XCOM 2
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[WotC] RW Better Mission Result Based Autoadjusting Difficulty
   
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Feb 2, 2018 @ 9:08am
Jan 20, 2020 @ 6:09am
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[WotC] RW Better Mission Result Based Autoadjusting Difficulty

In 1 collection by krumiro
Realistic War... or the "Mine Yours" Collection... ;)
25 items
Description
;My "Enemy Force Level" (a Default-XCom2 Value used to determine the Amount/Type/Tier of randomly generated Enemies in Missions and gradually increasing from 1 to 20 by +1 every 10days) helpfully also decreases/increases after each Mission based on Casualties (No Wounded, Wounded, 33% Killed, 50% Killed, 100% Killed) and based on Mission Result (Successful/Failed) automatically preventing me from gradually becoming overpowered/overloser, yours?

;Donations: paypal.me/krumiro

;Self-adjusting difficulty is something I've always "manually" practiced in any game (by manually tiny-stepping down/up difficulty after losing/winning each mission or match and therefore making the game's Difficulty naturally "oscillate" around the most appropriate for me). I`ve also always practiced it with XCom1/2 but I kind of like the Time-Costs settings of Legendary Difficulty so this Mini-Mod is designed to obtain the same result (make Difficulty naturally oscillate around the most appropriate for the player) but altering a different Difficulty parameter which represents Enemy Strength and, this time, automatically instead of manually... ;)

;YOU CAN CHANGE THE VALUES TO THE DESIRED ONES IN THE .INI FILE (And don't you dare asking where the .INI file is... seriously??? ;) )
;The two below "Casualties" and "Mission Result" Modifiers are cumulative. For Example: +1 (No Wounded) -1 (Mission Failed) = +0.

;CASUALTIES MODIFIER
EnemyForceLevelChangeWithNoWounded = 1
EnemyForceLevelChangeWithJustWounded = 0
EnemyForceLevelChangeWithBetween01And33PercentKilled = 0
EnemyForceLevelChangeWithBetween34and50PercentKilled =-1
EnemyForceLevelChangeWithBetween51and100PercentKilled =-2

;MISSION RESULT MODIFIER
EnemyForceLevelChangeWithMissionAccomplished = 0
EnemyForceLevelChangeWithMissionFailed = 0

;ENEMY FORCE LEVEL (CURRENT --> CHANGED) SHOWN IN MISSION SUMMARY
MissionSummaryText = "(Enemy Force:"
IPreferEnemyForceLevelToBeShownInPercentagesInsteadOfFractionsOf20 = true
;This way instead of increments of 1 from 1 to 20 it will be shown in increments of 5% from 5% to 100%... I kinda prefer it... kinda looks more professional... ;)

;ENEMY FORCE LEVEL
;Used by Default-XCom2 to autogenerate Enemies in all Missions "except" Storyline Missions. In Default-XCom2, increasing by default by 1 every 10 days (every 15 in highest difficulty), without the influence of this Mini-Mod the enemy reached full strength after 7 months (after 10 months in highest difficulty):
;Force Level 1: Sectoids, Officers or Troopers available as leaders. Troopers available as followers.
;Force Level 2: Turrets available.
;Force Level 3: Stun Lancers available as followers.
;Force Level 4: Vipers available as leaders.
;Force Level 5: MECs available as leaders.
;Force Level 6: Mutons available as leaders.
;Force Level 7: Troopers removed, Codexes available as leaders, Advanced Troopers and Sectoids available as followers. Berserkers available.
;Force Level 8: Officers upgraded to Advanced Officers, Vipers and Shieldbearers available as followers, Turrets upgraded to Heavy Turrets.
;Force Level 9: Sectoids not available as leaders (but only as followers).
;Force Level 10: Lancers upgraded to Heavy Lancer, Muton available as followers.
;Force Level 11: Viper and MEC not available as leaders (but only as followers), MEC available as followers, Archon available as leaders.
;Force Level 12: Heavy MECs available as leaders. Chryssalids available.
;Force Level 13: Mutons not available as leaders (but only as followers), Codex available as followers, Codex leader chance reduced, Advanced Trooper upgraded to Elite Trooper.
;Force Level 14: Andromedon available as leaders, Heavy Turrets upgraded to Super Heavy Turrets
;Force Level 15: Advanced Officer upgraded to Elite Officer, Shieldbearer upgraded to Elite Shieldbearer.
;Force Level 16: Sectopods available as leaders, Heavy Lancer upgraded to Elite Lancer. Chryssalids increase amount.
;Force Level 17: Archons available as followers.
;Force Level 18: Gatekeepers available as leaders, MEC not available, Heavy MEC available as followers.
;Force Level 19,20: Weak Pods become stronger.

