid/ResistanceOperationOverhaul
I'm pretty bad at consistently following up on Steam Workshop comments. I'm more likely to see bugs that are reported on GitHub. Code contributions are also welcome.
20 Comments
looks cool
Lonely Astronaut May 14 @ 2:52pm 
Great mod!!!

Quick question: Is there some configuration option I'm missing to use the Character Pool for replacement soldiers/soldiers you find on missions?

It works great from the initial setup, but soldiers I receive as replacements for KIA's and those I find on rescue missions don't get picked from the Character Pool.

It'd also be awesome if the VIPs pulled from the Character Pool as well!
Seth1466 May 12 @ 11:42am 
I don't know how, I don't know why, but [WOTC] Guaranteed Interchangeable Upgrades/PCS Addon causes this mod to completely break and not function. If trying to start an Operation with this mod enabled, the screen will go completely black and it will either freeze or just immediately end the mission. Hopefully this saves someone some headache in the future. :thumbs:
Panzerkampfwagen VIII Maus Nov 11, 2024 @ 7:15am 
By the way, if MEC Troopers Redux is enabled in the classes, none of the MECs are shown with a primary weapon, thus making them useless for more than half of the operation.
steven777 Sep 16, 2024 @ 6:31am 
I gotta give this 11/10. Genius Mod.
steven777 Sep 15, 2024 @ 6:41pm 
I was doing an Extract VIP mission and as soon as the VIP was extracted the mission ended instantly.

My XCOM soldiers were halfway across the map still fighting. So that can't be working as intended.

This didn't happen with the old [TLP] Custom Resistance Operations.
ScriptGenius12 Mar 7, 2023 @ 2:47am 
Freezes on the difficulty screen
PADDY Dec 13, 2022 @ 1:22am 
7. Is it possible to add a soldier "reserve" system, in case I don't want to take everyone on a mission?

8. I noticed that when a soldier is killed (happened to me a lot!), they're replaced by a similar soldier? Is this a feature of Res Ops or did I mis-configure something?

Overall, your mod seems fine with LWOTC, the only issue is the class names (in the class select menu) are duplicate (so you're not sure which is WOTC specialist and which is LWTOTC's), maybe adding a prefix in the localization would fix that?

Not sure how possible it is to do, but do rescued soldiers join the team after the mission?

Thanks for this mod, really, I wish more people payed attention to Res Ops ;-)

sorry for the spam (1000 char limit -_-)
PADDY Dec 13, 2022 @ 1:21am 
4. I'm currently doing a run with LWOTC installed, and so far it seems fine, but the tech/research won't show up, right? I have some experience with modding .ini files, if you can tell me where (in the .ini or .int files) the weapon and item names for LWOTC are, I could look into adding them for you?

5. Is it possible to go BEYOND the 25 mission limit? I tried editing the config to go to 100, but it only went to 25. Is that hardcoded?

6. Can we choose our first Res Ops mission or is that something that's hardcoded as well?
PADDY Dec 13, 2022 @ 1:21am 
@Favid
Hi! Great work on this mod. Res Ops is a truly underappreciated roguelite mode. I just played a 5 mission campaign yesterday and it was quite exciting!

I have some suggestions/questions regarding this mod:-

1. Is it possible to force custom enemy squads for the duration of the campaign or force them to appear after a certain mission (you can see how bg's skirmish mode+ mod enables you to add new encounters and such?)

2. Can we filter out certain missions and/or maps that we don't want in the campaign? I personally like the urban maps more than the forests and prefer rescue missions. Does it involve editing the ladder.ini file???

3. It's been a while since I've played Xcom 2, but do sitreps, rulers, chosen, and dark events spawn in Res Ops runs?