XCOM 2
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Restored SITREPs
 
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Aug 29, 2017 @ 8:01am
Aug 20 @ 6:19pm
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In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
83 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.
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127 Comments
KT Chong Nov 1 @ 12:29pm 
Yeah @ Calgore, it does not make sense for a resistance camp to settle right in the middle of a chemical leak zone unless people there wanted to get cancer.
RedDobe Oct 2 @ 2:06pm 
Thanks for the response. I went ahead and removed the restored sitreps so that now there is less competition for the raider sitreps. With both mods enabled there are probably just too many to ever see them all.
Saladofstones Oct 2 @ 10:32am 
This works with them, they just can be somewhat rare it seems.
RedDobe Oct 1 @ 12:56pm 
Does anyone know whether or not this works with the Bandits and other raider mod sitreps? I have played about a half of campaign now with 3 raider mods and not seen one of them come up as a Siterep pre mission. I also have Realty Machina's additional missions sitereps installed.
TOMekbok Sep 27 @ 1:52pm 
according to this mod, could it be possible to cut some type of missions?
Calgore Aug 20 @ 4:00pm 
Would it be possible to add a restriction to Chemical Leak to make it not appear on retaliation missions? I just lost a region almost instantly because the acid pools spawned inside of the buildings containing the civilians.
Giga Phoenix Aug 1 @ 12:42pm 
And this was colect an alien item, one set to explode at first. I got the item but the Waves never stopped when after I got it, must have been at least 10 waves I killed before evacing, which it counted as failed even with the item objective.
Giga Phoenix Aug 1 @ 12:40pm 
Oh Waves, the "Waves" kept coming as killing them all was part of the objective I think but it counted the dropship enemies even if the red drop point had not been placed yet, I killed all the enemies with 10 waves, then a drop ship would come in imeditly upon droping the red drop point on their turn.
RealityMachina  [author] Aug 1 @ 5:08am 
Which mission type was this? Kill all enemies is a very common objective and I've seen it work as intended with mission types such as Hack.
Giga Phoenix Jul 31 @ 10:06pm 
I don't mean the timed forced evac, I just mean you'll have to use evac to end the mission and even if you have the objective other thank killing all the enemies, it counts as failed!