;CLASS OVERRIDES:
;+ModClassOverrides=(BaseGameClass="UIMissionSummary"
;+ModClassOverrides=(BaseGameClass="UITactical_Photobooth"

;INCOMPATIBILITY LIST
;WOTC Nice Mission Debriefing
;Please help me to update this list...


DONATIONS
Are you so full of gratitude for this Mini-Mod that you will just explode if you don't offer me a beer?
Need me to add an option you like?
Want to help to keep this mod “surviving” XCom updates?
You’d like me to make it compatible with your favourite Mod?
Seen a bug and want to help me find the time to squash it?
XCom Modding is fun but doesn't pay the rent and free time is limited… Donations are NOT mandatory but if you want to "motivate" me to escalate this mod maintenance (or your suggested idea) higher on my free-time priority list… here is the Paypal link and I'll have a beer (or maybe lunch) in your honour. ;)
https://www.paypal.me/krumiro


DETECT CLASS OVERRIDES CONFLICTS BETWEEN MODS
Simply make a quick Harddrive Search for “+ModClassOverrides=(BaseGameClass=“
The results will show all the XComEngine.ini files of Mods that make Overrides. Check if any of those files have the same Class name after the “=“ and kindly ask the Modders to try to avoid that override or cooperate with each other. When 2 mods override the same class the game gets HORRIBLY VERY SLOW and only 1 of the 2 Mods works (randomly).
17 Comments
Captain Flint Jun 27, 2023 @ 3:48pm 
Id love to have more requirements listed. The difference between "One Soldier lost 1 HP" (EnemyForceLevelChangeWithJustWounded) and soldiers dying is just too big to have a consistent difficulty curve.
Id love to set it to Total HP from all soldiers combined. So if my soldiers are overall in good health but possibly wounded, its an increase in difficulty. But if they are mostly heavily wounded, but not dead, difficutly doesnt change. Is that possible?
So the baseline would be that I'd manage to get the mission completed, noone dies, but everyone almost does.
Kevin from HP Customer Service Feb 3, 2023 @ 5:14pm 
@krumiro I'm assuming this doesn't interact in any way badly with "diverse pods by force level" ?

I'd love to add it to my modlist.

Also, to the guys below me, I'm not a modder in any way, so EXPERIMENT with what I'm about to say:

Try commenting out the mod class override UIMissionSummary in this mod's configs, in my head that will make the Force Level display on the mission over window stop working but it eliminates the conflict and the force level mechanics of this mod will (MAYBE) still work.
jat11241976 Oct 30, 2022 @ 7:45am 
Wondering the same thing as @Langhar. I really enjoy the premise of this mod, appreciate your mods!
Anarchaz May 3, 2020 @ 10:34am 
Please tell me that this amazing mod does not conflict with Screen Listeners of the same class. My AML says

Conflict found for 'UIMissionSummary':
[WotC] RW Better Mission Result Based Autoadjusting Difficulty
* [WOTC] Overflow Ability Points
* [WOTC] Soldier Development
* After Max Level Advancement
* Birthdates [WOTC]

should I ignore it or does it actually conflict?
CptnHappyTimePie Feb 9, 2020 @ 11:08am 
How does this handle games that have changed the maximum force level above 20 (currently have campaign set to max FL=50)?

Can I just notepad++ edit the 20's to say 50...or will that be bad o.O
krumiro  [author] Jan 20, 2020 @ 6:06am 
Just uploaded an Update fixing a Bug which, when making an "End Mission Photo", was generating and showing a random photo-poster instead during the flight back to base... ;)
Latis Sep 6, 2018 @ 11:11am 
The autor of flawless just updated it and now works togheter =)
krumiro  [author] Sep 6, 2018 @ 6:35am 
Thanks!
Nope.
Nope, but I suspect that both Mod can work simultaneoulsy. ;)
Latis Jul 9, 2018 @ 7:40pm 
this mod i think overrides "Flawless" mod :(
van the man May 14, 2018 @ 3:13pm 
Thx for this mod. This circumvents a lot of the balance problems with Xcom mod playing - I get a mix of player power and enemy power increases, and plus there's my own skill level, and for Xcom to even be playable amidst this environment, this is absolutely necessary IMO. Thx thx thx