XCOM 2
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[WotC] Mission Overhaul: Core
   
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56.040 MB
Oct 1, 2019 @ 12:18pm
Nov 12, 2019 @ 10:49am
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[WotC] Mission Overhaul: Core

In 1 collection by ∑3245
E3245's Master Mod Collection for War of the Chosen
98 items
Description
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DESCRIPTION
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This mod makes some small changes or fixes while keeping the original experience that Firaxis intended. This verison, Core, contains fixes for certain missions and contains a new subsystem that will be required for future mission packs and the mission overhaul that I'll do. Read futher on for the detailed list of fixes and changes that this mod will cover.

One important notice: This changes the behavior of the infamous Protect the Device mission, so it's a lot less frustrating to play.

If you have issues with this mod or spotted a bug, please report it in the Bug Report Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.

If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.

So I have quite a bit of people saying they want to donate, so here's my Patreon: https://www.patreon.com/E3245
I will link my Patreon for ORIGINAL mods, like this one, and not ports. I won't put my mods behind a paywall and I won't montenize my mods.

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FEATURES
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  • ALL \\
    • Increased XCom spawn points to a radius of 3 (~27 tiles) instead of 1 (9 tiles). Stops the bug where XCom is spawned in the middle of the AO. Useful for players that run more than 7 soldiers at a time or want more breathing room for soldiers at mission start.
    • Stealth Logic Track: If enabled, stops objectives from revealing your squad, force drop reinforcements, or enemies convering on XCom's centerpoint, unless a soldier or the squad gets revealed.
    • Disable LOP Intercept: If enabled, stops LOP Intercept mechanics. NOTE: Might make the game too easy.
    • Special House Rules logic: Only for custom missions that require it. NOTE: This is not implemented on any changed mission in this pack!
    • Evac Zone fix. This fixes the bug where the sound lingers even after destruction.
  • BLACKSITE \\
    • Ability to disable Cinematics even if Zip mode is disabled.
    • Instead of a static spawn, XCom will be able to place a Evac point BEFORE grabbing the vial in case the mission goes in the enemies favor. After the vial is obtained, the Evac zone is preplaced at its original location.
    • Grab Vial cutscene is no longer restricted to regular soldiers, Reapers, Templars, and SPARKs. Allies Unknown soldiers or other custom characters who have the ability to grab the vial are now supported.
    • Stealth Logic Track support.
  • PROTECT THE DEVICE \\
    • Enemies will not intercept the data tap on mission start. Instead enemies will patrol the zone as normal.
    • If the squad sees the data tap before getting revealed, ADVENT will then seek and destroy the data tap. If soldiers are revealed first but not in combat, ADVENT will converge on XCom instead.
  • GATECRASHER \\
  • FORGE
  • BROADCAST THE TRUTH
  • HACK WORKSTATION
  • RECOVER FLIGHT DEVICE
  • RECOVER ITEM
  • RESCUE VIP
  • DESTROY FACILITY
  • COMPOUND RESCUE
  • DESTROY PSI TRANSMITTER
    • Stealth Logic Track support.
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KNOWN ISSUES
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  • None so far.
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TODO
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  • Fix some bugs, if any.
  • Tertiary team support (Bandits, Chaos Legion, SCP, etc)
  • The Mission Overhaul packs.
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COMPATIBILITY
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  • It should work right out of the box, regardless of your mod setup.
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F.A.Q
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Q: Can you change X part of this mission?

A: Sorry, but this mod goal is to fix either minor gameplay issues or bugs while keeping the spirit of the mission. This is for those that don't want to change very much about WotC.

Q: What is this mission overhaul that you mentioned?

A: Coming soon!

Q: Is it safe to add this mod in the middle of a campaign?

A: Yes! You can add it mid campaign with little to no issues. Do not however, enable it during a tactical mission, as that could cause unexpected bugs, not limited to a CTD!

Q: Vanilla version?

A: Not really, no.

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CREDITS
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Coding:
  • E3245 for editing the mission logic for the missions listed above in features.

DISCLAIMER: ALL CONTENT BELONGS TO THEIR ORIGINAL AUTHOR(S). ALL RIGHTS RESERVED.

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LOG
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Release ver: 1.012:
  • Added RNF.ChanceSpawnOpenPod to UMS_WMO_TriggeredReinforcements.umap for sitreps to interact with the value.
Popular Discussions View All (2)
19
Dec 18, 2023 @ 9:09am
PINNED: Bug Report Thread
∑3245
1
Nov 7, 2019 @ 11:28am
PINNED: General Feedback Thread
∑3245
100 Comments
Cúchulainn Jan 12 @ 1:58pm 
amazed that ppl stll find this mod
XenoR4ce Oct 18, 2023 @ 6:43am 
doe it work?
Reggie Aug 31, 2023 @ 5:07pm 
Not sure if this works with LWOTC, but i will try it anyway. will post update if it works fine or not
hottt3 Aug 28, 2023 @ 10:10am 
Is it compatible with LWOTC?
Alex.S Jul 26, 2023 @ 3:36am 
This mod cannot be run together with Covert Infiltration, as it results in the starting mission having no objectives until you eliminated all enemies (It suddenly appears as "Eliminate all enemies" and "Prisoners must survive"), and you can't even interact with the prisoners. And should you choose to leave via skyranger despite having a mission success, you instead have a mission fail.
Petch666 May 8, 2023 @ 8:14pm 
Can this mod work with Additional Mission Types Redux?
AlphaAmpersandOmega Mar 20, 2023 @ 2:13pm 
Anyone try this with LWOTC?
Dęąth Viper Oct 19, 2022 @ 1:49pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Kanario97 Oct 11, 2022 @ 2:31pm 
Spanish Translation:

[MissionTimers]
TurnsUntilEVACArrivesTitle = "Sobrevive"
TurnsUntilEVACArrivesSubtitle = "Turnos hasta que el Skyranger llegue a la ZE"

TurnsUntilEVACLeavesTitle = "Escapa"
TurnsUntilEVACLeavesSubtitle = "Turnos hasta que el Skyranger deba eludir la ZE"

[SeqAct_HQWoundKillStaff]
m_strUnitWounded="<XGParam:StrValue0/!UnitName/> fue herido y deberá estar <XGParam:StrValue1/!Time/> en enfermería!"
Lobuno Mar 31, 2022 @ 3:18pm 
@davidtriune: yeah it works really nice!!